FOR HELP WITH SPELLCAST, USE THIS THREAD: http://www.bluegartr.com/threads/749...n.com-for-help!)
Getting started with Spellcast
Spoiler: show1. Where do I get Spellcast (SC)?: http://forums.windower.net/files/file/4-spellcast/
2. Where do I install Spellcast files?: When you installed windower, you should have installed several folders including plugins, screenshots, scripts, and so forth. Look for the folder labeled "plugins." Within that folder, you'll see a list of .dll files and a folder called "spellcast." Click on the folder named spellcast. This is the folder where you want to save all your spellcast files.
3. So I want a spellcast for (Class Here)! What do I do?: Search for the spellcast script you want. When you have found the script, check to see whether the script requires an include file (See section on includes). Download the script and save it within the spellcast folder (See 2). You should name the file YourNameHere_NameOfClassHere (EX: Yugl_DRG.xml).
Includes
Spoiler: show1. What is an include file/XML?: Without getting technical, includes are like a library. Scripts will "borrow" stuff from includes. What a script "borrows" varies from script-to-script and can include rules or variables. The purpose of an include is to avoid repetition when making scripts. For example, if you always want to cancel weapon skills used when the mob is greater than 25', you can write that out for each XML. However, it is generally easier to write the rule once in the include XML and then "link" to that rule in the scripts.
2. How can I tell if a script uses an include?: Generally, people will state whether their script uses an include XML. However, when you see the include in the script, the include will look like the following:
xi:include href="Yugl-Include.xml" xpointer="//include[@name='ElementalObiRule']/*" /
The first bold part shows the name of the include file. Remember how you save and name documents when writing in Microsoft word? This is pretty much the same as naming the document. The second bold part shows what is being plucked out of the XML. Remember how I said XMLs are like a library? This part shows what you've "checked out" or "rented."
3. How do I install Include XMLs?: You install them the same way you install regular scripts (See part 3 of "Getting started with Spellcast"). Some XMLs will require a specific name. How will you know what to name the file? 1) I'll have people tell you what to name their include files upfront. 2) If no name is specified, you can check using the include line in the script.
xi:include href="Yugl-Include.xml" xpointer="//include[@name='ElementalObiRule']/*" /
The bold part is what you need to name the file.
Trigger Spells
Spoiler: showWhat are trigger spells?: Trigger spells are spells you used to trigger an action other than the spell itself. For example, you might use Fire V to equip PDT. Since hitting Fire V equips PDT rather than casting Fire V, we would consider that a trigger spell.
Why use a trigger spell rather than /sc equip SetNameHere?: Trigger spells, unlike manual equip (/sc equip), prevent all other actions from occurring unless the action was a predetermined command action. Think of the following example to clarify that point:
- I hit my macro that makes me cast an ancient magic
- Under normal circumstances, this would mean Precast (Fast Cast) > Midcast (Nuke gear) > Aftercast (Idle)
- During the cast, I need to equip PDT for a TP move the mob starts up
- Scenario 1: I use a trigger spell to equip PDT => Precast > Midcast > PDT > PDT until I determine the PDT is no longer necessary
- Scenario 2: I use manual equip for PDT => Precast > Midcast > PDT > Idle
- In the first scenario, I keep PDT on until I'm ready to unequip the PDT; in the second scenario, Idle will automatically equip at the point when you would have ended the spell
- Scenario 2, therefore, may not be desired because if the TP move has not initiated or you wish to maintain PDT gear for a subsequent TP move (Multiple TP moves in a row), you would be unable to do so
How do I macro trigger spells?: For sets you want to use on-the-spot, you macro them the same way you would normal spells. If, for example, your idle spell is Thunder V, you would simply type " /magic Thunder V" within your macro. Upon hitting that macro, you will equip your Idle set.
There are too many trigger spells to macro: Remember, you only need to macro trigger spells relating to stuff you wish to use immediately. Thus, you would typically macro Idle/PDT/MDT/FullEvasion sets. For other trigger spells that allow you to rotate options (EX: Change between using a higher tier of resist gear or change the maximum distance before cancelling WS), you want to bind them (See "Binding Trigger Spells").
Where do I find a list of trigger for my particular spellcast?: Typically, the author will write out the trigger spells and their function within the rules section of the spellcast (Do a search for "Rules"). If not, they may opt to write out the trigger spells on a separate post or file that is easily located.
AutoExec
Spoiler: showWhere do I get AutoExec?: http://forums.windower.net/files/file/9-autoexec/
(TO ADD: Explanation of trigger spells; List of completed XMLs by class; List of includes; Make-it-yourself guide?; AutoExec explanation; Shortcut installation).
Do I need AutoExec?: Whether you need AutoExec will depend on the spellcast script and on personal preference. Some spellcast scripts will require that you use them. Others will offer them as convenience. AutoExec offers convenience because the program automatically performs certain actions for you. For example, if a spellcast script changes your gear when Berserk wears off, you'll have to initiate a command (Like a trigger spell or a normal spell/JA/WS) to change to the correct Non-Berserk gear set. However, using AutoExec will make the program automatically change your gear to Non-Berserk sets when berserk wears off.
How do I install AutoExec?: Find the plugins folder (Just like with spellcast). Click on the AutoExec folder. Save the AutoExec file as AutoExec.xml. If you're looking to use multiple AutoExec, it's best to combine them into one file to avoid having to load different AutoExec while in game.
Binding
Spoiler: showWhy bind keys?: Some XMLs include trigger spells that you need quick access to, but do not want to macro or memorize. For example, some XMLs include the ability to change between TPing in your normal gear and TPing in a set with more accuracy. You would not want to waste a macro slot to do so. At the same time, you do not want to have to memorize the trigger spell or even type out the trigger spell. This is an ideal case for binding.
How do I bind keys?: Find your windower folders again. Look for the folder called "scripts." Within that folder, there is a text document called "init." At the bottom of that file, you need to bind keys iby typing the following:
There are also ways to combine keys so that you're using combinations of keys:Code://Bind codes bind [key] [NameOfTriggerSpell] //Trigger spell action Example: bind x poisonv //Poison V [Change the type of TP set you use when you hit x]
I HIGHLY RECOMMEND BINDING KEYS!Code:bind !key = alt+key Example:bind !6 = alt+6 bind ^key = ctrl+key Example:bind ^3 = ctrl+3 bind @key = Windows Key + key Example:bind @2 = Windows Key+2
Notepad++
Spoiler: showWhat is notepad++?: It is a freakin' amazing upgrade from notepad. People that still use notepad must want to kill themselves.
What's so great about it?: IT HAS FUCKING COLOR CODES AND TABS. You set "Language" to XML and you'll see how much a of a difference it makes.
Where do I get this amazing program?: http://notepad-plus-plus.org/
How to configure the color of your Notepad ++:
Spoiler: show