Comments (4)
This gave me an incredible headache trying to figure out why I could not make this work on my custom scholar lua. It basically comes down to this, mote's lua's only handle 1 return value. The Lua language can handle multiple values, but the way Mote has them setup it will only interpret 1 return.
In your example, when blue magic is cast, the script will determine if the spell is physical or magical and it will return it's findings as "Physical" or "Magical". It will then search your sidecar for your sets.midcast['Blue Magic'].Physical or sets.midcast['Blue Magic'].Magical depending on the spell type.
It's the fact the script has already returned a value of "Physical" or "Magical" that it will not interpret any other values. You might be able to edit the midcast function in a way where your script will do the interpreting. Then you can let it return 4 different values such as "Physical", "Magical", PhysicalResistant","MagicalResistant" depending on your option values. Not sure if it would work though.
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Hrm, seems odd that it would be set up to recognize things like engaged.PDT.Acc.Dagger and even sets.midcast['Elemental Magic'].HighTierNuke.Resistant etc etc, and not be able to do the same for blue magic.
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'Resistant' is a value for casting mode. 'Physical' is a spell mapping. The above set names 'should' be valid.
sets.midcast['Blue Magic']
is selected for spell.skill. Physical
is appended for spell map. Reisistant
is appended for casting mode.
I'd ask if you're checking that the spell you're testing is in fact in that specific spell map list. For example, the only spell under Physical
is Bilgestorm. All the others are Physical + some stat.
Also, turn on debugmode and look at the gear sets it's trying to use by default. That can provide a better clue as to what's not working.
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Thank you for your input, the sets were indeed valid, the testing was what was flawed, I mistakenly thought a few other spells used the generic "physical" set, I should have checked the spellmap.
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