Gearswap Support Thread

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Gearswap Support Thread
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 Asura.Sechs
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By Asura.Sechs 2026-08-27 07:26:01
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Bahamut.Illumin said: »
A few random questions:

- In default GearSwap or Selindrile's, is there a way to make a set given a subjob? For instance, adding `.RDM` to the end of a set to only trigger when I'm subbing RDM? (Fast Cast sets, for instance).
No clue about Selindrile's Luas specifically, but in general it's absolutely possible.
Player.subjob is a stat you can check and as such you can make decision according to it being true/false or many other options.
I'm sure Selindrile has a keen way to handle it but no clue which exactly.
I can just tell you that it's theoretically absolutely possible, as a matter of fact I do it in many of my luas.

Quote:
- For Scholar, is there any selector for "casting the same spell type as the current Arts" (aka "Grimoire" on equipment)? For instance, on something like Fast Cast sets, if I can "overcompensate" with Fast Cast given the +20% speed wrong-grimoire tax
Absolutely.
Each spell has a series of variables.
For instance there's the skill var (enhancing, elemental, dark etc) but there's also the type var (white, black, blue etc).
Light Arts and Dark Arts work with White and Black magic respectively, so that's the var you want to check.
If you want to use different precast sets you would have to check the spell being cast with one of the many available ways, then check the spell.type, if it's white magic equip sets.precast.white if it's black magic equip sets.precast.black.

Altough you speak about "compensating", so probably you want a different scenario.
We should define three different sets, probably:
1) Spell being cast matches current Grimoire
2) Spell being cast is of the opposite Grimoire
3) Everything else

For 1) you want to equip those gear that grant you additional casting time-, for case 2) you probably want a special set that exceeds the 80% cap to compensate for the malus you get from casting spell of the opposite grimoire, for 3) you use your basic default FC set.

The logic would be something like that, mind that there are plentiful ways of obtaining this, I'm just giving an oversimplified silly example
Code
if spell.type == 'White Magic' then
    if grimoire == 'Light Arts' then
        equip(sets.precast.grimoire)
    elseif grimoire == 'Dark Arts' then
        equip(sets.precast.compensate)
    else
        equip(sets.precast.fastcast)
    end
elseif spell.type == 'Black Magic' then
    if grimoire == 'Dark Arts' then
        equip(sets.precast.grimoire)
    elseif grimoire == 'Light Arts' then
        equip(sets.precast.compensate)
    else
        equip(sets.precast.fastcast)
    end
else
    equip(sets.precast.fastcast)
end


Again, it's just a simple example to show one of the many possible logics you could apply.
"Grimoire" doesn't even exist, unless you define a specific function for that. You would have to check that with buffactive I guess, for each grimoire you need a double condition wether or not the addendum white/black are active, because the buff name changes. Other than this silly difference, the logic is solid and should work.


Quote:
- Is there a way to change sets based on whether you're casting the spell on yourself vs a party member?
Absolutely, there's a specific variable for that, spell.target
You can find a full description with all the possible sub variables (there's a lot!) in the examples.xls file that you can find in one of the sub-folders of Gearswap.
There's also a comparison between the old Spellcast variables and the new Gearswap substitutes.


Mind all of my answers are "generic" for gearswap, I'm not talking specifically about Selindrile's luas because I know nothing of them.
 Bahamut.Illumin
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By Bahamut.Illumin 2026-08-27 07:37:55
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Thanks for the detailed reply!

I figured it was possible, as you mention, doing custom logic. I was mostly seeing if this was already possible or available just through naming sets properly rather than implementing the logic again, which I don't mind doing, but I was trying to avoid it due to possible edge cases I'm missing.

Specifically for SCH it probably makes sense to just code it there, but I was hoping for more general set-naming mechanics in case the GearSwap/Selindrile's harness gets updated (rather than mucking around inside the non-character lua files)
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By kaffy 2026-08-27 08:37:07
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if you have a basic understanding of programming logic, you can use this as a reference to tailor things specific to your needs

https://docs.windower.net/addons/gearswap/reference/
 Asura.Sechs
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By Asura.Sechs 2026-08-27 13:38:40
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Bahamut.Illumin said: »
Thanks for the detailed reply!

I figured it was possible, as you mention, doing custom logic. I was mostly seeing if this was already possible or available just through naming sets properly rather than implementing the logic again, which I don't mind doing, but I was trying to avoid it due to possible edge cases I'm missing.

Specifically for SCH it probably makes sense to just code it there, but I was hoping for more general set-naming mechanics in case the GearSwap/Selindrile's harness gets updated (rather than mucking around inside the non-character lua files)
Your question is perfectly valid and meaningful, but for that you would need to ask Selindrile himself or people competent with the way his Luas work.
Sadly I can't help you with that specific knowledge, I'm sorry :-(


Personally I can tell you I USED to have different precast set on SCH but a long time ago I removed the logic and defaulted to a slightly overloaded FC set (there's more theoretical reduction than the 80% cap) for everything.
Why you might ask?
Well, simply because of inventory starving, I needed to remove some items to get back some inventory space and this one was such a minimal difference (especially for me, I don't play SCH often) that it made sense to default to a generic set.
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