I thought his post was implying that he has a tautology <if> statement and the <else> rule still activated.
I thought his post was implying that he has a tautology <if> statement and the <else> rule still activated.
I wasn't clear on which <if> was the tautology in his example. As long as it isn't the <if> to which the <else> is directly associated, it wont affect it, regardless of whether earlier <if> statements are tautologies.
It seemed that he was questioning whether an <if> statement that was a tautology would (or should) nullify the following, albeit unrelated, <else>s. That was how I interpreted the question, anyway.
Edit: Looking back, Merciless essentially answered the question already. Wording on the wiki could be a little more precise.
Would the following work, or will I have to do it based on zone checks instead?
Code:<if buffActive="atma"> do stuff... </if>
i've always seen it as buffactive="Visitant"
I imagine that works, but if not, you could try using the specific ID (However you find that).
Close enough I suppose.
My Orison Pantaloons +2 stopped equipping in my WHM spell cast for no reason. I have not changed my spellcast at all in the last month for my White Mage. Did this recent update break it?
For those waiting on the BLU XML, there are some old ones I posted that will tide you over. I still need to test the XML (I just finished making the sets of gear, in order to test). Meanwhile, there are two issues to take care of:
1. With this BLU XML upgrade, I made a few changes to the include XML and deleted rules that aren't really universal (Resting I might bring back though in a later version). The MAJOR CHANGE though is to elemental staff variables. Instead of one set of variables, there are now four sets.
Spoiler: show
2. Within the next spoiler is the sets for this upcoming XML. I would recommend that you start working on them now. If you use Spell Cast Builder to make your sets, be sure to add gear in the order listed. The reason is because I tried to optimize it such that you would never have gear change conflicts (Specifically those with 2x Dark Rings).
Spoiler: show
Last few notes before you go editing:
1. Pay attention to baseset="name" since that will save you a ton of time. For example, if you're using Dark Rings or Umbra Cape for PDT, it's redundant to type that out in the Idle set.
2. TP-Refresh you only place gear that changes from a non-Refresh TP set up. For example, if my only change is to replace Loki's Kaftan with Mavi Mintan+2, I just type in the Mintan+2 and leave the rest alone.
3. Leave the Blankset blank (Courtesy of Radec).
4. For BLU skill, only place gear that has the skill. Slots that do not have BLU Magic Skill will be taken care of by the Magical-INT set or TP-Haste (Depends on the spell you cast).
5. Abyssea/Outside is self-explanatory. The variable after them denotes "Regular" versus "NM" mobs. Pay attention to "inherit" since that means you only need to type in changes to sets that are different from the other group. In other words, if my Abyssea-R is the same as Abyssea-NM, I do not need to type in changes to Abyssea-NM.
6. Only type in spell interruption gear for the Spell Interruption set. The rest is covered by magic accuracy.
7. You'll notice that some sets have "Name-N/CA/BA" and that some of these are doubles. As you might have guessed, these distinguish between Normal cast, Chain Affinity casts, and Burst Affinity casts. You do not need to retype the entire set for CA and BA sets. You only type in what changes from your normal casting.
PM or post questions that arise.
Edit: TP-Haste is TP-Sets that you want to use WITHOUT refresh.
Include XML: http://pastebin.com/xktTBjc9
Anyone have a good WAR xml?
Question, is anyone having issues with precast delay at all?
I have all equipment swaps set to precast but on my dnc it's obviously not getting off in time. I can tell because maybe only 9 times out of ten I can see me getting my reverse flourish bonus from my charis bangles +1. It's definitely equipping them, and ever so often it activates appropriately.
I started then timing things carefully and my jigs aren't getting effected by gear all the time either (code is set to precast, can't really tell with sneak/invis but can tell with choco jig). This makes me wonder if other things aren't going off either in other instant casts.
Any thoughts? Is there a way to put a code in to extend the delay a few milliseconds more or w/e?
<castdelay delay="SECONDS" />
Anyone getting Evryone. Grudge to work with %Spell when using a baseset? The spell picks up sets within Evryone. Grudge, but does not pick up the baseset.
Putting in a cast delay is going to fuck you up, especially on stuff like violent flourish. You don't need a cast delay for JAs, the swaps and JA are sent to the server in the same packet, just like with a normal macro. You sure your xml isn't doing something bad?
what do you mean by "doing something bad?" I am not code-savvy
This is what I have inputted related to the two JAs I know for a fact aren't working all the time (all ja's basically follow the same format, but I can't tell if say my hands are getting on in time for steps, whereas reverse flourish and choco jig are obvious).
There's nothing fancy about them so not sure how they are "bad" D:Code:<set name="Reverse Florish" BaseSet="Idle"> <hands>Charis Bangles +1</hands> </set> <set name="Jig" BaseSet="Idle"> <feet>Dancer's Shoes</feet> <legs>Etoile Tights</legs> </set> <if spell="Reverse Florish"> <action type="Equip" when="PreCast" set="Reverse Florish" /> </if> <if spell="*Jig"> <action type="Equip" when="PreCast" set="Jig" /> </if>
He means stun type spells will have a delay on them. If you exclude them from the castdelay, there is no problem.
I just use <castdelay delay=".1"/> for all my instant JAs and it works fine. Can hardly notice the delay and the gear sets equip properly
k