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-- Set event Midcast Gear to true if we want midcast gear equipped on precast. Resting) elseif new == 'Engaged' then if not midaction() then equip(sets.aftercast. Uses the base set if an appropriate WSMod version isn't found.

function job_precast(spell, action, spell Map, event Args) if unbridled_spells:contains(spell.english) and not state. Engaged,sets.aftercast[tp_level]) end disable('main','sub') else equip_idle_set() equip(sets.aftercast[tp_level]) end end function self_command(command) if command == 'stuntarg' then stuntarg = player.elseif command:lower() == 'macc' then macc_level = (macc_level 1)%2 equip(sets.midcast['Elemental Magic'][macc_level][mp_efficiency]) if macc_level == 1 then windower.add_to_chat(8,'MMMMMMActivated! Idle.ind]..' Set is now the default Idle set -----------------------') end end -- This function is user defined, but never called by Gear Swap itself.

Sorry for the trouble and thank you for your great help. Firstly, the bind key doesn't send the command but typing it out does. Edit: Someone just told me Mote's lua has this already, it's called "Offense Mode". I have uninstalled and reinstalled windower4, deleted the gearswap folder and had windower download a new one, ran a equipment lua directly from beta examples unedited, and updated my Notepad . The other programs like scoreboard, azuresets, setbgm, ect don't seem to have any issue, thankfully. Familiar) do print(k, v) end klist = string.gsub(klist, ', $', '') vlist = string.gsub(vlist, ', $', '') -- add_to_chat(122,vlist) -- state. Pet Mode = M ready_moves_to_check = S end I'm not understanding something about the table spaces for lua, I've tried to build state.

Hitting F9, in my case, will lock everything I asked. Aside from that GS works wonderfully well and thank you for such a great program. Familiar with both inserts and concating a string of what would be inserted into it (can be seen in the commented out section).

Sorry for the trouble and thank you for your great help. If anywone finds a way around this issue please let me know. I just keep getting "unknown mode value crab familiar" in the console, when I type //crab If I hard code state.

Yep, I was curious if yours had that myself as my mule's WHM is based on Mote's files and has it in there by default so I checked yours and it does have that function automatically in there. Someday I will upgrade but I hear windows 8 isn't that good compared to 7 and 7 is hard to find. Using Motes files, can anyone provide advice on getting the Waist slot to equip properly. Familiar = M it works, why can't I dynamically build the list? ------------------------------------------------------------------------------------------------------------------- -- Initialization function that defines sets and variables to be used.

The next thing I will try is seeing if my notepad needs an update. And because of that, the command isn't being executed.

This picture link below shows me trying to cast something on myself and the error. I am not familiar of ur usage of includes, can you specify or give an example? I have only changed gear from the original luas and have not included anything more complex than that. I'll try to Step, presto will activate, but the step won't occur.

if spell.skill == 'Blue Magic' then for buff,active in pairs(state. Learning) end endfunction job_state_change(state Field, new Value, old Value) if state Field == 'Weapon Lock' then if new Value == 'On' then disable('main','sub','ranged','ammo') else enable('main','sub','ranged','ammo') end end endfunction job_state_change(state Field, new Value, old Value) if state Field == 'Weapon Lock' then if new Value == 'On' then disable('main','sub','ranged','ammo') else enable('main','sub','ranged','ammo') end end end Corrected it, semi-works now. 2 other issues are sometimes when I zone I get many errors Lua runtime error: gearswap/gearswap.lua:379: attempt to index field '? Physical Mode = 'PDT' adjust_engaged_sets() -- Additional local binds send_command('bind ^` input /ja "Hasso" ') select_default_macro_book() 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 !

local temp_indi = _Extra Data._Extra Data.= nil refresh_globals() equip_sets('indi_change',nil,temp_indi,false) end local subj_ind = data:unpack('H', 0x35) / 8 if subj_ind == 0 and pet.isvalid then if not next_packet_events then next_packet_events = end refresh_globals() pet.isvalid = false next_packet_events.pet_change = elseif subj_ind ~= 0 and not pet.isvalid then if not next_packet_events then next_packet_events = end next_packet_events.pet_change = end elseif id == 0x044 then -- No idea what this is doing elseif id == 0x050 then local inv = items[to_windower_api(res.bags[data:byte(7)].english)] if data:byte(5) ~= 0 then items.equipment[toslotname(data:byte(6))] = if not inv[data:byte(5)] then inv[data:byte(5)] = make_empty_item_table(data:byte(5)) end items[to_windower_api(res.bags[data:byte(7)].english)][data:byte(5)].status = 5 -- Set the status to "equipped" else items.equipment[toslotname(data:byte(6))] = if not inv[data:byte(5)] then inv[data:byte(5)] = make_empty_item_table(data:byte(5)) end items[to_windower_api(res.bags[data:byte(7)].english)][data:byte(5)].status = 0 -- Set the status to "unequipped" end elseif id == 0x05E then -- Conquest ID if _Extra Data.world.conquest then local offset = _Extra Data.world.conquest.region_id*4 11 if offset == 99 then offset = 95 elseif offset == 107 then offset = 99 end local strength_map = local nation_map = _Extra Data.world.conquest.strengths = _Extra Data.world.conquest.nation = nation_map[data:byte(offset 3)][language] _Extra Data.world.conquest.sandoria = data:byte(0x87) _Extra Data.world.conquest.bastok = data:byte(0x88) _Extra Data.world.conquest.windurst = data:byte(0x89) _Extra Data.world.conquest.beastmen = 100-data:byte(0x87)-data:byte(0x88)-data:byte(0x89) end elseif id == 0x061 then player.vitals.max_hp = data:unpack('I',5) player.vitals.max_mp = data:unpack('I',9) player.max_hp = data:unpack('I',5) player.max_mp = data:unpack('I',9) player.main_job_id = data:byte(13) player.main_job_level = data:byte(14) _Extra Data.player.nation_id = data:byte(0x51) _Extra Data.player.nation = res.regions[_Extra Data.player.nation_id][language] or 'None' if player.sub_job_id ~= data:byte(15) then -- Subjob change event local temp_sub = player.sub_job player.sub_job_id = data:byte(15) player.sub_job_level = data:byte(16) update_job_names() refresh_globals() equip_sets('sub_job_change',nil,player.sub_job,temp_sub) end update_job_names() elseif id == 0x062 then for i = 1,0x71,2 do local skill = data:unpack('H',i 0x82)2768 local current_skill = res.skills[math.floor(i/2) 1] if current_skill then player.skills[to_windower_api(current_skill.english)] = skill end end elseif id == 0x0DF and data:unpack('I',5) == then player.= data:unpack('I',9) player.= data:unpack('I',13) player.= data:unpack('I',0x11) player.= data:byte(0x17) player.= data:byte(0x18) = data:unpack('I',9) = data:unpack('I',13) = data:unpack('I',0x11) = data:byte(0x17) = data:byte(0x18) elseif id == 0x0E2 and data:unpack('I',5)==then player.= data:unpack('I',9) player.= data:unpack('I',0x B) player.= data:unpack('I',0x11) player.= data:byte(0x1E) player.= data:byte(0x1F) = data:unpack('I',9) = data:unpack('I',0x B) = data:unpack('I',0x11) = data:byte(0x1E) = data:byte(0x1F) elseif id == 0x117 then for i=0x49,0x85,4 do local arr = data:sub(i,i 3) local inv = items[to_windower_api(res.bags[arr:byte(3)].english)] if arr:byte(1) ~= 0 then items.equipment[toslotname(arr:byte(2))] = if not inv[arr:byte(1)] then inv[arr:byte(1)] = make_empty_item_table(arr:byte(1)) end items[to_windower_api(res.bags[arr:byte(3)].english)][arr:byte(1)].status = 5 -- Set the status to "equipped" else items.equipment[toslotname(arr:byte(2))] = if not inv[arr:byte(1)] then inv[arr:byte(1)] = make_empty_item_table(arr:byte(1)) end items[to_windower_api(res.bags[arr:byte(3)].english)][arr:byte(1)].status = 0 -- Set the status to "unequipped" end end end end) windower.register_event('status change',function(new,old) windower.debug('status change '..new) if gearswap_disabled or T:contains(old) or T:contains(new) then return end refresh_globals() equip_sets('status_change',nil,res.statuses[new].english,res.statuses[old].english) end) windower.register_event('gain buff',function(buff_id) if not res.buffs[buff_id] then error('Gear Swap: No known status for buff id #'..tostring(buff_id)) end local buff_name = res.buffs[buff_id][language] windower.debug('gain buff '..buff_name..' ('..tostring(buff_id)..')') if gearswap_disabled then return end -- Need to figure out what I'm going to do with this: if T:contains(buff_name:lower()) then for ts,v in pairs(command_registry) do if v.midaction then command_registry:delete_entry(ts) end end end refresh_globals() equip_sets('buff_change',nil,buff_name,true,copy_entry(res.buffs[buff_id])) end) windower.register_event('lose buff',function(buff_id) if not res.buffs[buff_id] then error('Gear Swap: No known status for buff id #'..tostring(buff_id)) end local buff_name = res.buffs[buff_id][language] windower.debug('lose buff '..buff_name..' ('..tostring(buff_id)..')') if gearswap_disabled then return end refresh_globals() equip_sets('buff_change',nil,buff_name,false,copy_entry(res.buffs[buff_id])) end) windower.register_event('login',function(name) windower.debug('login '..name) initialize_globals() windower.send_command('@wait 2;lua i gearswap refresh_user_env;') end) function get_sets() MP_efficiency = 0 macc_level = 0 sets.precast = -- sets.precast.

Chry = tp_level = 'empty' stuntarg = 'Shantotto' send_command('input /macro book 2;wait .1;input /macro set 1') AMII = end windower.register_event('tp change',function(new,old) if new 2950 then tp_level = 'Chry' else tp_level = 'empty' end if not midaction() then if sets.aftercast[player.status] then equip(sets.aftercast[player.status],sets.aftercast[tp_level]) else equip(sets.aftercast. FC.staves[spell.element]) end end function midcast(spell) equip_idle_set() if buffactive.manawell or spell.mppaftercast 50 then mp_efficiency = 0 else mp_efficiency = 1 end if string.find(spell.english,'Cur') then weathercheck(spell.element,sets.midcast.

What appears to be happening, however, is that it's not detecting Unbridled Learning being active already and is still executing this function. function weathercheck(spell_element,set) if not set then return end if spell_element == world.weather_element or spell_element == world.day_element then equip(set,sets. Note sometimes it says it can't see me, othertimes I'm out of range, and sometimes I'm too far away.

A fix for this is one of two things: 1) don't use the JA before casting the spell or 2) delete the entire function altogether, so it would just look like this in your lua:------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. Obis[spell_element]) else equip(set) end if set[spell_element] then equip(set[spell_element]) end end function equip_idle_set() if buffactive['Mana Wall'] then equip(sets.aftercast. So these are action responses based off where I am standing?

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