For getting tonberry hate, do you need to get xp from the mobs for it to count? Needing to get a rancor collar and cap hate, not sure if I need to go to Temple of Uggalepih/Den of Rancor, or Abyssea Konschtat?
Any. Though if you're gonna massacre tonberries, you might as well do it in Den of Rancor for obvious reasons.
Sounds good, thanks.
Is it possible to do a Boolean in Spellcast XML?
what I want to do is have a toggle in which if I press my macro once, it will enable a certain body, if i press twice, disable it for a certain set.
much like you would put "boolvar != boolvar" in say, C++, to toggle it.
Idk what boolean means, but your request is doable.
<var name="Body">BlankSet</var>
<set name="BlankSet" />
<set name="NameOfSetThatHasTheBody">
<body>BodyHere</body>
</set>
<if Spell="SpellYouWantToMacro">
<if advanced='"$Body"="BlankSet"'>
<var cmd="set Body NameOfSetThatHasTheBody" />
</if>
<else>
<var cmd="set Body BlankSet" />
</else>
</if>
a boolean is a variable that can be only 1 or 0, telling a boolean to not equal itself switches it from either a 1 to a 0 or a 0 to a 1. though I knew I coulda did it that way, I was hoping there was a shorter way to, though.
thanks though, I'll do it this way
or perhaps this way, its long and convoluted, and because I never ask spellcast to automagically change my gear on flags, you don't see the status of your mextli until your next action.<if advanced='"$bToggler"=="1"'> <!--toggle mextli on or off before deciding whether to equip it. set before anything because towngear got confusing-->
<action type="var" cmd="set bToggler 0"/>
<if advanced='"$toggleBody"=="0"'>
<action type="var" cmd="set toggleBody 1"/>
<command>input /echo Mextli Enabled.</command>
</if>
<else>
<action type="var" cmd="set toggleBody 0"/>
<command>input /echo Mextli Disabled.</command>
</else>
</if>
I'm not very proficient with xml... oh well. I'm satisfied with this.
More correctly, a boolean is a data type representing the logical values of 'true' and 'false'. On the engineering side it can also be said to represent 'on' or 'off', in terms of a gate or circuit. In other areas it is often used as shorthand to represent various two-state conditions (yes/no, correct/incorrect, etc), though that's not necessarily the best way to go about it. Conversely, if a value can only hold two possible states it is said to be 'boolean', even though it may not be a 'real' boolean type.Originally Posted by Nattack
In computer programming, it is usually implemented with an underlying representation of the numeric values of 1 and 0. In a language like C or C++, the values of TRUE and FALSE are literally just 1 and 0, and the text words are just placeholders that get replaced by the actual numbers during the compilation phase. In practice, any use of 0 is considered false, and anything -except- 0 is considered true. The conditional [if (FALSE == 0)] is true.
In more modern languages, boolean is itself a fundamental type. While it is still represented by 1 and 0 at lower levels of abstraction, the integer values are not equivalent. The conditional [if (false == 0)] is not even semantically valid, and is considered a syntax error.
I have been looking everywhere for an hour, and can't find the actual statement of testing, on the procs of relic weapons ODD or OTD, such as Apoc or Spharai. For 95/99, looked in test server findings, afterglow threads, and relic threads, and different web sites, but can't find anything. I even google'd (no idea why I thought that would work), but if you can help me, it will be greatly appreciated.
For merits: Enemy Crit Hit Rate or Spell Interrupt Rate?
A default +10% spell interrupt seems highly beneficial for the jobs that can use it (PLD and NIN come to mind), and it's the way I'm leaning; unless there's something about Enemy Crit Hits I'm missing (and can be beneficial on all jobs equally).
Unless you reach the cap -spell interrupt merits won't actually prevent you from being interrupted.
More like.. if a mob hits you for 2 damage, you have a 1% chance of being interrupted, if it hits for 200, you have a much higher chance of being interrupted - to the point where unless you have 100% (true 100%, as "+10%" is really 100/1024, etc) you're going to be interrupted anyways.
Edit: Numbers made up, not an actual known quantity.
Stoneskin cap is still 350?
Yes, barring the myriad pieces of Stoneskin enhancing gear.
I wasn't aware a dmg taken to spell interrupt rate correlation had been found. The only direct correlation I was aware of was mob lvl, and player magic skill. SIRD is a pain in the ass to test, so these things rarely get in-depth testing.
Can you direct me to the test data on this?