Gearswap Support Thread

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2010-06-21
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Gearswap Support Thread
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 Sylph.Yuuzuki
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サーバ: Sylph
Game: FFXI
user: Yuuzuki
Posts: 3
By Sylph.Yuuzuki 2018-03-25 05:27:43  
I've activated Gear Swap and prepared the lua file for my PUP and BRD with the gearsets. It loaded successfully ingame. However no gear is changed at all.
I tried it on both jobs, casting, resting, fighting, using WS, songs, cures... No gearchange.

I tried if maybe I need this "libs" folder with the "Mote..." luas but with or without it, it doesn't work.

Here is my PUP lua file.
https://www.dropbox.com/s/bztk02ineyh9dn6/Yuuzuki_PUP_gear.lua?dl=0

Is there any obvious setting that I might have to set somewhere which causes it to not work at all? What can I do to make it work?
Offline
Posts: 703
By Nyarlko 2018-03-25 11:05:12  
From what I can see in that file, there isn't any equipment logic included. Basically, you have defined the sets, and setup canceling buffs when you are recasting them.. and that's it.
 Sylph.Yuuzuki
Offline
サーバ: Sylph
Game: FFXI
user: Yuuzuki
Posts: 3
By Sylph.Yuuzuki 2018-03-26 11:46:03  
Okay, that makes totally sense XD Thanks, I'll compare with other files how to set those logics up! ö.ö
 Quetzalcoatl.Jaqbauer
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サーバ: Quetzalcoatl
Game: FFXI
user: jaqbauer
Posts: 8
By Quetzalcoatl.Jaqbauer 2018-03-26 19:51:57  
I'm bad with computers and new to Gearswap. I managed to download the Kinematics THF file and just replaced the gear with what I had. It looks like everything is working except for the Elemental Gorgets. I only have Soil and Thunder, but I'm not sure what I should be doing. I tried to manually enter Soil and Thunder when applicable, and that didn't work. So I switched back to the elemental.gorget format but that doesn't work either. I seem to be stuck using PCA for all WS. Any tips are appreciated. I'm bad at this stuff.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

--[[
    Custom commands:

    gs c cycle treasuremode (set on ctrl-= by default): Cycles through the available treasure hunter modes.
    
    Treasure hunter modes:
        None - Will never equip TH gear
        Tag - Will equip TH gear sufficient for initial contact with a mob (either melee, ranged hit, or Aeolian Edge AOE)
        SATA - Will equip TH gear sufficient for initial contact with a mob, and when using SATA
        Fulltime - Will keep TH gear equipped fulltime

--]]

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2
    
    -- Load and initialize the include file.
    include('Mote-Include.lua')
end

-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false
    state.Buff['Trick Attack'] = buffactive['trick attack'] or false
    state.Buff['Feint'] = buffactive['feint'] or false
    
    include('Mote-TreasureHunter')

    -- For th_action_check():
    -- JA IDs for actions that always have TH: Provoke, Animated Flourish
    info.default_ja_ids = S{35, 204}
    -- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
    info.default_u_ja_ids = S{201, 202, 203, 205, 207}
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc', 'Mod')
    state.HybridMode:options('Normal', 'Evasion', 'PDT')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
    state.PhysicalDefenseMode:options('Evasion', 'PDT')


    gear.default.weaponskill_neck = "Peacock Amulet"
    gear.default.weaponskill_waist = "Life Belt"
    gear.AugQuiahuiz = {}

    -- Additional local binds
    send_command('bind ^` input /ja "Flee" <me>')
    send_command('bind ^= gs c cycle treasuremode')
    send_command('bind !- gs c cycle targetmode')

    select_default_macro_book()
end

-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !-')
end

-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Special sets (required by rules)
    --------------------------------------

    sets.TreasureHunter = {}
    sets.ExtraRegen = {}
    sets.Kiting = {}

    sets.buff['Sneak Attack'] = {
        head="Empress Hairpin",neck="Spike Necklace",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Assault Jerkin",hands="Rogue's Armlets",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Rogue's Culottes",feet="Rogue's Poulaines"}

    sets.buff['Trick Attack'] = {
        head="Empress Hairpin",neck="Spike Necklace",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Assault Jerkin",hands="Rogue's Armlets",ring1="Bastokan Ring",ring2="Windurstian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Rogue's Culottes",feet="Rogue's Poulaines"}

    -- Actions we want to use to tag TH.
    sets.precast.Step = sets.TreasureHunter
    sets.precast.Flourish1 = sets.TreasureHunter
    sets.precast.JA.Provoke = sets.TreasureHunter


    --------------------------------------
    -- Precast sets
    --------------------------------------

    -- Precast sets to enhance JAs
    sets.precast.JA['Collaborator'] = {}
    sets.precast.JA['Accomplice'] = {}
    sets.precast.JA['Flee'] = {feet="Rogue's Poulaines"}
    sets.precast.JA['Hide'] = {body="Rogue's Vest"}
    sets.precast.JA['Conspirator'] = {}
    sets.precast.JA['Steal'] = {head="Rogue's Bonnet",hands="Rogue's Armlets",legs="Rogue's Culottes",feet="Rogue's Poulaines"}
    sets.precast.JA['Despoil'] = {}
    sets.precast.JA['Perfect Dodge'] = {}
    sets.precast.JA['Feint'] = {}

    sets.precast.JA['Sneak Attack'] = sets.buff['Sneak Attack']
    sets.precast.JA['Trick Attack'] = sets.buff['Trick Attack']


    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
        feet="Savage Gaiters"}

    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}


    -- Fast cast sets for spells
    sets.precast.FC = {ear2="Loquacious Earring",legs="Homam Cosciales"}

    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {})


    -- Ranged snapshot gear
    sets.precast.RA = {}


    -- Weaponskill sets

    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
        head="Optical Hat",neck=gear.ElementalGorget,ear1="Brutal Earring",ear2="Dodge Earring",
        body="Assault Jerkin",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
    sets.precast.WS.Acc = set_combine(sets.precast.WS, {})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {body="Homam Corazza"})
    sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {body="Homam Corazza"})
    sets.precast.WS['Exenterator'].Mod = set_combine(sets.precast.WS['Exenterator'], {})
    sets.precast.WS['Exenterator'].SA = set_combine(sets.precast.WS['Exenterator'].Mod, {})
    sets.precast.WS['Exenterator'].TA = set_combine(sets.precast.WS['Exenterator'].Mod, {})
    sets.precast.WS['Exenterator'].SATA = set_combine(sets.precast.WS['Exenterator'].Mod, {})

    sets.precast.WS['Dancing Edge'] = set_combine(sets.precast.WS, {body="Homam Corazza"})
    sets.precast.WS['Dancing Edge'].Acc = set_combine(sets.precast.WS['Dancing Edge'], {body="Homam Corazza"})
    sets.precast.WS['Dancing Edge'].Mod = set_combine(sets.precast.WS['Dancing Edge'], {})
    sets.precast.WS['Dancing Edge'].SA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {})
    sets.precast.WS['Dancing Edge'].TA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {})
    sets.precast.WS['Dancing Edge'].SATA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {})

    sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {body="Homam Corazza"})
    sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {body="Homam Corazza"})
    sets.precast.WS['Evisceration'].Mod = set_combine(sets.precast.WS['Evisceration'], {})
    sets.precast.WS['Evisceration'].SA = set_combine(sets.precast.WS['Evisceration'].Mod, {})
    sets.precast.WS['Evisceration'].TA = set_combine(sets.precast.WS['Evisceration'].Mod, {})
    sets.precast.WS['Evisceration'].SATA = set_combine(sets.precast.WS['Evisceration'].Mod, {})

    sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {body="Homam Corazza"})
    sets.precast.WS["Rudra's Storm"].Acc = set_combine(sets.precast.WS["Rudra's Storm"], {body="Homam Corazza"})
    sets.precast.WS["Rudra's Storm"].Mod = set_combine(sets.precast.WS["Rudra's Storm"], {})
    sets.precast.WS["Rudra's Storm"].SA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {})
    sets.precast.WS["Rudra's Storm"].TA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {})
    sets.precast.WS["Rudra's Storm"].SATA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {})

    sets.precast.WS["Shark Bite"] = set_combine(sets.precast.WS, {})
    sets.precast.WS['Shark Bite'].Acc = set_combine(sets.precast.WS['Shark Bite'], {body="Homam Corazza"})
    sets.precast.WS['Shark Bite'].Mod = set_combine(sets.precast.WS['Shark Bite'], {})
    sets.precast.WS['Shark Bite'].SA = set_combine(sets.precast.WS['Shark Bite'].Mod, {})
    sets.precast.WS['Shark Bite'].TA = set_combine(sets.precast.WS['Shark Bite'].Mod, {})
    sets.precast.WS['Shark Bite'].SATA = set_combine(sets.precast.WS['Shark Bite'].Mod, {})

    sets.precast.WS['Mandalic Stab'] = set_combine(sets.precast.WS, {})
    sets.precast.WS['Mandalic Stab'].Acc = set_combine(sets.precast.WS['Mandalic Stab'], {body="Homam Corazza"})
    sets.precast.WS['Mandalic Stab'].Mod = set_combine(sets.precast.WS['Mandalic Stab'], {})
    sets.precast.WS['Mandalic Stab'].SA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {})
    sets.precast.WS['Mandalic Stab'].TA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {})
    sets.precast.WS['Mandalic Stab'].SATA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {})

    sets.precast.WS['Aeolian Edge'] = {}

    sets.precast.WS['Aeolian Edge'].TH = set_combine(sets.precast.WS['Aeolian Edge'], sets.TreasureHunter)


    --------------------------------------
    -- Midcast sets
    --------------------------------------

    sets.midcast.FastRecast = {
        head="Walahra Turban",ear2="Loquacious Earring",
        body="Rapparee Harness",hands="Homam Manopolas",
        legs="Homam Cosciales",feet="Homam Gambieras"}

    -- Specific spells
    sets.midcast.Utsusemi = {}

    -- Ranged gear
    sets.midcast.RA = {}

    sets.midcast.RA.Acc = {}


    --------------------------------------
    -- Idle/resting/defense sets
    --------------------------------------

    -- Resting sets
    sets.resting = {}


    -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)

    sets.idle = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Trotter Boots"}

    sets.idle.Town = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Trotter Boots"}

    sets.idle.Weak = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Trotter Boots"}


    -- Defense sets

    sets.defense.Evasion = {
        head="Optical Hat",ear2="Musical Earring",back="Boxer's Mantle"}

    sets.defense.PDT = {head="Optical Hat",ear2="Musical Earring",back="Boxer's Mantle"}

    sets.defense.MDT = {head="Optical Hat",ear2="Musical Earring",back="Boxer's Mantle"}


    --------------------------------------
    -- Melee sets
    --------------------------------------

    -- Normal melee group
    sets.engaged = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Rapparee Harness",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
    sets.engaged.Acc = {
        head="Optical Hat",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
        
    -- Mod set for trivial mobs (Skadi+1)
    sets.engaged.Mod = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Rapparee Harness",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}

    -- Mod set for trivial mobs (Thaumas)
    sets.engaged.Mod2 = {
        head="Walahra Turban",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Dodge Earring",
        body="Rapparee Harness",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}

    sets.engaged.Evasion = {
        head="Optical Hat",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Rapparee Harness",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
    sets.engaged.Acc.Evasion = {
        head="Optical Hat",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}

    sets.engaged.PDT = {
        head="Optical Hat",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
    sets.engaged.Acc.PDT = {
        head="Optical Hat",neck="Peacock Amulet",ear1="Brutal Earring",ear2="Musical Earring",
        body="Homam Corazza",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Boxer's Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}

end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.english == 'Aeolian Edge' and state.TreasureMode.value ~= 'None' then
        equip(sets.TreasureHunter)
    elseif spell.english=='Sneak Attack' or spell.english=='Trick Attack' or spell.type == 'WeaponSkill' then
        if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
            equip(sets.TreasureHunter)
        end
    end
end

-- Run after the general midcast() set is constructed.
function job_post_midcast(spell, action, spellMap, eventArgs)
    if state.TreasureMode.value ~= 'None' and spell.action_type == 'Ranged Attack' then
        equip(sets.TreasureHunter)
    end
end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
    -- Weaponskills wipe SATA/Feint.  Turn those state vars off before default gearing is attempted.
    if spell.type == 'WeaponSkill' and not spell.interrupted then
        state.Buff['Sneak Attack'] = false
        state.Buff['Trick Attack'] = false
        state.Buff['Feint'] = false
    end
end

-- Called after the default aftercast handling is complete.
function job_post_aftercast(spell, action, spellMap, eventArgs)
    -- If Feint is active, put that gear set on on top of regular gear.
    -- This includes overlaying SATA gear.
    check_buff('Feint', eventArgs)
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
    if state.Buff[buff] ~= nil then
        if not midaction() then
            handle_equipping_gear(player.status)
        end
    end
end


-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

function get_custom_wsmode(spell, spellMap, defaut_wsmode)
    local wsmode

    if state.Buff['Sneak Attack'] then
        wsmode = 'SA'
    end
    if state.Buff['Trick Attack'] then
        wsmode = (wsmode or '') .. 'TA'
    end

    return wsmode
end


-- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
function job_handle_equipping_gear(playerStatus, eventArgs)
    -- Check that ranged slot is locked, if necessary
    check_range_lock()

    -- Check for SATA when equipping gear.  If either is active, equip
    -- that gear specifically, and block equipping default gear.
    check_buff('Sneak Attack', eventArgs)
    check_buff('Trick Attack', eventArgs)
end


function customize_idle_set(idleSet)
    if player.hpp < 80 then
        idleSet = set_combine(idleSet, sets.ExtraRegen)
    end

    return idleSet
end


function customize_melee_set(meleeSet)
    if state.TreasureMode.value == 'Fulltime' then
        meleeSet = set_combine(meleeSet, sets.TreasureHunter)
    end

    return meleeSet
end


-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
    th_update(cmdParams, eventArgs)
end

-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
    local msg = 'Melee'
    
    if state.CombatForm.has_value then
        msg = msg .. ' (' .. state.CombatForm.value .. ')'
    end
    
    msg = msg .. ': '
    
    msg = msg .. state.OffenseMode.value
    if state.HybridMode.value ~= 'Normal' then
        msg = msg .. '/' .. state.HybridMode.value
    end
    msg = msg .. ', WS: ' .. state.WeaponskillMode.value
    
    if state.DefenseMode.value ~= 'None' then
        msg = msg .. ', ' .. 'Defense: ' .. state.DefenseMode.value .. ' (' .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ')'
    end
    
    if state.Kiting.value == true then
        msg = msg .. ', Kiting'
    end

    if state.PCTargetMode.value ~= 'default' then
        msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end

    if state.SelectNPCTargets.value == true then
        msg = msg .. ', Target NPCs'
    end
    
    msg = msg .. ', TH: ' .. state.TreasureMode.value

    add_to_chat(122, msg)

    eventArgs.handled = true
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

-- State buff checks that will equip buff gear and mark the event as handled.
function check_buff(buff_name, eventArgs)
    if state.Buff[buff_name] then
        equip(sets.buff[buff_name] or {})
        if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
            equip(sets.TreasureHunter)
        end
        eventArgs.handled = true
    end
end


-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
    if category == 2 or -- any ranged attack
        --category == 4 or -- any magic action
        (category == 3 and param == 30) or -- Aeolian Edge
        (category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
        (category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
        then return true
    end
end


-- Function to lock the ranged slot if we have a ranged weapon equipped.
function check_range_lock()
    if player.equipment.range ~= 'empty' then
        disable('range', 'ammo')
    else
        enable('range', 'ammo')
    end
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'DNC' then
        set_macro_page(3, 1)
    elseif player.sub_job == 'WAR' then
        set_macro_page(1, 1)
    elseif player.sub_job == 'NIN' then
        set_macro_page(5, 1)
    else
        set_macro_page(1, 1)
    end
end


[+]
 Asura.Summerl
Offline
サーバ: Asura
Game: FFXI
By Asura.Summerl 2018-03-27 10:21:23  
Anybody ever have an issue with their tilda binds not functioning? both my control/alt keys as well as the tilda key function without issue independently of each other, and my other binds seem to work just fine. I'm also making sure all my other binds are unloading with job changes, but my tilda binds just stopped working out of nowhere.

Any ideas?
Offline
Posts: 365
By Squabble 2018-03-27 11:21:36  
Asura.Summerl said: »
Anybody ever have an issue with their tilda binds not functioning? both my control/alt keys as well as the tilda key function without issue independently of each other, and my other binds seem to work just fine. I'm also making sure all my other binds are unloading with job changes, but my tilda binds just stopped working out of nowhere.

Any ideas?

Are you sure it's not bound to something that doesn't print a message in one of your libs files maybe?
Offline
Posts: 703
By Nyarlko 2018-03-27 14:34:29  
Asura.Summerl said: »
Anybody ever have an issue with their tilda binds not functioning? both my control/alt keys as well as the tilda key function without issue independently of each other, and my other binds seem to work just fine. I'm also making sure all my other binds are unloading with job changes, but my tilda binds just stopped working out of nowhere.

Any ideas?

I don't think you can use something like ctrl+~ as your bind. That requires hitting the shift key too. XD
 Asura.Summerl
Offline
サーバ: Asura
Game: FFXI
By Asura.Summerl 2018-03-27 16:07:36  
Ah that's more a case of me mis-identifying the key, it's whatever this ` glyph goes by (commonly seen in a lot of lua keybinds as ^`)
Offline
Posts: 703
By Nyarlko 2018-03-27 21:43:14  
Asura.Summerl said: »
Ah that's more a case of me mis-identifying the key, it's whatever this ` glyph goes by (commonly seen in a lot of lua keybinds as ^`)
No worries. I only brought it up because I've seen someone else make that mistake. lol

Standard troubleshooting time!
Have you installed any new addons recently?
Have you changed any job files recently?
Have you verified that it's not a hardware issue with your keyboard?
Have you tried unloading all addons, then loading gearswap?
Have you tried adding an echo keybind to an otherwise working jobfile to verify that it's not a conflict somewhere in your normal files?
 Quetzalcoatl.Jaqbauer
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By Quetzalcoatl.Jaqbauer 2018-03-28 07:37:02  
I've continued to try and troubleshoot the neck piece not changing during my WS. I haven't touched any of the Mote files and I'm not sure what else to do. My goal is to use Peacock Amulet anytime an Elemental Gorget (I only have Soil and Thunder) isn't appropriate. I keep coming back to these two spots in the code:
Code
gear.default.weaponskill_neck = "Peacock Amulet"
    gear.default.weaponskill_waist = "Life Belt"
    gear.AugQuiahuiz = {}

Code
-- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
        head="Optical Hat",neck=gear.ElementalGorget,ear1="Brutal Earring",ear2="Dodge Earring",
        body="Assault Jerkin",hands="Homam Manopolas",ring1="Bastokan Ring",ring2="San d'Orian Ring",
        back="Behemoth Mantle",waist="Life Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
    sets.precast.WS.Acc = set_combine(sets.precast.WS, {})


If anyone can shed some light on my mistake, I would appreciate it. I know it's something I've done or am not doing, but I'm out of my depth with this stuff and don't know what else to try.
 Asura.Tafari
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By Asura.Tafari 2018-03-28 12:03:35  
Hello!
anyone can help me and tell me how to remove that "cancel WS if you are not engaged rule ?
many thanks!!


Code
function precast(spell,action)
	if spell.type == "WeaponSkill" then
		if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
			cancel_spell()
			add_to_chat(123,'Unable To Use WeaponSkill: [Disengaged]')
			return
		else
			equipSet = sets.WS
			if equipSet[spell.english] then
				equipSet = equipSet[spell.english]
			end
			if Attack == 'ON' then
				equipSet = equipSet["ATT"]
			end
			if equipSet[AccArray[AccIndex]] then
				equipSet = equipSet[AccArray[AccIndex]]
			end
			if elements[spell.name] and elements[spell.name]:contains(world.day_element) then
				equipSet = set_combine(equipSet,elements.equip)
			end
			if buffactive["Mighty Strikes"] then -- Equip MS_WS Set When You Have Mighty Strikes On --
				equipSet = set_combine(equipSet,sets.MS_WS)
			end
			if buffactive['Reive Mark'] then -- Equip Ygnas's Resolve +1 During Reive --
				equipSet = set_combine(equipSet,{neck="Ygnas's Resolve +1"})
			end
			if (spell.english == "Ukko's Fury" or spell.english == "King's Justice") and (player.tp > 2990 or buffactive.Sekkanoki) then
				if world.time <= (7*60) or world.time >= (17*60) then -- 3000 TP or Sekkanoki: Equip Lugra Earring +1 From Dusk To Dawn --
					equipSet = set_combine(equipSet,{ear1="Lugra Earring +1"})
				else
					equipSet = set_combine(equipSet,{ear1="Kokou's Earring"}) -- 3000 TP or Sekkanoki: Equip Kokou's Earring --
				end
			end
			if spell.english == "Upheaval" then 
				if world.day_element == 'Dark' then -- Equip Shadow Mantle On Darksday --
					equipSet = set_combine(equipSet,{back="Shadow Mantle"})
				end
				if player.tp > 2990 or buffactive.Sekkanoki then
					if world.time <= (7*60) or world.time >= (17*60) then -- 3000 TP or Sekkanoki: Equip Lugra Earring +1 From Dusk To Dawn --
						equipSet = set_combine(equipSet,{ear1="Lugra Earring +1"})
					else
						equipSet = set_combine(equipSet,{ear1="Terra's Pearl"}) -- 3000 TP or Sekkanoki: Equip Terra's Earring --
					end
				end
			end
			equip(equipSet)
		end
	elseif spell.type == "JobAbility" then
		if sets.JA[spell.english] then
			equip(sets.JA[spell.english])
		end
	elseif spell.action_type == 'Magic' then
		if spell.english == 'Utsusemi: Ni' then
			if buffactive['Copy Image (3)'] then
				cancel_spell()
				add_to_chat(123, spell.name .. ' Canceled: [3 Images]')
				return
			else
				equip(sets.Precast.FastCast)
			end
		else
			equip(sets.Precast.FastCast)
		end
	elseif spell.type == "Waltz" then
		refine_waltz(spell,action)
		equip(sets.Waltz)
	elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
		cast_delay(0.2)
		send_command('cancel Sneak')
	end
	if Twilight == 'Twilight' then
		equip(sets.Twilight)
	end
end
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By Nyarlko 2018-03-28 13:42:56  
@ Jaqbaueur: Insert your default neckpiece in-between head/gorgets.
Code
head="Optical Hat", neck=gear.default.weaponskill_neck, neck=gear.ElementalGorget,

Since gearswap builds from left>right, if the item on the right doesn't exist, then it should stick with the item on the left. I intentionally build non-Mote files though, so possible it won't work for you maybe. :/

@Tafari: I have no idea why you'd want to remove that code, but you can do so by deleting lines 3-7.
 Quetzalcoatl.Xilkk
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By Quetzalcoatl.Xilkk 2018-03-28 13:47:41  
Probably trying to do Myrkr
 Shiva.Znitch
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By Shiva.Znitch 2018-03-28 14:18:27  
Asura.Tafari said: »
anyone can help me and tell me how to remove that "cancel WS if you are not engaged rule ?
Quetzalcoatl.Xilkk said: »
Probably trying to do Myrkr
It's also helpful for the Erinys fight if going the THF route, any reduction in TP feed to the main NM is helpful (even turning away in between WS generally results in 1-2 auto-attacks). I personally like removing the rule on ranged jobs as well, instead of having to engage before Leaden Statues in Dynamis if I have TP saved up already.
 Asura.Vishual
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user: Frye
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By Asura.Vishual 2018-03-29 20:53:27  
Is there a way to use a certain set for avatar BP when AM3 is up using a mote lua?
I dont know how to generally change the bp-mode either, like how to make avatar use an acc set for bp.
 Asura.Diggs
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user: Digg
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By Asura.Diggs 2018-03-29 21:27:49  
I'm sorry if this have been answered tons of times before, but could not get things to work (by copy/paste rules from other job-lua) so have to ask specifically as I'm no coder :/

I just really want to equip different sets.engaged for my GK's.

Aka, if I equip Amano, Koga or Masa, it should automatically determine and automatically use the corresponding engaged sets

sets.engaged.Kogarasemaru
sets.engaged.Masamune
sets.engaged.Amanomuakumo

Super happy if anyone could help me out or point me to a post where it's been posted before (google/search didn't do it for me)

EDIT: Maybe it's just easier to ask if anyone have a SAM-lua with rules for different GK's ?

EDIT: SOLVED
Added some rules from Fiv's war lua
update_combat_weapon()
 Asura.Dagget
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Posts: 73
By Asura.Dagget 2018-04-02 21:49:25  
Hello, all. Beginner to gearswap. Im having an error.

I was able to setup one account just fine, but have an error in my geo.lua.

Quote:
Lua Runtime Error: Gearswap/flow/lua:345:
Gearswap detected an error in the user function get_sets:
/libs/sel-utility/lua:609:
Error Loading File /halfmans_geo_gear_lua:342: '}' expected near 's'

Questions I have are; What program (free) can I use to see numbers on the line of code? Am I correct in assuming the "342" in the above errors are the lines of code the error is in?
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By Sockfoot 2018-04-02 21:55:50  
Sublime Text is a great editor. While not technically free, it will never stop you from using it and will nag you every ~10 saves with a screen. Atom is a great free replacement, but not as nice (still damn nice).

And yes.
[+]
 Ragnarok.Lockfort
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user: Terazuma
Posts: 252
By Ragnarok.Lockfort 2018-04-02 21:57:34  
Just use notepad++
[+]
 Asura.Dagget
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Posts: 73
By Asura.Dagget 2018-04-02 22:12:58  
Ok, so Ive think I found the problem. on line 342 in the sub category when I try this:

sets.weapons.Solstice = {main='Solstice',sub='Chanter's Shield'}

It doesnt like the ' in Chanter's and seem give me and error because in notepad ++ the text after the ' is bold and not grey'd out which I assume means its working.

Anyone know why it wouldnt like the ' in chanter's shield or how to fix this line?
 Asura.Dagget
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By Asura.Dagget 2018-04-02 22:26:18  
Ahhhaaaa! I figuered it out myself. Ive learned it doesnt like ' within items wrapped already in ', I had to use " to wrap the equip with ' in their names. So much to learn.
 Shiva.Arislan
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By Shiva.Arislan 2018-04-03 07:37:49  
Another way would be to escape the apostrophe: 'Chanter\'s Shield'
 Asura.Dagget
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By Asura.Dagget 2018-04-03 10:50:45  
Shiva.Arislan said: »
Another way would be to escape the apostrophe: 'Chanter\'s Shield'

Interesting. Thanks.
 Quetzalcoatl.Darsha
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Game: FFXI
user: StanDarsh
By Quetzalcoatl.Darsha 2018-04-03 17:59:17  
Is there a way to write a function that would make you swap between two different sets of TP and WS sets depending on what food you were under the effects of?

For example, I can make a true 5-hit build using Carbonara, but it would require different store TP and haste gear to optimize the amount of offensive stats I would receive while using that food. But say I need the accuracy instead and have to opt for marinara pizza, now I would need more STP in slots to compensate for the lack of STP on my food. Anyone know if there's a way to code this in Gearswap or React?
 Asura.Dagget
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Posts: 73
By Asura.Dagget 2018-04-04 00:02:29  
When putting gear in what is the correct way to type the names out. Example: "Futhark Bandeau +1" is written in your inventory as "Fu. Bandeau +1".

What is the correct way to type Futhark Bandeau +1? or will both work?
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By Nyarlko 2018-04-04 00:07:29  
Asura.Dagget said: »
When putting gear in what is the correct way to type the names out. Example: "Futhark Bandeau +1" is written in your inventory as "Fu. Bandeau +1".

What is the correct way to type Futhark Bandeau +1? or will both work?

You always have to use the short form that it displays in your inventory.
[+]
 Cerberus.Mrkillface
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user: bitchtits
Posts: 241
By Cerberus.Mrkillface 2018-04-04 00:09:51  
GS will usually accept both, but if you want, you can equip it enter //gs export and GS will spit out your current gear set in a new file and place it in the export folder. Then you can just copy paste.
[+]
 Asura.Dagget
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By Asura.Dagget 2018-04-04 00:16:06  
Nyarlko said: »
You always have to use the short form that it displays in your inventory.

Ok, thanks. Thought I read that somewhere.

Cerberus.Mrkillface said: »
GS will usually accept both, but if you want, you can equip it enter //gs export and GS will spit out your current gear set in a new file and place it in the export folder. Then you can just copy paste.

Thanks
 Asura.Chaostaru
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By Asura.Chaostaru 2018-04-05 11:16:45  
does GS need to be updated?

export for new cape augs does this.

back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','Crit.hit rate+10','System: 1 ID: 1158 Val: 4',}},
 Ragnarok.Lockfort
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By Ragnarok.Lockfort 2018-04-05 11:40:45  
Have you updated your resources by opening up windower, then logging out and back in?
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