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GearSwap for Dummies!
By Jurant 2014-03-22 04:19:30
Windower >>> Addon >> Gearswap >> Data is the path. Can Name the gearswaps there, or just have it as the job to load it for both chars.
I.E. whm.lua will load on both, or if gear is different, can have Luna_whm.lua and Zetha_whm.lua to load diff gear for diff character.
//lua l gearswap loads gearswap
//lua u gearswap unloads.
Phoenix.Baelorn
サーバ: Phoenix
Game: FFXI
Posts: 857
By Phoenix.Baelorn 2014-03-22 06:21:26
By Jurant 2014-03-22 06:31:51
Cool did not know that one. Much faster. Thanks.
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6184
By Lakshmi.Byrth 2014-03-22 07:21:24
If you want to just reload your lua file in GearSwap, you can do:
Necro Bump Detected!
[52 days between previous and next post]
Asura.Jezzus
サーバ: Asura
Game: FFXI
Posts: 410
By Asura.Jezzus 2014-05-13 00:40:04
Having an issue with the brd file.
When casting songs i get the error below and I don't switch back to my idle set.
GearSwap: Lua error (runtime) - ...gram Files (x86)/Windower4//addons/gearswap/flow.lua.261:
GearSwap has detected an error in the user function aftercast:
... Files (x86)Windower4/addons/gearswap/data/BRD.lua:424: bad arguement #1 to 'pairs' (table expected, got nil)
line 424 reads:
for i,v in pairs(timer_reg) do
this is the whole rule it coincides with.
Code
function adjust_Timers(spell, action, spellMap)
local t = os.time()
-- Eliminate songs that have already expired from our local list.
local tempreg = {}
for i,v in pairs(timer_reg) do
if v < t then tempreg[i] = true end
end
for i,v in pairs(tempreg) do
timer_reg[i] = nil
end
Timers Plugin was loaded when receiving the error. I tried it again after reloading the plugin and also restarting ffxi entirely. I've ran into several errors going through this after editing but this is the first to have me stumped.
Lakshmi.Zerowone
サーバ: Lakshmi
Game: FFXI
Posts: 6949
By Lakshmi.Zerowone 2014-05-13 01:16:08
Timer_reg [ I ]= nil?
What is the defined array for [ I ]? Why does it equal nil after the for loop?
Sorry Im looking at it with JavaScript glasses it may not apply in this instance of lua but that's what the error appears to be pointing to.
VIP
サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-13 02:00:07
Most likely the variable timer_reg hasn't been defined, hasn't been defined correctly, or has been overwritten somewhere.
Asura.Jezzus
サーバ: Asura
Game: FFXI
Posts: 410
By Asura.Jezzus 2014-05-13 14:39:19
I havent touched any anything involving this or any rules. I dont know enough about gearswap yet to mess with it
were is the variable time reg?
Quetzalcoatl.Orestes
サーバ: Quetzalcoatl
Game: FFXI
Posts: 430
By Quetzalcoatl.Orestes 2014-05-13 14:54:30
I havent touched any anything involving this or any rules. I dont know enough about gearswap yet to mess with it
In that case I would pastebin your file, or post it using spoiler + code tags.
Asura.Jezzus
サーバ: Asura
Game: FFXI
Posts: 410
By Asura.Jezzus 2014-05-13 16:19:57
I fixed the issue after searching the original file and the timer_reg at the top of the file had somehow gotten over written and was missing.
-- For tracking current recast timers via the Timers plugin.
timer_reg = {}
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 00:24:46
can someone pls tell me why this is saying no ammo pls cause i do have the ammo so not sure whats wrong with the swap.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this.
--[[
gs c toggle luzaf -- Toggles use of Luzaf Ring on and off
Offense mode is melee or ranged. Used ranged offense mode if you are engaged
for ranged weaponskills, but not actually meleeing.
Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill
mode for both melee and ranged weaponskills. Need to fix that in core.
--]]
-- Initialization function for this job file.
function get_sets()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
function job_setup()
-- Whether to use Luzaf's Ring
state.LuzafRing = false
-- Whether a warning has been given for low ammo
state.warned = false
define_roll_values()
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'Ranged', 'Melee', 'Acc'}
options.RangedModes = {'Normal', 'Acc'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.CastingModes = {'Normal', 'Resistant'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
gear.RAbullet = "Adlivun Bullet"
gear.WSbullet = "Adlivun Bullet"
gear.MAbullet = "Bronze Bullet"
gear.QDbullet = "Adlivun Bullet"
options.ammo_warning_limit = 15
-- Additional local binds
-- Cor doesn't use hybrid defense mode; using that for ranged mode adjustments.
send_command('bind ^f9 gs c cycle RangedMode')
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')
-- Default macro set/book
set_macro_page(1, 19)
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
send_command('unbind ^`')
send_command('unbind !`')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Triple Shot'] = {body="Navarch's Frac +2"}
sets.precast.JA['Snake Eye'] = {legs="Commodore Culottes +2"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac"}
sets.precast.CorsairRoll = {head="Lanun Tricorne",hands="Navarch's Gants +2",legs="Desultor Tassests"}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +2"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +2"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.CorsairShot = {head="Blood Mask"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Whirlpool Mask",
body="Iuitl Vest",hands="Iuitl Wristbands",
legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
sets.precast.RangedAttack = {ammo=gear.RAbullet,
head="Navarch's Tricorne +2",
body="Lak. Frac +1",hands="Lanun Gants",
back="Gunslinger's Cape",waist="Impulse Belt",legs="Nahtirah Trousers",feet="Wurrukatte Boots"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist=gear.ElementalBelt,legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Evisceration'] = sets.precast.WS
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
back="Terebellum Mantle",waist=gear.ElementalBelt,legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet,
head="Lak. Hat +1",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring",
body="Lak. Frac +1",hands="Buremte Gloves",ring1="Paqichikaji Ring",ring2="Stormsoul Ring",
back="Libeccio Mantle",waist=gear.ElementalBelt,legs="Thurandaut Tights +1",feet="Lak. Bottes"}
sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Demon's Ring",
back="Toro Cape",waist=gear.ElementalBelt,legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Demon's Ring",
back="Toro Cape",waist=gear.ElementalBelt,legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
-- Midcast Sets
sets.midcast.FastRecast = {
head="Whirlpool Mask",
body="Iuitl Vest",hands="Iuitl Wristbands",
legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
-- Specific spells
sets.midcast.Utsusemi = sets.midcast.FastRecast
sets.midcast.CorsairShot = {ammo=gear.QDbullet,
head="Blood Mask",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Hajduk Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Aquiline Belt",legs="Iuitl Tights",feet="Commodore Bottes +2"}
sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
-- Ranged gear
sets.midcast.RangedAttack = {ammo=gear.RAbullet,
head="Lanun Tricorne",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
back="Terebellum Mantle",waist="Commodore Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.midcast.RangedAttack.Acc = {ammo=gear.RAbullet,
head="Laksamana's Hat",neck="Huani Collar",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Beeline Ring",
back="Libeccio Mantle",waist="Commodore Belt",legs="Thurandaut Tights +1",feet="Laksamana's Bottes"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
-- Idle sets
sets.idle = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"}
sets.idle.Town = {main="Surcouf's Jambiya",range="Eminent Gun",ammo=gear.RAbullet,
head="Laksamana's Hat",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"}
-- Defense sets
sets.defense.PDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.defense.MDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.Kiting = {feet="Skadi's Jambeaux +1"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged.Melee = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Acc = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Melee.DW = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Acc.DW = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Ranged = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
-- bullet checks
local check_bullet
local check_bullet_count = 1
if spell.type == 'WeaponSkill' and bow_gun_weaponskills:contains(spell.english) then
if spell.element == 'None' then
-- physical weaponskills
check_bullet = gear.WSbullet
else
-- magical weaponskills
check_bullet = gear.MAbullet
end
elseif spell.type == 'CorsairShot' then
check_bullet = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
check_bullet = gear.RAbullet
if buffactive['Triple Shot'] then
check_bullet_count = 3
end
end
if check_bullet then
if not player.inventory[check_bullet] then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
else
add_to_chat(104, 'No ammo available for that action.')
eventArgs.cancel = true
return
end
end
if spell.type ~= 'CorsairShot' then
if check_bullet == gear.QDbullet and
player.inventory[check_bullet].count <= check_bullet_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
if player.inventory[check_bullet].count <= options.ammo_warning_limit and
player.inventory[check_bullet].count > 1 and not state.warned then
add_to_chat(104, '*****************************')
add_to_chat(104, '***** LOW AMMO WARNING *****')
add_to_chat(104, '*****************************')
state.warned = true
elseif player.inventory[check_bullet].count > options.ammo_warning_limit and state.warned then
state.warned = false
end
end
end
-- gear sets
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and state.CastingMode == 'Resistant' then
classes.CustomClass = 'Acc'
elseif spell.type == 'Waltz' then
refine_waltz(spell, action, spellMap, eventArgs)
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)
if spell.type == 'CorsairRoll' and not spell.interrupted then
display_roll_info(spell)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, action, spellMap)
if buffactive['Transcendancy'] then
return 'Brew'
end
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode = 'Ranged'
end
end
-- 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)
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode = 'Ranged'
end
end
-- Job-specific toggles.
function job_toggle(field)
if field:lower() == 'luzaf' then
state.LuzafRing = not state.LuzafRing
return "Use of Luzaf Ring", state.LuzafRing
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local rollsize = 'Small'
if state.LuzafRing then
rollsize = 'Large'
end
local pcTarget = ''
if state.PCTargetMode ~= 'default' then
pcTarget = ', Target PC: '..state.PCTargetMode
end
local npcTarget = ''
if state.SelectNPCTargets then
pcTarget = ', Target NPCs'
end
add_to_chat(122,'Offense: '..state.OffenseMode..', Ranged: '..state.RangedMode..', WS: '..state.WeaponskillMode..
', Quick Draw: '..state.CastingMode..', '..defenseString..'Kiting: '..on_off_names[state.Kiting]..
', Roll Size: '..rollsize..pcTarget..npcTarget)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end
function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = 'Small'
if state.LuzafRing then
rollsize = 'Large'
end
if rollinfo then
add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
end
end
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-14 00:38:38
Perhaps if you told us -which- "no ammo" warning you were getting? And what ammo you have in inventory?
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 00:44:29
its doing it for all the ammos and i have all of them in inventory or equiped
No ammo available for that action.')
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-14 01:43:19
Amazingly enough, you only managed to answer one of the two questions.
Try again: What ammo do you have in your inventory?
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 04:52:52
advilun bullet, bronze bullet,O. bullet,animikii bullet
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 11:06:27
Bumping because still having same issue
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-14 11:39:11
Change line 305: Code
add_to_chat(104, 'No ammo available for that action.')
to Code
add_to_chat(104, 'No ammo ('..tostring(check_bullet)..') available for that action.')
and see what ammo it is attempting to equip for the action you're trying to perform.
Also, is this occurring on every ranged attack, or only for certain actions?
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 17:02:39
Change line 305: Code
add_to_chat(104, 'No ammo available for that action.')
to Code
add_to_chat(104, 'No ammo ('..tostring(check_bullet)..') available for that action.')
and see what ammo it is attempting to equip for the action you're trying to perform.
Also, is this occurring on every ranged attack, or only for certain actions?
Its happening on all cor range ws and reg range attacks
Shiva.Tedril
サーバ: Shiva
Game: FFXI
Posts: 509
By Shiva.Tedril 2014-05-14 21:39:29
I'm getting lists.dll and lists.lua error today upon log in, have not touched gearswap files. Is this because of update?
サーバ: Asura
Game: FFXI
Posts: 353
By Asura.Wyattdoc 2014-05-14 21:56:59
Change line 305: Code
add_to_chat(104, 'No ammo available for that action.')
to Code
add_to_chat(104, 'No ammo ('..tostring(check_bullet)..') available for that action.')
and see what ammo it is attempting to equip for the action you're trying to perform.
Also, is this occurring on every ranged attack, or only for certain actions?
Its happening on all cor range ws and reg range attacks
still looking for a answer on this
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-14 22:35:22
Quote: still looking for a answer on this
Still waiting for a response on what you get when you make that change.
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-14 23:22:24
Just a note: updated the repository for various things that have been fixed. This includes changes to account for the wardrobe, and in doing so I also rewrote the cor ammo check code. Try again to see how it's behaving for you.
サーバ: Bahamut
Game: FFXI
Posts: 462
By Bahamut.Greyfawkz 2014-05-15 09:01:43
getting an "Attempt to index field "?" (a ni value)in my precast now, it worked fine for the hour or so I played this morning, then bam busted lol
Quetzalcoatl.Jykia
サーバ: Quetzalcoatl
Game: FFXI
Posts: 22
By Quetzalcoatl.Jykia 2014-05-15 21:46:04
cant figure out how to turn off the windower ambient light thingy cause all the gs binds overwrite windower binds. how do i fix this?
a- already tried changing the windower light bind key and still didnt work.
b- tried deleting the lines in the mote-globals file, still didnt work
also would like to move the weakness timer and cant figure that one out as well
i want nothing bound to my f9-12 except the windower binds.
help would be awesome
By Azurea 2014-05-15 22:26:19
Quick question. I just finished editing my first lua (used Motenten's SCH.lua), and I was wondering if there was a way to specify gear of the same type via augments? If so, how would one go about setting that up? Thanks!
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-15 23:08:57
Quetzalcoatl.Jykia said: »cant figure out how to turn off the windower ambient light thingy cause all the gs binds overwrite windower binds. how do i fix this?
a- already tried changing the windower light bind key and still didnt work.
b- tried deleting the lines in the mote-globals file, still didnt work
also would like to move the weakness timer and cant figure that one out as well
i want nothing bound to my f9-12 except the windower binds.
help would be awesome
The default binds are all in Mote-Globals.lua. You can edit that file directly (but will have to re-edit if it ever gets updated), or you can create a file called User-Globals.lua. Copy the stuff from Mote-Globals to User-Globals, and then set up everything the way you want for bindings and whatnot.
As for the weakness timer, that's a custom timer, and you need to edit the settings for timers to move where that gets put. You'll want to adjust the customX and customY values.
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サーバ: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-05-15 23:11:09
Quick question. I just finished editing my first lua (used Motenten's SCH.lua), and I was wondering if there was a way to specify gear of the same type via augments? If so, how would one go about setting that up? Thanks!
In the GearSwap sample folder (beta_examples_and_information), there's a file called Advanced sets tables.txt. It has the info you want.
[+]
Bismarck.Inference
サーバ: Bismarck
Game: FFXI
Posts: 417
By Bismarck.Inference 2014-05-15 23:17:54
Additionally, inputting "//gs export equip lua" will create a LUA file under addons/gearswap/data/export with whatever you have currently equipped; this method should list any augmented gear with its augments in proper syntax.
[+]
By Azurea 2014-05-15 23:29:47
Thanks Moten/Inference! A couple (hopefully) final questions. When exporting your lua to XML for use with Gearcollector, is it possible to 1.) specify the directory the xml saves to, and 2.) name the xml without having to navigate to the created file manually? If not, these features would be amazing, to automatically save to the spellcast folder with a specified name for easy gc usage, without having to manually move/rename the file! Thanks for the help! :)
Carbuncle.Divinite
サーバ: Carbuncle
Game: FFXI
Posts: 26
By Carbuncle.Divinite 2014-05-17 15:13:13
Also coming from Spellcast and working on GearSwap.
Trying to setup a simple rule for THF that says if I put up sneak attack, lock the hands slot until it wears off. What doesn't seem to be working is when I hit Sneak Attack, it swaps in the Raid. hands but then swaps back to my aftercast set. Does equip() intentionally override disable() in GearSwap?
Thank you for any help in advance :)
Code function get_sets()
current_set = "idle"
sets.ja = {}
sets.ja["Sneak Attack"] = {
hands = "Raid. Armlets +2"
}
sets.ja["Despoil"] = {
feet = "Raid. Poulaines +2"
}
sets.ja["Perfect Dodge"] = {
hands = "Asn. Armlets +2"
}
sets.melee = {}
sets.melee["idle"] = {
head = 'Whirlpool Mask',
neck = 'Wiglen Gorget',
lear = 'Brutal Earring',
rear = 'Ethereal Earring',
body = 'Iuitl Vest',
hands = 'Iuitl Wristbands',
lring = 'Sheltered Ring',
rring = 'Paguroidea Ring',
back = 'Repulse Mantle',
waist = 'Twilight Belt',
legs = 'Iuitl Tights',
feet = 'Fajin Boots',
}
sets.melee["tp"] = {
main = 'Izhiikoh',
sub = 'Aphotic Kukri',
head = 'Whirlpool Mask',
neck = 'Asperity Necklace',
lear = 'Brutal Earring',
rear = 'Suppanomimi',
body = 'Thaumas Coat',
hands = 'Iuitl Wristbands',
lring = 'Epona\'s Ring',
rring = 'Rajas Ring',
back = 'Canny Cape',
waist = 'Twilight Belt',
legs = 'Iuitl Tights',
feet = 'Iuitl Gaiters',
}
sets.melee["ws"] = {
head = 'Whirlpool Mask',
neck = 'Asperity Necklace',
lear = 'Bladeborn Earring',
rear = 'Steelflash Earring',
body = 'Iuitl Vest',
hands = 'Iuitl Wristbands',
lring = 'Epona\'s Ring',
rring = 'Rajas Ring',
back = 'Atheling Mantle',
waist = 'Cetl Belt',
legs = 'Manibozho Brais',
feet = 'Iuitl Gaiters',
}
sets.melee["eva"] = {
head = 'Whirlpool Mask',
neck = 'Twilight Torque',
lear = 'Brutal Earring',
rear = 'Ethereal Earring',
body = 'Iuitl Vest',
hands = 'Iuitl Wristbands',
lring = 'Defending Ring',
rring = 'Dark Ring',
back = 'Canny Cape',
waist = 'Twilight Belt',
legs = 'Iuitl Tights',
feet = 'Iuitl Gaiters',
}
sets.melee["th"] = {
main = 'Izhiikoh',
sub = 'Thief\'s Knife',
head = 'Whirlpool Mask',
neck = 'Asperity Necklace',
lear = 'Brutal Earring',
rear = 'Ethereal Earring',
body = 'Thaumas Coat',
hands = 'Asn. Armlets +2',
lring = 'Epona\'s Ring',
rring = 'Rajas Ring',
back = 'Canny Cape',
waist = 'Twilight Belt',
legs = 'Iuitl Tights',
feet = 'Raid. Poulaines +2',
}
end
function precast(spell)
if spell.type == "WeaponSkill" then
equip(sets.melee["ws"])
elseif spell.english == "Sneak Attack" or spell.english == "Trick Attack" or spell.english == "Despoil" or spell.english == "Perfect Dodge" then
equip(sets.ja[spell.english])
end
end
function aftercast(spell)
equip(sets.melee[current_set])
end
function status_change(new, old)
equip(sets.melee[current_set])
end
function buff_change(buff, gained)
if buff == "Sneak Attack" and gained == true then
equip(sets.ja[buff])
disable("hands")
elseif buff == "Sneak Attack" and gained == false then
enable("hands")
end
end
function self_command(command)
current_set = command
equip(sets.melee[current_set])
end
Work in Progress...
Alright... as a follow up to my Spellcast for Dummies, here is the next stage in Dancer Technology Evolution Stuff...
I don't know much at all about GearSwap, but I've figured out how to get it to do what my old Spellcast use to do, as well as surpass it's usefulness in many other areas. It's also quicker, but probably the most impressive thing, to me at least, is that because Dancer can so easily hit the delay cap, Gearswap can and does, automatically change your gear each time a specified buff is active or wears off.
So, for example, A Victory March + Haste Samba is already enough for a Dancer to hit the cap. Because of this, you'll gain more Damage, by removing Dual Wield gear, and a more beneficial stat, since Dual Wield is no longer making you attack faster, because you've reached the cap.
Anywho, long story short, when it recognizes that Victory March has been cast on you, it will trigger your 'High Haste' gear set, without any input or command from you.
So, I'm going to start with the basics, which means I'll talk to you as if you were a child, because when it comes to all of this coding, that's how I wish people would explain it to me!
Step 0: Stuff I assume everyone has, but just in case...
A: Windower 4
Download Here: http://www.windower.net/
This is the program that makes all of the fancy applications work.
B: Notepad ++
Download Here: http://notepad-plus-plus.org/
This is the program that you use to actually create and edit the 'code' that spellcast uses and runs off of. For all intents and purposes, it's no more than a word document really.
Step 1: Obtaining Gearswap
Open Windower as usual. Before selecting a Profile, click “Addons”, scroll down until you see “GearSwap” and click the Download Button. Afterwards, ensure the Toggle Switch in in the “On” position, and then start FFXI as you always do.
Step 2: File Management
I use Windows 7, other Operating Systems may be slightly different, but should be close.
Right Click ‘Start’
Select “Windows Explorer”
Local Disk C:
Program Files (x86)
Windower4
Addons
GearSwap
Data
Once in the Data Folder, there should only be the ‘Instructions’ text file. (If I recall correctly)
From here, we now need to acquire Motenten’s Fancy Magic Files and place them into this “Data” folder.
They can be found at this link: https://github.com/Kinematics/GearSwap-Jobs
At the link above, there are 5 files you absolutely need.
You can either download them, or create new files within Notepad++, Copy/Paste and save them the exact way he has them listed.
The First 5 files you need are:
Mote-Globals
Mote-Include
Mote-Mappings
Mote-SelfCommands
Mote-Utility
And for us Dancers also:
Dnc
They all need to be labeled exactly as above, and saved as .lua files.
You do NOT alter these you your characters name, they will remain Mote- forever.
*The Dnc.lua file you can alter to your character’s name. This is only technically necessary if you use multiple characters but Cambion_Dnc will work, just like the plain Dnc will.
Step 2 (b): File Management Part 2
From there, we will now right click the “Dnc.lua” file and select “Open With Notepad++”
Once inside, you’ll now be able to view Mote’s Dnc “gearswap”. This .lua file has all of the Job Specific stuff related to Dnc as well as gear sets, rules, triggers, etc etc. The previous 5 files have… all sorts of stuff that’s far beyond my comprehension, but that apply to all of the jobs in the game and are universal. I recommend you don’t worry about them for now.
From the file as is today (2/3/14) you’ll want to scroll down to line 67.
In case the lines get pushed up/down over time, you’re looking for the following text: Code --------------------------------------
-- Start defining the sets
--------------------------------------
From here, you want to Highlight from the beginning of line 67 all the way down to line 303.
For those reading at a later date, you’re looking for the very first line, that simply says “end” and you want to stop just ABOVE the “end”. DO NOT include the “end” in your copy/paste. This is very important, and it can/will/has caused issues.
Every thing you’ve highlighted should be the numerous gearsets that we’ll be able to alter to our preference down the road. For the time being ‘Copy’ the entire text, and then ‘Delete’ it from the current file.
Create a new Notepad++ file and “Paste” what you just copy/deleted from the original Dnc.lua.
Now save this file as Dnc_Gear as a lua file. Alternatively, if you decided to use your character name, you’ll want to save this as Cambion_Dnc_Gear.
So in your Data file you should either have
A: Cambion_Dnc & Cambion_Dnc_Gear
or
B: Dnc & Dnc_Gear
both as lua files, along with the initial 5 files from Step 2 (a)
What we’ve just done, is separate our “gear” from our actual programming file.
I recommend doing this, so that any time there is an update to gearswap, that requires you to download the newest Dnc.lua from Mote’s files, you’ll be able to simply remove his gear sets, and continue using the one’s you’ve already customized.
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