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  1. #2121
    Radsourceful

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    Bismarck

    Converting from 2.2 to 2.3+ pretty much all <action type="something"..../> were changed to allow <something ..../> instead. <command>....</command> is the same as <action type="Command">....</action>
    Setcalc.. I can't find the documentation for, basically it allows you to do math on variables. + - * and / all work, but I'm not sure how it handles order of operations - if you have something complicated, try it on multiple lines.

  2. #2122
    Old Merits
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    Ragnarok

    Started writing a THF XML but am finding it very complicated to be as complete as I want it to be. I was hoping some people with fairly thorough scripts wouldn't mind sharing them so I could have a look at how to tackle all the situational stuff i'd like to control with it. I can get a basic file to toggle on/off TH hands/feet but when it comes to writing for sa/ta and the different ways they can be used I'm getting a bit bogged down in loads of slightly differing sets and dummy spells for them all.

  3. #2123
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Try it! Inspired by Radec's last post:

    Variables (I WOULD PUT THIS IN AN INCLUDE.XML IN THE FUTURE)
    Code:
    <!-- Spell Duration Values: Replace 0 with the duration of the spell in seconds -->
    <var name="Haste-Duration">0</var>
    <var name="Phalanx-Duration">0</var>
    <var name="Refresh-Duration">0</var>
    <var name="Refresh II-Duration">0</var>
    <var name="Hailstorm-Duration">0</var>
    <var name="Regen-Duration">0</var>
    <var name="Regen II-Duration">0</var>
    <var name="Regen III-Duration">0</var>
    <var name="Blink-Duration">0</var>
    <var name="Stoneskin-Duration">0</var>
    <var name="Shock Spikes-Duration">0</var>
    <var name="Blaze Spikes-Duration">0</var>
    <var name="Thunderstorm-Duration">0</var>
    <var name="Sandstorm-Duration">0</var>
    <var name="Firestorm-Duration">0</var>
    <var name="Rainstorm-Duration">0</var>
    <var name="Windstorm-Duration">0</var>
    <var name="Aurorastorm-Duration">0</var>
    <var name="Voidstorm-Duration">0</var>
    <var name="Gain-VIT-Duration">0</var>
    <var name="Gain-CHR-Duration">0</var>
    <var name="Gain-MND-Duration">0</var>
    <var name="Gain-DEX-Duration">0</var>
    <var name="Gain-INT-Duration">0</var>
    <var name="Gain-STR-Duration">0</var>
    <var name="Enthunder-Duration">0</var>
    <var name="Enaero-Duration">0</var>
    <var name="Enfire-Duration">0</var>
    <var name="Enwater-Duration">0</var>
    <var name="Enstone-Duration">0</var>
    <var name="Enblizzard-Duration">0</var>
    <var name="Ice Spikes-Duration">0</var>
    <var name="Adloquium-Duration">0</var>
    <var name="Animus Minuo-Duration">0</var>
    <var name="Animus Augeo-Duration">0</var>
    Code:
    <!-- Enhanced duration toggle -->
    <var name="SelfDuration">1</var>
    <var name="OtherDuration">1</var>
    <var name="BuffTimer">0</var>
    <var name="BuffTimer2">0</var>
    <var name="BuffTimer3">0</var>
    Rules
    Code:
    <if advanced='"SelfDuration"=="1"' notBuffActive="Silence|Sleep|Petrification|Stun|Terror|Charm" notStatus="Resting">
        <if BuffActive="Composure" SpellTargetType="SELF" Spell="Haste|Phalanx|Refresh II|Refresh|Stoneskin|Blink|Regen II|Hailstorm">
            <var cmd="setcalc BuffTimer $%Spell-Duration * 3 * 1.3 - 5" />
            <var cmd="setcalc BuffTimer2 $%Spell-Duration * 3 * 1.3 - 15" />
            <var cmd="setcalc BuffTimer3 $%Spell-Duration * 3 * 1.3 - 35" />
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer3;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 35s</command>
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer2;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s</command>
        </if>
    </if>
    Code:
    <!-- Composure Buffs: Others -->
    <if advanced='"OtherDuration"=="1"' notBuffActive="Silence|Sleep|Petrification|Stun|Terror|Charm" notStatus="Resting">
        <if BuffActive="Composure" notSpellTargetType="SELF" SpellTargetType="PLAYER" Spell="Haste|Refresh II|Refresh|Regen II|Hailstorm">
            <var cmd="setcalc BuffTimer $%Spell-Duration * 1.5 * 1.3 - 5" />
            <var cmd="setcalc BuffTimer2 $%Spell-Duration * 1.5 * 1.3 - 15" />
            <var cmd="setcalc BuffTimer3 $%Spell-Duration * 1.5 * 1.3 - 35" />
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer3;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 35s</command>
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer2;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
            <command when="aftercast">spellcast var inc buffid;wait $BuffTimer;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s</command>
        </if>
    </if>
    EDIT: If people are looking for this to work with ANY buff, it should be possible by broadening the requirements (Skill="EnhancingMagic") and then just knocking certain spells of the list (notSpell="Prot*|Shell*") and so forth.

  4. #2124
    Relic Shield
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    Zimt Zucker
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    Sargatanas

    Quote Originally Posted by Pendulum View Post
    Started writing a THF XML but am finding it very complicated to be as complete as I want it to be. I was hoping some people with fairly thorough scripts wouldn't mind sharing them so I could have a look at how to tackle all the situational stuff i'd like to control with it. I can get a basic file to toggle on/off TH hands/feet but when it comes to writing for sa/ta and the different ways they can be used I'm getting a bit bogged down in loads of slightly differing sets and dummy spells for them all.
    What are you looking for it to do?

    My thf.xml is in the link I posted a page or two ago; it has some basic stuff like slightly different WS sets depending on whether SA/TA are active, overriding autoset if SA/TA are active, and mdt /pdt/eva sets. I use normal macros to swap in TH gear, so that isn't included.

  5. #2125
    Banned.

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    So I thought I came up with a workaround for my Convert dilemma using in-game macro lines, but I'm still stumped there too because it parses %MPMax as a string.

    //sc var set ConvertMP %MPMax

    Please tell me I'm just missing the proper syntax for this.

  6. #2126
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Gilgamesh
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    Diabolos

    Try doing that in game (Type %MPMax) and see if it comes up as a number. The syntax for changing the variable ConvertMP is correct.

  7. #2127
    Sea Torques
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    Leviathan

    Quote Originally Posted by GoggleHead View Post
    So I thought I came up with a workaround for my Convert dilemma using in-game macro lines, but I'm still stumped there too because it parses %MPMax as a string.

    //sc var set ConvertMP %MPMax

    Please tell me I'm just missing the proper syntax for this.
    Correct variable name is %MaxMP. You may have to use setcalc, instead of just set for making one variable equal to another.

    Also note that %MaxMP/%MaxHP are unpredictable variables and do not work properly. This is a client limitation (ever used <mp> and had it show up like 1000/950?)

  8. #2128
    BG Content
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    Lakshmi
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    "/echo %MPMax" gave me 234 (my max MP), while "/echo %MaxMP" did not

    So it actually is %MPMax

  9. #2129
    Banned.

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    Quote Originally Posted by Byrthnoth View Post
    "/echo %MPMax" gave me 234 (my max MP), while "/echo %MaxMP" did not

    So it actually is %MPMax
    This. %MPMax echos a number, but the assignment command doesn't work.

    //sc var set ConvertMP %MPMax
    leaves me with the ConvertMP variable equal to the string %MPMax rather than a number.

  10. #2130
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Try setcalc instead of just set.

  11. #2131
    Salvage Bans
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    Leviathan

    Yeah, use setcalc like she said. MPMax vs MaxMP always gets mixed up because the rule is one way and the variable is the other. Consistency r hard.

  12. #2132
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    setcalc did the trick.

    //sc setcalc ConvertMP %MPMax

    Works like a charm. Well not really, it's kind of slow to grab the mp but I can live with that.

    Now I'm off to make a ruleset that takes care of getting the most out of Convert in any and all situations. I'll post it back when it's done.

  13. #2133
    Sea Torques
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    Leviathan

    You can have variables be expressions and the math will still work. This allows you to have a more precise MaxMP check. You only need to use setcalc if you want to display the results of the expressions.

    Here's an example from MP grading that I used to use for WHM.

    Code:
    		<var name="MaxMP">$%SubJobSubMP + $MeritMP + $GearMP + $FoodMP</var>
    Code:
    	<include name="MPLock2">
    		<changelock Lock="yes" when="$MPLockWhen" slot="$Lock02Slot|$Lock01Slot" />
    		
    		<if advanced='%MP &lt;= ($MaxMP - $Lock02MP - $Lock01MP)'>
    			<changelock Lock="no" when="$MPLockWhen" slot="$Lock02Slot|$Lock01Slot" />
    		</if>
    		<elseif advanced='%MP &lt;= ($MaxMP - $Lock02MP)'>
    			<changelock Lock="no" when="$MPLockWhen" slot="$Lock02Slot" />
    		</elseif>
    	</include>
    The same concept is used in this code for making Uggalepih Pendant work properly under Dark Arts (since %MPAfterCast does not factor in the 10% mp cost reduction -- or 20% increase under Light Arts).

    Code:
    <!-- 35 is MP from gear, the rest should be self explainitory -->
    		<var name="PendantMP">$%SubJobSubMP + $MeritMP + 35</var>
    Code:
    	<include name="MPMultiplier">
    		<!-- Matching Grimoire -->
    		<if advanced='
    			((bool)buffactive("Dark Arts|Addendum: Black") AND "%Type" = "BlackMagic") OR 
    			((bool)buffactive("Light Arts|Addendum: White") AND "%Type" = "WhiteMagic")'>
    			<var cmd="set MPMultiplier 0.9" />
    
    			<if buffactive="Penury|Parsimony">
    				<var cmd="set MPMultiplier 0.5" />
    			</if>
    		</if>
    		<!-- Opposing Grimoire -->
    		<elseif buffactive="* Arts|Addendum: *">
    			<var cmd="set MPMultiplier 1.2" />
    		</elseif>
    		<!-- No Grimoire -->
    		<else>
    			<var cmd="set MPMultiplier 1" />
    		</else>
    
    		<var cmd="setcalc MPAftercast %MP - (int)(%MPCost * $MPMultiplier)" />
    		<var cmd="setcalc SpellCost (int)(%MPCost * $MPMultiplier)" />
    		<var cmd="setcalc CastTime (%CastTime * $MPMultiplier)" />
    	</include>
    Code:
    	<include name="PendantRules">
    		<var cmd="setcalc PendantCheck (int)(($PendantMP) * .51)" />
    
    		<if advanced='$UsePendant == 1 AND %MainJobLvl &gt;= 70 AND $MPAftercast &lt; $PendantCheck'>
    			<equip when="midcast">
    				<neck>Uggalepih Pendant</neck>
    			</equip>
    			
    			<addtochat color="158">Using Pendant: [MP Aftercast: $MPAftercast (%MP - $SpellCost)] &lt; [Trigger MP: $PendantCheck]</addtochat>
    		</if>
    	</include>

  14. #2134
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    Quote Originally Posted by Nyosan View Post
    What are you looking for it to do?

    My thf.xml is in the link I posted a page or two ago; it has some basic stuff like slightly different WS sets depending on whether SA/TA are active, overriding autoset if SA/TA are active, and mdt /pdt/eva sets. I use normal macros to swap in TH gear, so that isn't included.
    Thanks, it looks like it will work fine for me with a couple of personal tweaks.

  15. #2135
    Banned.

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    edit: nvm, still buggy as hell

  16. #2136
    Yarglebargle
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    Valefor

    Quote Originally Posted by Nyosan View Post
    There is some vestigial code in there from my pre-Masamune days for 5-hitting various delay weapons. You can get rid of it if you'd like, but keep in mind you'll need to update the basic engaged and WS sets if you do so.

    http://guildwork.com/ffxi/quetzalcoa...san#/spellcast

    Edit: MDT/PDT switching is controlled near the bottom of the .xml; dummy spells are Burst for PDT, Freeze for MDT. Flood operates the delay switching -- you can comment it out or delete the section if you have no plans to use it.

    Edit2: Added the code for berserk up/down Fudo sets.
    Exactly what I wanted. Thank you very much.

  17. #2137
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    Convert code snippet I've been working on: http://pastebin.com/vQGRBAjC

  18. #2138
    An exploitable mess of a card game
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    Is the macro to tell you how much MP you have after convert?

  19. #2139
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    Quote Originally Posted by Yugl View Post
    Is the macro to tell you how much MP you have after convert?
    No. It's part of my workaround for dynamically determining the value to use for the ConvertMP variable. I guess I should probably tack this on as well:
    Spoiler: show

    Code:
    <if spell="Convert">
        <action type="equip" when="precast|midcast|afftercast" set="MaxMP" />
    </if>

    //sc set MaxMP - switches you into your MaxMP set, same set you use for Converting.

    /wait 10 - delay to give you time to make sure %MPMax variable picks up the correct value. %MPMax only seems to update when you open the status or equipment screen.

    //sc var setcalc ConvertMP %MPMax - assign %MPMax value to the ConvertMP variable.

    //sc var list - display list of variables so you can verify that the ConvertMP variable was indeed assigned a value that matches the maximum mp you attain when wearing your convert gear-set. This is left in for debugging purposes.

  20. #2140
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Ok lets make this simple for me. I press the convert macro. What happens?

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