Gearswap Support Thread

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Gearswap Support Thread
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By Selindrile 2014-05-20 18:19:39  
Sorry for putting this here but, I'm getting

GearSwa: Lua error (unknown: 1) /windowerdirectory//addons/gearswap/statics.lua:61 bad argument #1 to 'pairs' (table expected, got nil)

Whenever I start up or try to load gearswap, I've tried a fresh gearswap (deleting and re-downloading the addon), any help would be appreciated, won't load even without a job lua file.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-05-20 18:24:00  
This is your problem:
http://www.ffxiah.com/forum/topic/43127/gearswap-after-145/3/#2623370

Not sure why it is still happening.
 Ragnarok.Arcalimo
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By Ragnarok.Arcalimo 2014-05-20 18:49:34  
Hello people,

Can someone assist with this? Trying to migrate my sch .xml but its driving me mad.

With spellcast I had this part working like this:

I've tried the following in gearswap but only dark arts, the first rule, it's working as intended.

Thanks in advance :)
 Asura.Aikchan
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By Asura.Aikchan 2014-05-20 21:42:19  
case sensitive? Dark Arts instead dark arts? same for addendum: black, or the game have them in lowercase?
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By Lakshmi.Byrth 2014-05-20 21:49:22  
Most tables that I pass to the user (including buffactive) are not case sensitive.
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By Selindrile 2014-05-20 22:54:27  
I downloaded the res folder, and there was another update today for a few things, one or the other seems to have fixed it. Thanks much Byrth.
 
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By 2014-05-21 07:30:45
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 Bahamut.Reconxx
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By Bahamut.Reconxx 2014-05-21 17:19:00  
Getting a error as of tonight, guessing its a resource error ? Gearswap not even loading. Any ideas would be appreciated.
Gearswap: Lua errorr (unknown: 1) - Gearswap/statics.lua:61: bad argument #1 to 'pairs' (table expected,got nil)
 Cerberus.Conagh
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By Cerberus.Conagh 2014-05-21 17:20:05  
Bahamut.Reconxx said: »
Getting a error as of tonight, guessing its a resource error ? Gearswap not even loading. Any ideas would be appreciated.
Gearswap: Lua errorr (unknown: 1) - Gearswap/statics.lua:61: bad argument #1 to 'pairs' (table expected,got nil)

Seems so, there's a direct link somewhere on one of these Gearswap threads (there's 3) that has the link.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-05-21 17:25:24  
It looks like this is a persistent error D:

I bet there's just something wrong with the launcher. Here is a link to the most current resources:
https://www.dropbox.com/s/jqldiacoxlpzix3/res.zip
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By Bahamut.Reconxx 2014-05-21 17:28:38  
thanks alot, loaded fine now much appreciated
 Asura.Jezzus
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By Asura.Jezzus 2014-05-21 23:34:58  
Idk how to get in touch with the author of the Kinematics Files but I was curious about something with the BRD one.

When Nightingale is active, does it adjust accordingly to instant cast by skipping the usual precast set and instead precasting in midcast set for full potency? It doesnt seem so... I understand this is dependent on whether a player 5/5s nightingale though.

If someone could explain how exactly to make a rule here atleast, it would be appreciated. I'm kind of confused among the rules still... Especially with all the mote/include files going on.

I also was wondering what the command was to check what swaps are being made so next time with such a case I can find out for sure what is going before I inquire. (seen the command somewhere before couldnt find it again.)

Another thing, IDK if its coincidence but he seems to have adopted the organization style of rules that I suggested for someone complaining about how lua looks in the recent spellcast thread. *thumbs up* :P
 
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By 2014-05-21 23:36:50
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 Leviathan.Arcon
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By Leviathan.Arcon 2014-05-21 23:40:44  
It always equips precast-gear, but it's not an issue. GearSwap will even swap midcast-gear correctly on instant spells, such as job abilities, weapon skills and quick casting procs.

The command you're looking for is //gs showswaps I think, but not entirely sure.
 
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By 2014-05-21 23:41:26
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 Asura.Jezzus
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By Asura.Jezzus 2014-05-21 23:49:17  
Leviathan.Arcon said: »
It always equips precast-gear, but it's not an issue. GearSwap will even swap midcast-gear correctly on instant spells, such as job abilities, weapon skills and quick casting procs.

The command you're looking for is //gs showswaps I think, but not entirely sure.

good to know, thank you
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By Asura.Shystie 2014-05-22 05:12:07  
I am writing my first lua file. I am basing it off of Motenten's template and am making it for RNG. I am thinking about the logic for EES. EES is a job ability but I would like to be able to toggle to specific accuracy sets as needed. My modes are set up as follows:

As I started writing I was making the sets for EES as follows:

Am I correct in thinking I cannot do it this way as I don't have a "JA mode". If so, any suggestions how I can code this to keep it consistent with how Motenten has coded these awesome scripts?

Thanks!
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By Quetzalcoatl.Orestes 2014-05-22 12:32:13  
Asura.Shystie said: »
I am writing my first lua file. I am basing it off of Motenten's template and am making it for RNG. I am thinking about the logic for EES. EES is a job ability but I would like to be able to toggle to specific accuracy sets as needed. My modes are set up as follows:

As I started writing I was making the sets for EES as follows:

Am I correct in thinking I cannot do it this way as I don't have a "JA mode". If so, any suggestions how I can code this to keep it consistent with how Motenten has coded these awesome scripts?

Thanks!

You should be able to add this function near the bottom of your file to make the above sets work. (haven't tested it)
Code
function job_get_spell_map(spell, default_spell_map)
    if spell.english == 'Eagle Eye Shot' then
        if state.RangedMode == 'MedAcc' then
            return 'MedAcc'
        elseif state.RangedMode == 'FullAcc' then
            return 'FullAcc'
        end
    end
end
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 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-22 12:54:43  
Valid point. I've added a small thing for situations such as this.

There's now a classes.JAMode variable. It's like classes.CustomClass in that it resets after each action. It only applies to non-weaponskill abilities (and, despite it having JA in the name, it applies to other spell.type values, such as CorsairShot, Rune, etc).

For your purposes, what you'd want is something like this:
Code
function job_precast(spell, ...)
    if spell.english == 'Eagle Eye Shot' then
        classes.JAMode = state.RangedMode
    end
end


And then you can use your customized sets:
Code
sets.precast.JA['Eagle Eye Shot'].MedAcc = set_combine(sets.precast.JA['Eagle Eye Shot'], {})
sets.precast.JA['Eagle Eye Shot'].FullAcc = set_combine(sets.precast.JA['Eagle Eye Shot'], {})


Update Mote-Include to get this working.
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 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-22 12:56:05  
Orestes' suggestion would also work, though you'd probably want to set the spell map to something like EES_MedAcc, and then create the set as sets.precast.EES_MedAcc.
[+]
By Aviance 2014-05-22 13:16:52  
Hello, I'm getting back to the game after a hiatus and trying to convert my spellcasts to gearswap. I had this function in AutoExec that stopped working a while back, but I'd like to try and implement it in GearSwap now.

It's for Summoner, I want it to check if I've been slept and if I have an avatar out, if I do, I want it to kill my stoneskin and swap in my Sacrifice Torque for a tic to wake me up. Swapping it back out again after would be ideal, but I can always just take another action to fix it, if needed.

This is what I have so far:
Code
function auto_awake(buff, gain)
	if buff == 'Sleep' then
		if pet.isvalid then
			cancel 'Stoneskin'
			idleSet = set_combine(idleSet, 'Sacrifice Torque')
			return idleSet
		end
	end
end


Thank you for any advice.
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By Fenrir.Motenten 2014-05-22 13:42:32  
Aviance said: »
Hello, I'm getting back to the game after a hiatus and trying to convert my spellcasts to gearswap. I had this function in AutoExec that stopped working a while back, but I'd like to try and implement it in GearSwap now.

It's for Summoner, I want it to check if I've been slept and if I have an avatar out, if I do, I want it to kill my stoneskin and swap in my Sacrifice Torque for a tic to wake me up. Swapping it back out again after would be ideal, but I can always just take another action to fix it, if needed.
Code
function buff_change(buff, gain)
    if buff == 'Sleep' then
        if gain and pet.isvalid then
            send_command('cancel stoneskin')
            equip({neck="Sacrifice Torque"})
        elseif player.equipment.neck == "Sacrifice Torque" then
            equip({neck="whatever default gear"})
        end
    end
end


This requires that you have the Cancel addon loaded as well.
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By Quetzalcoatl.Orestes 2014-05-22 13:55:21  
Fenrir.Motenten said: »
Orestes' suggestion would also work, though you'd probably want to set the spell map to something like EES_MedAcc, and then create the set as sets.precast.EES_MedAcc.

I'll have to re-read Mote-Include. I had it in my head that spellMap was appended after sets.precast.JA, allowing sets.precast.JA['Eagle Eye Shot'].MidAcc, etc. to work. Thanks for the clarification.

JAMode sounds really nice, and much more intuitive to use.

Thanks
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By Fenrir.Motenten 2014-05-22 14:04:37  
Quetzalcoatl.Orestes said: »
Fenrir.Motenten said: »
Orestes' suggestion would also work, though you'd probably want to set the spell map to something like EES_MedAcc, and then create the set as sets.precast.EES_MedAcc.

I'll have to re-read Mote-Include. I had it in my head that spellMap was appended after sets.precast.JA, allowing sets.precast.JA['Eagle Eye Shot'].MidAcc, etc. to work. Thanks for the clarification.

JAMode sounds really nice, and much more intuitive to use.

Thanks

Sorry, was a typo. Meant that if you used the spell map, that replaces the spell name. So you couldn't reference it using ['Eagle Eye Shot'], but would instead use sets.precast.JA.EES_MedAcc.

But yeah, JAMode should work better for what you want.
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 Asura.Shystie
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By Asura.Shystie 2014-05-22 14:47:07  
Thanks for your help! Off to class and then back here to code some more. =)
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By Fenrir.Brimstonefox 2014-05-22 20:48:26  
Hi new to gearswap and using Mote's files. I'm trying to make a DRG one, and was hoping to set it up so I could switch between weapons with //polearm or //staff via:
alias polearm input /console gs c set CombatWeapon Polearm
alias staff input /console gs c set CombatWeapon Staff

In an init file.

As such I've coded some set.engaged.Polearm sets and set.engaged.Staff sets.

I can seem to figure out how to make the state.CombatWeapon work for me though I keep getting DRG.lua:88: attempt index field 'Polearm' (a nil value)
Line 88 is this:
sets.engaged.Polearm.Normal = set_combine(sets.engaged, {main="Gungnir", sub="Pole Grip",ammo="Potestas Bomblet"})
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By Odin.Sukuba 2014-05-22 21:29:43  
First off, I'll admit I haven't done much searching on the subject, but is there a list somewhere with most/all key-binding options?

I'm trying to make some binds on my number pad, but can't figure them out. Is it possible?
 
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By 2014-05-22 21:39:12
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By Fenrir.Motenten 2014-05-22 22:01:15  
Odin.Sukuba said: »
First off, I'll admit I haven't done much searching on the subject, but is there a list somewhere with most/all key-binding options?

I'm trying to make some binds on my number pad, but can't figure them out. Is it possible?

Read the Windower wiki: http://wiki.windower.net/doku.php?id=windower:commands

Angierus said: »
Is it possible to plug in gear in any order? like main hat sub ammo ect.

Yes. Read the "Advanced Sets Tables.txt" file in GearSwap's beta folder.
 
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By 2014-05-22 23:15:37
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