Your excuse is the same as the proposed excuse they give. Quicker.
Your excuse is the same as the proposed excuse they give. Quicker.
Way to completely annihilate your own argument.Windower and its addons allow you to do what you can already do in game without it; albeit quicker. Players communicate TP, you can manually change your gear prior to WS/spell, you can lot or not lot items etc.
You don't need to justify yourselves using windower.
Of course, tell anyone who actually uses something like clipper this and they'll always come back with an excuse. I'm expecting something along the lines of "well, I can run to that map if I went the slow way - i'm merely taking the faster way!"
Whole lot of "wtf" in some of these posts
It took me less than an hour after moving to PC from PS2 to come up with a vastly superior DNC macro set to what I had been using, which was the best I could do on PS2. Can to has graduate now?
Your rocket surgery degree is in the mail
I thought they just emailed them to you now...
I assume Ksandra was referring to spellcast and .xml files.
At which point, you do need a minor knowledge of scripting to be able to be proficient at it. However if she just meant .txt macros, then all I have to say...
Meh, this is why women shouldn't play games.
This. The one feature that PS2 players yearn for after playing console for years is vastly superior macros.
As for spellcast, I had zero knowledge of scripting going into spellcast. The guide written on the website is very informative though, so using that, Techno's XMLs, and experience, it's become very easy to manage. I can see it being difficult if people don't invest time into reading the entire guide though.
Real pros master this game on 6 line macros.
I couldn't play XI without windower and the extended macros however. Tried it on the test server and Q_Q it was terrible.
^
My experience with XML when I started using Spellcast was the Windower wiki and a single xml I'd looked over a year or so ago to gain a working understanding of the syntax. Over 90% of my xml development process looked like this:
"Hmm, it would be nice if my xml _____________."
*looks up windower wiki to figure out how to implement"
*writes code*
*tests code*
repeat
The only borrowed code I can think of in any of my xmls that actually changed my xml's functionality (as opposed to behind-the-scenes stuff, namely piping and Yugl's spell trigger list) are the standard cancelspell/return rules for teleports, warps, etc and my debuff timers. I do have some coding experience so I was able to troubleshoot most issues, but there's several communities you can seek assistance from. Spellcast isn't nearly as daunting as it might initially appear if you use all the tools available to you.
Also fuck standard macros. I had to press like 6 macros for most spells back when I was playing BLM without Windower and it sucked ass.
He said to be proficient at writing XMLs you need a minor knowledge of scripting which is true, not that you have to be proficient with scripting. The bigger thing is though, some people just don't give a shit to learn how to write XMLs when ultimately they only purposes it's going to serve them is just for macros in a video game. Even more so when there's an entire community that shares theirs as well as people who write them for their friends.
Given the accessibility of gear for pretty much every job at 90, isn't a lot of the cases of using SC scripts just grabbing a 'finished' script for your job and just plugging in substitute gear for pieces you don't already have?
That's not gimp. That's the whole reason I work on XMLs -- so people can use SC with the most minimal knowledge, but get the most out of it. Also, 6 line macro > Windower is a bigger leap than Windower > Spellcast. It's gimping yourself not to use spellcast in the strictest sense, but in magnitude, there is no equality.