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============== Advanced "sets" tables ==============
-- Augments --
There are a lot of different augments, many/all of which have been mapped in the extdata library.
This system will use the first item it finds in your inventory that matches the name/augment
combination that you provide. If you provide an ambiguous set of conditions, the resulting equipped
item will be ambiguous (could vary based on the pairs iterator).
In order to specify an item by augment, you must write the augment exactly as it appears on your equipment:
sets.aftercast_Idle = {ring1={name="Dark Ring",augments={"Phys. Damage Taken -6%"}},
ring2={name="Dark Ring",augments={"Breath Damage Taken -6%","{Phys. Damage Taken -5%"}}}
If it pleases you, you can store your augmented items in variables:
lefty = {name="Dark Ring",augments={"Phys. Damage Taken -6%"}}
righty = {name="Dark Ring",augments={"Breath Damage Taken -6%","Phys. Damage Taken -5%"}}
sets.aftercast_Idle = {ring1=lefty,ring2=righty}
This will save you a little work when you are dealing with using the same augmented item in multiple sets.
If you are having trouble getting GearSwap to recognize your augment, equip the gear and use //gs export.
This will create a Lua file in ../windower/addons/gearswap/data/export that includes a properly formatted table.
This can be found here: Windower4\addons\GearSwap\beta_examples_and_information