Gearswap Support Thread

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Gearswap Support Thread
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By 2019-01-15 08:14:36
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 Carbuncle.Kigensuro
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By Carbuncle.Kigensuro 2019-01-15 12:14:55
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there is no 100% bulletproof way
 Asura.Byrne
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By Asura.Byrne 2019-01-15 16:27:47
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GearSwap could do it though, You'd just make it based off of distance rather than if the target is moving. Often the use of logic is going to save you more time coding these features than thinking of some extravagant looking code. Just limit your WS to 1 yalm less than the WS's maximum range, otherwise cancel_spell().
 
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By 2019-01-15 17:14:02
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 Asura.Byrne
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By Asura.Byrne 2019-01-15 22:47:32
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Does it not work at all, or does it just fail sometimes? If it works sometimes you could probably just do

if spell.target.distance > ((ability_distance * range_mult[ability_distance] + spell.target.model_size)-1)

to adjust for lag
 Carbuncle.Kigensuro
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By Carbuncle.Kigensuro 2019-01-16 00:21:57
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@Zigzagzig
this is a different story you said if it moves not if its to far

i have this function in my gearswap that was built by me (it is not perfect)
--use this in pretarget
Code
function spell_range_check(spell) --if target distance is greater then spells max distance return true
    local range_mult = {[0]=1,
                        [2]=1.70,
                        [3]=1.490909,
                        [4]=1.44,
                        [5]=1.377778,
                        [6]=1.30,
                        [7]=1.20,
                        [8]=1.30,
                        [9]=1.377778,
                        [10]=1.45,
                        [11]=1.490909,
                        [12]=1.70,}
    if (spell.target.model_size + spell.range * range_mult[spell.range]) < spell.target.distance then
        print("Target out of "..spell.name.."'s max range of "..spell_max_distance)
        return true
    end
end
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By lazywolf 2019-01-16 15:27:00
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New to gearswap and got a couple questions... Motes stuff...

I understand cycle goes through all sets but what does toggle do? change between two sets or just turn a single set on? Does Set force that set of gear to be on? And reset does?

Also lets say I cycle to state.OffenseMode {DD} with F9... if I hit F10 and start cycle to state.HybridMode {PDT} is that now the set it will default to while engaged? I would then need to F9 to get back to OffenseMode?

I don't care for the state mode names... where would I change those? the modes in the code would be fine if I could just change the message displayed in the in game chat.

Anyone have very basic gearswap without a bunch of support files and unfinished code? Thinking it may be easier than going through so many lines that leaving me wondering why anyone would ever need some of these functions... Just trying to set this up for 1 job has been a chore.
 Shiva.Arislan
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By Shiva.Arislan 2019-01-16 17:56:30
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All explained in mote's documentation:

- https://github.com/Kinematics/GearSwap-Jobs/wiki/Commands
- https://github.com/Kinematics/GearSwap-Jobs/wiki/Sets


The state names listed in the docs are hard coded. It's not a good idea to change them.
 Asura.Diggs
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By Asura.Diggs 2019-01-18 19:46:46
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Hi. I'm pretty sure I just failed to google and search the interwebs for this issue, could not find a solution - so I'll need to ask here.

I know this is a dangerous one, but I want to set up a automatically convert on 5% MP rule. Anyone able to help out?

A big bonus if someone could add a toggle on/off rule.

Thanks in advance!
 Asura.Diggs
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By Asura.Diggs 2019-01-21 08:54:24
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Should be something like this I guess? However it seem to fire off on load even with full MPpool. Something I do wrong?
Code
if player.mpp <= 10 then
	send_command('wait .5;input /ja Convert <me>')
end
 Asura.Byrne
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By Asura.Byrne 2019-01-21 18:17:03
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Code
windower.register_event('mpp change',function()

	if player.mpp <= 10 then
		send_command('wait .5;input /ja Convert <me>')
	end
	
end)
[+]
 Asura.Byrne
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By Asura.Byrne 2019-01-21 18:17:43
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It has to know when to trigger, so this function will run a check any time your MP percentage changes.

There is a possibility your wait may need to be 1 second due to GCD.
[+]
 Leviathan.Andret
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By Leviathan.Andret 2019-01-21 23:55:16
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Hi, I have a problem of spells not switching from precast to midcast. Either the spell would use precast set or midcast set but never precast then midcast.

Checked with equipviewer and the gear doesn't seem to switch.
Code
function get_sets()

	send_command('bind f9 gs c toggle TP set')
	send_command('bind f10 gs c toggle Idle set')
	send_command('bind f11 gs c toggle Res set')
	send_command('bind f12 gs c toggle Dim set')
	send_command('bind ^f11 gs c toggle Req set')
	
	function file_unload()
      
 
        send_command('unbind ^f9')
        send_command('unbind ^f10')
		send_command('unbind ^f11')
		send_command('unbind ^f12')
       
        send_command('unbind !f9')
        send_command('unbind !f10')
		send_command('unbind !f11')
        send_command('unbind !f12')
 
        send_command('unbind f9')
        send_command('unbind f10')
        send_command('unbind f11')
        send_command('unbind f12')
 
       
 
	end
		

		--Idle Sets--
		sets.Idle = {}
		
		sets.Idle.index = {'Standard', 'DT'}
		Idle_ind = 1
		sets.Idle.DT = {
			ammo="Staunch Tathlum +1",
			head="Aya. Zucchetto +2",
			body="Ayanmo Corazza +2",
			hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}},
			legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}},
			feet="Aya. Gambieras +2",
			neck="Anu Torque",
			waist="Ioskeha Belt +1",
			left_ear="Telos Earring",
			right_ear="Sherida Earring",
			left_ring="Moonlight Ring",
			right_ring="Moonlight Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
		}
		   
		sets.Idle.Standard = {
			ammo="Staunch Tathlum +1",
			head="Aya. Zucchetto +2",
			body="Ayanmo Corazza +2",
			hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}},
			legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}},
			feet="Aya. Gambieras +2",
			neck="Anu Torque",
			waist="Ioskeha Belt +1",
			left_ear="Telos Earring",
			right_ear="Sherida Earring",
			left_ring="Moonlight Ring",
			right_ring="Moonlight Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
		}
			
	
		
				
				
				
		--TP Sets--
		sets.TP = {}

		sets.TP.index = {'Standard', 'HBDT', 'DT'}
		--1=Standard, 2=AccuracyLite, 3=AccuracyFull, 4=DT, 5=DTAccuracy--
		TP_ind = 1
	
		sets.TP.Standard = {
        ammo="Ginsen",
		head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
		body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
		hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}},
		legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}},
		feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
		neck="Anu Torque",
		waist="Ioskeha Belt +1",
		left_ear="Telos Earring",
		right_ear="Sherida Earring",
		left_ring="Epona's Ring",
		right_ring="Ilabrat Ring",
		back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
    }
	
		sets.TP.HBDT = {
			ammo="Staunch Tathlum +1",
			head="Aya. Zucchetto +2",
			body="Ayanmo Corazza +2",
			hands="Turms Mittens +1",
			legs="Eri. Leg Guards +1",
			feet="Turms Leggings +1",
			neck="Anu Torque",
			waist="Ioskeha Belt +1",
			left_ear="Telos Earring",
			right_ear="Sherida Earring",
			left_ring="Vocane Ring",
			right_ring="Defending Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
    }
	    sets.TP.DT = {
			ammo="Staunch Tathlum +1",
			head="Aya. Zucchetto +2",
			body={ name="Futhark Coat +1", augments={'Enhances "Elemental Sforzo" effect',}},
			hands="Turms Mittens +1",
			legs="Eri. Leg Guards +1",
			feet="Turms Leggings +1",
			neck="Twilight Torque",
			waist="Ioskeha Belt +1",
			left_ear="Telos Earring",
			right_ear="Sherida Earring",
			left_ring="Vocane Ring",
			right_ring="Defending Ring",
			back="Moonbeam Cape",
    }
	
	
		--Weaponskill Sets--
		sets.WS = {}
	
		sets.Resolution = {}
	
		sets.Resolution.index = {'Attack','Accuracy'}
		Resolution_ind = 1
   
        sets.Resolution.Attack = {
			ammo="Knobkierrie",
			head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
			body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
			hands="Meg. Gloves +2",
			legs={ name="Herculean Trousers", augments={'Accuracy+24','Weapon skill damage +4%','Attack+7',}},
			feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
			neck="Fotia Gorget",
			waist="Fotia Belt",
			left_ear={ name="Moonshade Earring", augments={'Rng.Atk.+4','TP Bonus +250',}},
			right_ear="Sherida Earring",
			left_ring="Regal Ring",
			right_ring="Niqmaddu Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
		}
		sets.Resolution.Accuracy = {
			ammo="Knobkierrie",
			head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
			body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
			hands="Meg. Gloves +2",
			legs={ name="Herculean Trousers", augments={'Accuracy+24','Weapon skill damage +4%','Attack+7',}},
			feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
			neck="Fotia Gorget",
			waist="Fotia Belt",
			left_ear={ name="Moonshade Earring", augments={'Rng.Atk.+4','TP Bonus +250',}},
			right_ear="Sherida Earring",
			left_ring="Regal Ring",
			right_ring="Niqmaddu Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
		}
  
   
    sets.Dimidiation = {}
   
        sets.Dimidiation.index = {'Attack','Accuracy'}
        Dimidiation_ind = 1
   
        sets.Dimidiation.Attack = {
			ammo="Knobkierrie",
			head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
			body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
			hands="Meg. Gloves +2",
			legs={ name="Herculean Trousers", augments={'Accuracy+24','Weapon skill damage +4%','Attack+7',}},
			feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
			neck="Fotia Gorget",
			waist="Fotia Belt",
			left_ear={ name="Moonshade Earring", augments={'Rng.Atk.+4','TP Bonus +250',}},
			right_ear="Sherida Earring",
			left_ring="Niqmaddu Ring",
			right_ring="Ilabrat Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
		}
		sets.Dimidiation.Accuracy = {
			ammo="Knobkierrie",
			head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
			body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
			hands="Meg. Gloves +2",
			legs={ name="Herculean Trousers", augments={'Accuracy+24','Weapon skill damage +4%','Attack+7',}},
			feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
			neck="Fotia Gorget",
			waist="Fotia Belt",
			left_ear={ name="Moonshade Earring", augments={'Rng.Atk.+4','TP Bonus +250',}},
			right_ear="Sherida Earring",
			left_ring="Niqmaddu Ring",
			right_ring="Ilabrat Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
		}
 
		sets.Requiescat = {}
	
		sets.Requiescat.index = {'Attack','Accuracy'}
		Requiescat_ind = 1
		
		sets.Requiescat.Attack = {ammo="Potestas bomblet",
							  	  head="Whirlpool mask",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
								  body="Manibozho jerkin",hands="Umuthi gloves",ring1="Epona's ring",ring2="Aquasoul ring",
								  back="Atheling mantle",waist="Fotia belt",legs="Quiahuiz trousers",feet="Meg. Jam. +1"}
								  
		sets.Requiescat.Accuracy = {ammo="Honed tathlum",
									head="Whirlpool mask",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
									body="Manibozho jerkin",hands="Umuthi gloves",ring1="Epona's ring",ring2="Aquasoul ring",
									back="Letalis mantle",waist="Fotia belt",legs="Quiahuiz trousers",feet="Meg. Jam. +1"}
									  
									  
									  
									  
									  
									  
		--Utility Sets--
		sets.Enmity = {
			ammo="Sapience Orb",
			head="Aya. Zucchetto +2",
			body={ name="Futhark Coat +1", augments={'Enhances "Elemental Sforzo" effect',}},
			hands="Kurys Gloves",
			legs="Eri. Leg Guards +1",
			feet="Ahosi Leggings",
			neck="Moonlight Necklace",
			waist="Goading Belt",
			left_ear="Friomisi Earring",
			right_ear="Sherida Earring",
			left_ring="Petrov Ring",
			right_ring="Begrudging Ring",
		}
		sets.Utility = {}
		
		sets.Utility.PDT = {ammo="Staunch Tathlum",
							head="Fu. bandeau +1",neck="Twilight torque", ear1="Ethereal earring",
							body="Futhark coat +1",hands="Buremte Gloves",ring1="Defending ring",ring2="Warden's ring",
							back="Shadow mantle",waist="Flume Belt +1",legs="Erilaz Leg Guards +1",feet="Erilaz Greaves +1"}
						
		sets.Utility.MDT = {ammo="Staunch tathlum",
						    head="Haruspex hat",neck="Warder's charm +1",
							body="Futhark coat +1",hands="Erilaz gauntlets +1",ring1="Defending ring",ring2="Shadow ring",
						    back="Mollusca mantle",legs="Erilaz Leg Guards +1",feet="Erilaz Greaves +1"}
							
		
		sets.Utility.Stoneskin = {
			ammo = "Sapience Orb",
			head = "Erilaz Galea +1",
			neck = "Incanter's Torque",
			ear1 = "Andoaa Earring",
			ear2 = "Loquacious Earring",
			body = "Futhark Coat +1",
			hands = "Runeist's Mitons +1",
			ring1 = "Stikini Ring +1",
			ring2 = "Stikini Ring +1",
			back = "Moonbeam Cape",
			waist = "Flume Belt",
			legs = "Futhark Trousers +1",
			feet = "Erilaz Greaves +1"
		}
		sets.Utility.Phalanx = {
			ammo = "Sapience Orb",
			head = "Futhark Bandeau +1",
			neck = "Incanter's Torque",
			ear1 = "Andoaa Earring",
			ear2 = "Loquacious Earring",
			body = "Manasa Chasuble",
			hands={ name="Herculean Gloves", augments={'STR+2','"Rapid Shot"+6','Phalanx +3','Accuracy+18 Attack+18','Mag. Acc.+7 "Mag.Atk.Bns."+7',}},
			ring1 = "Stikini Ring +1",
			ring2 = "Stikini Ring +1",
			back = "Moonbeam Cape",
			waist = "Flume Belt",
			legs = "Carmine Cuisses +1",
			feet = "Erilaz Greaves +1"
		}
		sets.Utility.Regen = {
			ammo = "Sapience Orb",
			head = "Erilaz Galea +1",
			neck = "Incanter's Torque",
			ear1 = "Andoaa Earring",
			ear2 = "Loquacious Earring",
			body = "Futhark Coat +1",
			hands = "Runeist's Mitons +1",
			ring1 = "Stikini Ring +1",
			ring2 = "Stikini Ring +1",
			back = "Moonbeam Cape",
			waist = "Flume Belt",
			legs = "Futhark Trousers +1",
			feet = "Erilaz Greaves +1"
		}
		sets.Utility.Refresh = {
			ammo = "Sapience Orb",
			head = "Erilaz Galea +1",
			neck = "Incanter's Torque",
			ear1 = "Andoaa Earring",
			ear2 = "Loquacious Earring",
			body = "Futhark Coat +1",
			hands = "Runeist's Mitons +1",
			ring1 = "Stikini Ring +1",
			ring2 = "Stikini Ring +1",
			back = "Moonbeam Cape",
			waist = "Flume Belt",
			legs = "Futhark Trousers +1",
			feet = "Erilaz Greaves +1"
		}
		sets.Utility.Utsusemi = {}
		
		sets.Utility.Defense = {}
								 
		sets.Utility.Enmity =	{
			ammo="Sapience Orb",
			head="Aya. Zucchetto +2",
			body={ name="Futhark Coat +1", augments={'Enhances "Elemental Sforzo" effect',}},
			hands="Kurys Gloves",
			legs="Eri. Leg Guards +1",
			feet="Ahosi Leggings",
			neck="Moonlight Necklace",
			waist="Goading Belt",
			left_ear="Friomisi Earring",
			right_ear="Sherida Earring",
			left_ring="Petrov Ring",
			right_ring="Begrudging Ring",
		}
				
				
				
				
		--Job Ability Sets--
		sets.JA = {}
		
		sets.JA.Lunge = {
			ammo="Erlene's Notebook",
			head={ name="Herculean Helm", augments={'Attack+14','Weapon skill damage +4%','AGI+10',}},
			body={ name="Carm. Sc. Mail +1", augments={'Attack+20','"Mag.Atk.Bns."+12','"Dbl.Atk."+4',}},
			hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
			legs="Aya. Cosciales +2",
			feet={ name="Herculean Boots", augments={'"Triple Atk."+3','DEX+11','Accuracy+13','Attack+9',}},
			neck="Sanctity Necklace",
			waist="Ioskeha Belt +1",
			left_ear="Friomisi Earring",
			right_ear="Sherida Earring",
			left_ring="Ilabrat Ring",
			right_ring="Regal Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
		}
	 
		sets.JA.Sforzo = set_combine(sets.Enmity, {
			body = "Futhark Coat +1"
		})
	 
		sets.JA.Swordplay = set_combine(sets.Enmity, {
			hands = "Futhark Mitons +1"
		})
	   
		sets.JA.Vallation = set_combine(sets.Enmity, {
			body = "Runeist's Coat +1",
			legs = "Futhark Trousers +1",
			back = "Ogma's Cape"
		})
	   
		sets.JA.Pflug = set_combine(sets.Enmity, {
			feet = "Runeist's Boots +1"
		})
	   
		sets.JA.Valiance = set_combine(sets.Enmity, {
			body = "Runeist's Coat +1",
			legs = "Futhark Trousers +1",
		})
	   
		sets.JA.Embolden = set_combine(sets.Enmity, {
		})
	   
		sets.JA.Pulse = set_combine(sets.Enmity, {
			head = "Erilaz Galea +1",
			neck = "Incanter's Torque",
			ring2 = "Stikini Ring",
			legs = "Runeist's Trousers +1"
		})
	   
		sets.JA.Gambit = set_combine(sets.Enmity, {
			hands = "Runeist's Mitons +1"
		})
	   
		sets.JA.Battuta = set_combine(sets.Enmity, {
			head =  "Futhark Bandeau +1"
		})
	   
		sets.JA.Rayke = set_combine(sets.Enmity, {
			feet = "Futhark Boots +1"
		})
	   
		sets.JA.Liement = set_combine(sets.Enmity, {
			body = "Futhark Coat +1"
		})
		--One For All is HP * .2 = Magic Damage Reduction--
		sets.JA.One = set_combine(sets.Enmity, {
			ammo = "Falcon Eye",
			head = "Halitus Helm",
			neck = "Sanctity Necklace",
			ear1 = "Etiolation Earring",
			ear2 = "Odnowa Earring +1",
			body = "Runeist's Coat +1",
			hands = "Runeist's Mitons +1",
			ring1 = "Regal Ring",
			ring2 = "Ilabrat Ring",
			back = "Moonbeam Cape",
			waist = "Kasiri Belt",
			legs = "Erilaz Leg Guards +1",
			Feet = "Carmine Greaves +1"
		})
	   
		sets.JA.Subterfuge = set_combine(sets.Enmity, {})
		
		
		
		--Precast Sets--
		sets.precast = {}
	
		sets.precast.FC = {}
	
		sets.precast.FC.Standard = {
			ammo="Sapience Orb",
			head={ name="Carmine Mask +1", augments={'Accuracy+20','Mag. Acc.+12','"Fast Cast"+4',}},
			body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}},
			hands={ name="Leyline Gloves", augments={'Accuracy+12','Mag. Acc.+14','"Mag.Atk.Bns."+15','"Fast Cast"+2',}},
			legs="Aya. Cosciales +2",
			feet="Aya. Gambieras +2",
			neck="Anu Torque",
			waist="Ioskeha Belt +1",
			left_ear="Loquac. Earring",
			right_ear="Sherida Earring",
			right_ring="Moonlight Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
		}
									
		sets.precast.FC.Enhancing = {
			ammo="Sapience Orb",
			head={ name="Carmine Mask +1", augments={'Accuracy+20','Mag. Acc.+12','"Fast Cast"+4',}},
			body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}},
			hands={ name="Leyline Gloves", augments={'Accuracy+12','Mag. Acc.+14','"Mag.Atk.Bns."+15','"Fast Cast"+2',}},
			legs = "Futhark Trousers +1",
			feet="Aya. Gambieras +2",
			neck="Anu Torque",
			waist="Ioskeha Belt +1",
			left_ear="Loquac. Earring",
			right_ear="Sherida Earring",
			right_ring="Moonlight Ring",
			back={ name="Ogma's cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
		}
		
		sets.Utility.Enhancing ={
			ammo = "Sapience Orb",
			head = "Erilaz Galea +1",
			left_ear="Loquac. Earring",
			body = "Futhark Coat +1",
			hands = "Runeist's Mitons +1",
			ring1 = "Stikini Ring +1",
			ring2 = "Stikini Ring +1",
			legs = "Futhark Trousers +1",
			feet = "Erilaz Greaves +1"
		}
end



		
		
		
function precast(spell)
	if spell.skill == 'Divine Magic' then
		equip(sets.precast.FC.Standard)
	end
	
	if spell.skill == 'Healing Magic' then
		equip(sets.precast.FC.Standard)
	end
	
	if spell.skill == 'Blue Magic' then
		equip(sets.precast.FC.Standard)
	end
	
	if spell.skill == 'Enhancing Magic' then
		equip(sets.precast.FC.Enhancing)
	end
	
	if spell.skill == 'Ninjutsu' then
		equip(sets.precast.FC.Standard)
	end
	
	if spell.skill == 'Trust' then
		equip(sets.precast.FC.Standard)
	end
	
	if spell.english == 'Lunge' or spell.english == 'Swipe' or spell.english == "Onca Suit" or spell.english == "Meteor" then 
		equip(sets.JA.Lunge)
	end
	
	if spell.english == 'Vallation' or spell.english == 'Valiance' then
		equip(sets.JA.Vallation)
	end
	
	if spell.english == 'Battuta' then
		equip(sets.JA.Battuta)
	end
	
	if spell.english == 'Pflug' then
		equip(sets.JA.Pflug)
	end
	
	if spell.english == 'Gambit' then
		equip(sets.JA.Gambit)
	end
	
	if spell.english == 'Embolden' then
		equip(sets.JA.Embolden)
	end
	
	if spell.english == 'Vivacious Pulse' then
		equip(sets.JA.Pulse)
	end
	
	if spell.english == 'Liement' then
		equip(sets.JA.Liement)
	end
	
	if spell.english == 'Elemental Sforzo' then
		equip(sets.JA.Sforzo)
	end
	
	if spell.english == 'Swordplay' then
		equip(sets.JA.Swordplay)
	end
	
	if spell.english == 'One For All' then
        ChangeGear(sets.JA.One)
	end
	
	if spell.english == 'Rayke' then
		ChangeGear(sets.JA.Rayke )
	end
	
	if spell.english == 'Resolution' or spell.english == 'Shockwave' or spell.english == 'Spinning Slash' or spell.english == 'Ground Strike' then
		equip(sets.Resolution[sets.Resolution.index[Resolution_ind]])
	end
	
	if spell.english == 'Dimidiation' then
		equip(sets.Dimidiation[sets.Dimidiation.index[Dimidiation_ind]])
	end
	
	if spell.english == 'Requiescat' then
		equip(sets.Requiescat[sets.Requiescat.index[Requiescat_ind]])
	end
end		

function midcast(spell,act)
	if spell.skill == 'Enhancing Magic' then
		equip(sets.Utility.Enhancing)
			if buffactive['Embolden'] then
				equip(sets.JA.Embolden)
			end
	end
	
	if spell.english == 'Stoneskin' then
		equip(sets.Utility.Stoneskin)
			    if buffactive['Stoneskin'] then
				send_command('@wait 0.7; input //cancel Stoneskin; input /echo Refreshing Stoneskin.')
				end
	end
	
	if spell.english == 'Phalanx' then
		equip(sets.Utility.Phalanx)
			if buffactive['Embolden'] then
				equip(sets.JA.Embolden)
			end
			if spell.english == 'Temper' then
				equip({head="Erilaz galea"})
			end
	end
	
	if spell.english == 'Regen IV' then
		equip(sets.Utility.Regen)
			if buffactive['Embolden'] then
				equip(sets.JA.Embolden)
			end
	end
	
	if spell.english == 'Refresh' then
		equip(sets.Utility.Refresh)
			if buffactive['Embolden'] then
				equip(sets.JA.Embolden)
			end
	end
	
	if spell.english == 'Protect IV' or spell.english == 'Shell V' then
		equip(sets.Utility.Defense)
			if buffactive['Embolden'] then
				equip(sets.JA.Embolden)
			end
	end	
	
	if spell.english == 'Flash' or spell.english == 'Foil' or spell.english == 'Valiance' or spell.english == 'Vallation' or spell.english == 'One For All' or spell.english == 'Swordplay' or spell.english == 'Battuta' or spell.english == 'Pflug' or spell.english == 'Rune Enchantment' or spell.english == 'Embolden' or spell.english == 'Liement' or spell.skill == 'Blue Magic' then
		equip(sets.Utility.Enmity)
	end
	
	if spell.english == 'Utsusemi: Ichi' then
		equip(sets.Utility.Utsusemi)
			if buffactive['Copy Image (3)'] then
				send_command('@wait 0.3; input //cancel Copy Image (3)')
			end
			if buffactive['Copy Image (2)'] then
				send_command('@wait 0.3; input //cancel Copy Image (2)')
			end
			if buffactive['Copy Image (1)'] then
				send_command('@wait 0.3; input //cancel Copy Image (1)')
			end
			if buffactive['Copy Image'] then
				send_command('@wait 0.3; input //cancel Copy Image')
			end
	end
	
	if spell.english == 'Utsusemi: Ni' then
		equip(sets.Utility.Utsusemi)
	end
	
	if spell.english == 'Vallation' or spell.english == 'Valiance' then
		equip(sets.JA.Vallation)
	end
	
	if spell.english == 'Battuta' then
		equip(sets.JA.Battuta)
	end
	
	if spell.english == 'Pflug' then
		equip(sets.JA.Pflug)
	end
	
	if spell.english == 'Gambit' then
		equip(sets.JA.Gambit)
	end
	
	if spell.english == 'Embolden' then
		equip(sets.JA.Embolden)
	end
	
	if spell.english == 'Vivacious Pulse' then
		equip(sets.JA.VivPulse)
	end
	
	if spell.english == 'Liement' then
		equip(sets.JA.Liement)
	end
	
	if spell.english == 'Elemental Sforzo' then
		equip(sets.JA.EleSforzo)
	end
	
	if spell.english == 'Swordplay' then
		equip(sets.JA.Swordplay)
	end
end

function aftercast(spell)
	if player.status == 'Engaged' then
		equip(sets.TP[sets.TP.index[TP_ind]])
	else
		equip(sets.Idle[sets.Idle.index[Idle_ind]])
	end
end

function status_change(new,old)
	if new == 'Engaged' then
		equip(sets.TP[sets.TP.index[TP_ind]])
	else
		equip(sets.Idle[sets.Idle.index[Idle_ind]])
	end
end

function self_command(command)
	if command == 'toggle TP set' then
		TP_ind = TP_ind +1
		if TP_ind > #sets.TP.index then TP_ind = 1 end
		send_command('@input /echo <----- TP Set changed to '..sets.TP.index[TP_ind]..' ----->')
		equip(sets.TP[sets.TP.index[TP_ind]])
	elseif command == 'toggle Idle set' then
		Idle_ind = Idle_ind +1
		if Idle_ind > #sets.Idle.index then Idle_ind = 1 end
		send_command('@input /echo <----- Idle Set changed to '..sets.Idle.index[Idle_ind]..' ----->')
		equip(sets.Idle[sets.Idle.index[Idle_ind]])
	elseif command == 'toggle Res set' then
		Resolution_ind = Resolution_ind +1
		if Resolution_ind > #sets.Resolution.index then Resolution_ind = 1 end
		send_command('@input /echo <----- Resolution set changed to '..sets.Resolution.index[Resolution_ind]..' ----->')
	elseif command == 'toggle Dim set' then
		Dimidiation_ind = Dimidiation_ind +1
		if Dimidiation_ind > #sets.Dimidiation.index then Dimidiation_ind = 1 end
		send_command('@input /echo <----- Dimidiation set changed to '..sets.Dimidiation.index[Dimidiation_ind]..' ----->')
	elseif command == 'toggle Req set' then
		Requiescat_ind = Requiescat_ind +1
		if Requiescat_ind > #sets.Requiescat.index then Requiescat_ind = 1 end
		send_command('@input /echo <----- Requiescat Set changed to '..sets.Requiescat.index[Requiescat_ind]..' ----->')
	elseif command == 'equip TP set' then
		equip(sets.TP[sets.TP.index[TP_ind]])
	elseif command == 'equip Idle set' then
		equip(sets.Idle[sets.Idle.index[Idle_ind]])
	end
end
Online
Posts: 99
By Dsuza 2019-01-22 00:16:34
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Still need help with the below 2 posts, I am quoting myself again

Thanks guys
 Bismarck.Affinty
Online
Server: Bismarck
Game: FFXI
user: Dsuza
Posts: 16
By Bismarck.Affinty 2019-01-22 00:16:43
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Dsuza said: »
Hey guys, I hope you all have been well.

I have 2 issues going on right now

For my WAR, I want specific/different gear to equip for WS when Mighty Strikes is up.

And for my THF:

I want Frenzy Sallet to equip when I am engaged and asleep.

Thank you very much in advance for your time and help

WAR: Please look at line(s) 1-6 and 211-216
 Bismarck.Affinty
Online
Server: Bismarck
Game: FFXI
user: Dsuza
Posts: 16
By Bismarck.Affinty 2019-01-22 00:17:06
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Dsuza said: »
And for THF:
 Asura.Byrne
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Server: Asura
Game: FFXI
Posts: 451
By Asura.Byrne 2019-01-22 01:19:28
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Leviathan.Andret said: »
Hi, I have a problem of spells not switching from precast to midcast. Either the spell would use precast set or midcast set but never precast then midcast.

Checked with equipviewer and the gear doesn't seem to switch.

Precast sets only swap for about one frame, so you will miss it if you blink... Aside from that, I can point you to my Gear Swap file for RUN if you don't mind using it instead. I would normally feel happy to make a quick edit, but without searching closely though the whole file... And without sounding too rude, I'm not sure that file is worth the effort to de-conflict given how many good job files do exist.
 Asura.Byrne
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Server: Asura
Game: FFXI
Posts: 451
By Asura.Byrne 2019-01-22 01:26:15
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Bismarck.Affinty said: »
Dsuza said: »
Hey guys, I hope you all have been well.

I have 2 issues going on right now

For my WAR, I want specific/different gear to equip for WS when Mighty Strikes is up.

And for my THF:

I want Frenzy Sallet to equip when I am engaged and asleep.

Thank you very much in advance for your time and help

WAR: Please look at line(s) 1-6 and 211-216

You may have better luck phrasing that WS bit as spell.type:lower() == 'weaponskill'
 Asura.Diggs
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Game: FFXI
user: Digg
Posts: 91
By Asura.Diggs 2019-01-22 04:20:12
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Asura.Byrne said: »
Code
windower.register_event('mpp change',function()

	if player.mpp <= 10 then
		send_command('wait .5;input /ja Convert <me>')
	end
	
end)

Asura.Byrne said: »
It has to know when to trigger, so this function will run a check any time your MP percentage changes.

There is a possibility your wait may need to be 1 second due to GCD.

Aah of course, makes totally sense when reading your explanation. Thanks a ton Byrne!
 Shiva.Arislan
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Game: FFXI
user: Arislan
Posts: 739
By Shiva.Arislan 2019-01-22 09:08:53
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Asura.Byrne said: »
Aah of course, makes totally sense when reading your explanation. Thanks a ton Byrne!

Might be a good idea to throw an HP check in there too. :)
[+]
 Sylph.Ticktick
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user: mofat
Posts: 12
By Sylph.Ticktick 2019-01-26 17:20:58
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has anyone fixed refine_waltz so it will upgrade or downgrade depending on the target's missing hp and what is off cooldown? also divine waltz II -> I when on CD.
 Carbuncle.Kigensuro
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user: dlsmd
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By Carbuncle.Kigensuro 2019-01-26 21:46:14
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Sylph.Ticktick said: »
has anyone fixed refine_waltz so it will upgrade or downgrade depending on the target's missing hp and what is off cooldown? also divine waltz II -> I when on CD.

this is my waltz and samba auto adjust code
--tho it will only fully work in my include

divine waltz is to hard to code for and it is impossible to calculate what other targets have for potency on their gear to get the correct hp value
so it cant be done
this is why you can only do the calculations when its target is you
 Asura.Cambion
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Game: FFXI
user: Cambion
Posts: 309
By Asura.Cambion 2019-01-29 22:53:34
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Sylph.Ticktick said: »
has anyone fixed refine_waltz so it will upgrade or downgrade depending on the target's missing hp and what is off cooldown? also divine waltz II -> I when on CD.

I've been using this, courtesy of SimonSes and I haven't run into any conflicts yet.
Code
function refine_waltz(spell, action, spellMap, eventArgs)
    if spell.type ~= 'Waltz' then
        return
    end
     
    -- Don't modify anything for Healing Waltz or Divine Waltzes
    if spell.english == "Healing Waltz" or spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
        return      
    end
 
    local newWaltz = spell.english
    local waltzID
    local spell_recasts = windower.ffxi.get_spell_recasts()
             
    --if spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
    --    if spell_recasts[spell.recast_id] < 1 and player.tp > 400 then
    --      return
    --  else if spell_recasts[spell.recast_id] < 1 and player.tp > 400 then
    --end
     
    local missingHP
     
    -- If curing ourself, get our exact missing HP
    if spell.target.type == "SELF" then
        missingHP = player.max_hp - player.hp
    -- If curing someone in our alliance, we can estimate their missing HP
    elseif spell.target.isallymember then
        local target = find_player_in_alliance(spell.target.name)
        local est_max_hp = target.hp / (target.hpp/100)
        missingHP = math.floor(est_max_hp - target.hp)
    end
     
    -- If we have an estimated missing HP value, we can adjust the preferred tier used.
    if missingHP ~= nil then
        if player.main_job == 'DNC' then
            if missingHP < 40 and spell.target.name == player.name then
                -- Not worth curing yourself for so little.
                -- Don't block when curing others to allow for waking them up.
                add_to_chat(122,'Full HP!')
                eventArgs.cancel = true
                return
            elseif missingHP < 200 then
                if spell_recasts[190] < 1 and player.tp > 200 then 
                    newWaltz = 'Curing Waltz'
                    waltzID = 190
                elseif spell_recasts[191] < 1 and player.tp > 350 then
                    newWaltz = 'Curing Waltz II'
                    waltzID = 191
                elseif spell_recasts[192] < 1 and player.tp > 500 then
                    newWaltz = 'Curing Waltz III'
                    waltzID = 192
                elseif spell_recasts[193] < 1 and player.tp > 650 then
                    newWaltz = 'Curing Waltz IV'
                    waltzID = 193
                end 
            elseif missingHP < 600 then                
                if spell_recasts[191] < 1 and player.tp > 350 then
                    newWaltz = 'Curing Waltz II'
                    waltzID = 191
                elseif spell_recasts[192] < 1 and player.tp > 500 then
                    newWaltz = 'Curing Waltz III'
                    waltzID = 192
                elseif spell_recasts[193] < 1 and player.tp > 650 then
                    newWaltz = 'Curing Waltz IV'
                    waltzID = 193
                elseif spell_recasts[190] < 1 and player.tp > 200 then 
                    newWaltz = 'Curing Waltz'
                    waltzID = 190
                end 
            elseif missingHP < 1100 then
                if spell_recasts[192] < 1 and player.tp > 500 then
                    newWaltz = 'Curing Waltz III'
                    waltzID = 192
                elseif spell_recasts[193] < 1 and player.tp > 650 then
                    newWaltz = 'Curing Waltz IV'
                    waltzID = 193
                elseif spell_recasts[194] < 1 and player.tp > 800 then 
                    newWaltz = 'Curing Waltz V'
                    waltzID = 194
                elseif spell_recasts[191] < 1 and player.tp > 350 then
                    newWaltz = 'Curing Waltz II'
                    waltzID = 191
                elseif spell_recasts[190] < 1 and player.tp > 200 then 
                    newWaltz = 'Curing Waltz'
                    waltzID = 190
                end 
            elseif missingHP < 1500 then
                if spell_recasts[193] < 1 and player.tp > 650 then
                    newWaltz = 'Curing Waltz IV'
                    waltzID = 193
                elseif spell_recasts[192] < 1 and player.tp > 500 then
                    newWaltz = 'Curing Waltz III'
                    waltzID = 192
                elseif spell_recasts[194] < 1 and player.tp > 800 then 
                    newWaltz = 'Curing Waltz V'
                    waltzID = 194
                elseif spell_recasts[191] < 1 and player.tp > 350 then
                    newWaltz = 'Curing Waltz II'
                    waltzID = 191
                elseif spell_recasts[190] < 1 and player.tp > 200 then 
                    newWaltz = 'Curing Waltz'
                    waltzID = 190
                end 
            else
                if spell_recasts[194] < 1 and player.tp > 800 then 
                    newWaltz = 'Curing Waltz V'
                    waltzID = 194
                elseif spell_recasts[193] < 1 and player.tp > 650 then
                    newWaltz = 'Curing Waltz IV'
                    waltzID = 193
                elseif spell_recasts[192] < 1 and player.tp > 500 then
                    newWaltz = 'Curing Waltz III'
                    waltzID = 192
                elseif spell_recasts[191] < 1 and player.tp > 350 then
                    newWaltz = 'Curing Waltz II'
                    waltzID = 191
                elseif spell_recasts[190] < 1 and player.tp > 200 then 
                    newWaltz = 'Curing Waltz'
                    waltzID = 190
                end 
            end
        elseif player.sub_job == 'DNC' then
            if missingHP < 40 and spell.target.name == player.name then
                -- Not worth curing yourself for so little.
                -- Don't block when curing others to allow for waking them up.
                add_to_chat(122,'Full HP!')
                eventArgs.cancel = true
                return
            elseif missingHP < 150 then
                newWaltz = 'Curing Waltz'
                waltzID = 190
            elseif missingHP < 300 then
                newWaltz = 'Curing Waltz II'
                waltzID = 191
            else
                newWaltz = 'Curing Waltz III'
                waltzID = 192
            end
        else
            -- Not dnc main or sub; bail out
            return
        end
    end
 
    local tpCost = waltz_tp_cost[newWaltz]
 
    local downgrade
     
    -- Downgrade the spell to what we can afford
    --if player.tp < tpCost and not buffactive.trance then
        --[[ Costs:
            Curing Waltz:     200 TP
            Curing Waltz II:  350 TP
            Curing Waltz III: 500 TP
            Curing Waltz IV:  650 TP
            Curing Waltz V:   800 TP
            Divine Waltz:     400 TP
            Divine Waltz II:  800 TP
        --]]
         
    --    if player.tp < 200 then
    --        add_to_chat(122, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
    --        eventArgs.cancel = true
    --        return
    --    elseif player.tp < 350 then
    --        newWaltz = 'Curing Waltz'
    --    elseif player.tp < 500 then
    --        newWaltz = 'Curing Waltz II'
    --    elseif player.tp < 650 then
    --        newWaltz = 'Curing Waltz III'
    --    elseif player.tp < 800 then
    --        newWaltz = 'Curing Waltz IV'
    --    end
    --    
    --    downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.'
    --end
 
     
    if newWaltz ~= spell.english then
        send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
        --if downgrade then
        --    add_to_chat(122, downgrade)
        --end
        eventArgs.cancel = true
        return
    end
 
    if missingHP and missingHP > 0 then
        add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.')
    end
end


I have not been able to figure out the Divine Waltz downgrade yet, but I'm trying.

I was told Divine Waltz ID is 195 and Divine Waltz II is 262 if that helps anyone. I don't personally care about the missing HP calculation, I simply want the automatic up/downgrade if the one I try to use is on Cooldown, that's all.

I know it should look something like this, but haven't figured it out yet.
Code
if spell_recasts[spell.recast_id] > 0 then
    if spell.english == 'Divine Waltz' then
        add_to_chat(122,'All Divine Waltz on cooldown, cancelling Waltz.')
        eventArgs.cancel = true
        return
    elseif spell.english == 'Divine Waltz II' then
        newDivine = 'Divine Waltz'
        waltzID = 195
    end
end
 
if newDivine ~= spell.english then
    send_command('@input /ja "'..newDivine..'" '..tostring(spell.target.raw))
    eventArgs.cancel = true
    return
end


If I use Divine Waltz 2, and cooldown is > 0 then use Divine Waltz 1. That's it. I don't know why I can't figure out the proper code for it. :(

Tomorrow Test:
Code
    local newWaltz = spell.english
    local waltzID
    local spell_recasts = windower.ffxi.get_spell_recasts()
             
	if spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then
	if spell_recasts[spell.recast_id] < 1 and player.tp > 800 then
		newWaltz = 'Divine Waltz II'
		waltzID = 262
		return
	else if spell_recasts[spell.recast_id] > 1 and player.tp > 400 then
		newWaltz = 'Divine Waltz'
		waltzID = 195
	end
 Bahamut.Yukisoba
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Server: Bahamut
Game: FFXI
user: Yukisoba
Posts: 31
By Bahamut.Yukisoba 2019-01-31 18:08:57
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Greetings,

I've just begun trying to use gearswap commands with the send addon, and I'm having trouble getting them to work.

For example, I wanted a gearswap command to create a SCH skillchain. When I try to execute the command in the game(I typed //gs c distortion) the gearswap debug mode tells me Entering self_command, and then nothing happens after that. Is there a bit of code I'm missing that I need? My function looks like this

function self_command(command)
if command == 'distortion' then
send_command('input /ja "immanence" <me>; wait 1; input /ma "luminohelix" <bt>; wait 5; input /ja "immanence" <me>; wait 1; input /ma "stone" <bt>; wait 4; input /ma "cryohelix II" <bt>')
end
end

I use Mote's includes type of gearswap files, and have been battling with this all afternoon, I'm just at a loss what to do to get these working. Any help appreciated!

EDIT: got it working, disregard this post, sorry!
 Asura.Conor
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Server: Asura
Game: FFXI
user: RDMCONOR
Posts: 2
By Asura.Conor 2019-02-05 08:28:26
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Good morning everyone. I've been on here once before in search of an answer, however am still stuck on this problem.

I know very little about gearswap, so I mainly stick to just exporting my gear and copy pasting it within each set.

The problem is that randomly (maybe once per hour)
Gearswap completely blocks any inputs into the game. The only thing I will be able to do at all is simply walk around. Macros and menus will not work, nor will typing a command in. This will last about 60 seconds and there seems to be no exact trigger for it to happen. In fact sometimes it occurs while standing still performing no actions at all. If I unload gearswap, the problem immediately goes away, and if I reload gearswap thr problem will still be there until this 60 second window is up. Once the problem goes away, my character will immediately use the last action that I tried to use, but was blocked.

At first I thought it was the lua (which it may be idk), however it is happening with my pld and rdm. Those are the only 2 jobs I've been playing, but possibly would happen on other jobs as well. I've tried deleting Lua's and redownloading them to carefully plug in my gear, but it hasn't fixed it. I tried deleting gearswap completely and redownlading it as well.

You can imagine the frustration when doing any major fight to have your inputs blocked completely.

The only clue I've found is a text file within gearswap that states that it will block all inputs under certain circumstances. I can't recall the exact wording.

Any help or clues would be greatly appreciated. Thanks!
 Bismarck.Xurion
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Server: Bismarck
Game: FFXI
user: Xurion
Posts: 165
By Bismarck.Xurion 2019-02-06 14:15:15
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Post your lua.
[+]
 Siren.Silpha
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Server: Siren
Game: FFXI
user: Silpha
Posts: 1
By Siren.Silpha 2019-02-10 15:52:53
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Hello.
I don't understand the difference between combatform and meleegroup. As so, i can't have both my Footwork set and Impetus set working at the same time. Combatform always seems to take precedence.
I tried to "cheat" footwork into being a meleegroup but it caused even more problems lol.
Would appreciate being pointed on the right way, or even some lines tweak. thx.
 Cerberus.Echohawk
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Server: Cerberus
Game: FFXI
user: echohawk
Posts: 2
By Cerberus.Echohawk 2019-02-11 00:58:07
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This is probably more of a Send add-on issue, but it impacts gearswap so here goes.
When I use the send add-on (usually in a macro) to do any command that requires quotes it fails to trigger any gearswap changes. Example macro:

/console send character "/ma 'Fire V' <t>"

This casts the spell without pre/midcast gear swaps. Anything not needing quotes (Resolution, Geo-Frailty, etc) all work just fine via send. Outside of send, all gearswaps work. I'd rather not use vanilla equip sets as a work around. What am I doing wrong?

Here's a list of things that don't work:

Edit-- found it its /console send player /ma \"Fire V\" <t>
 Asura.Konekoo
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Server: Asura
Game: FFXI
user: Konekoo
Posts: 4
By Asura.Konekoo 2019-02-11 15:05:25
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Hey guys. Just had a quick and hopefully easy question. I can't for the life of me figure out why in my DRK lua, the belt won't change to what I have it specified too after I Weaponskill. Both without haste and after my delay haste is capped. So if I do a WS, everything else will revert back to my engaged TP set except the belt. It'll just stick with the fotia or grunfeld rope. Idk if the lua is taking into account the afterglow on the Apoc and thinking its gear haste but it still does it with any other weapon as well. I have a pretty generalized understanding of how Gearswap works so be gentle. I appreciate any help.


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