Thank you! Will do.
Thank you! Will do.
So final compile list for trigger spells:
Incredibly unlikely to receive
Unlikely to receiveCode:Shacked Fists Foxfire Netherspikes Grim Halo Carnal Nightmare Aegis Schism Dancing Chains Barbed Crescent Vulcan Shot
Possibly receive, but haven't for yearsCode:Diaga V Poison V Dia V Bio V Poisonga V Banishga V
BRD spells you don't really useCode:Cactaur Fugue Moogle Rhapsody Protected Aria
Least used BLU spells (Barring good somewhat relevant combo spells)Code:Goblin Gavotte Fown Aubade Puppet's Operetaa Shining Fantasia Warding Round Gold Capriccio Scop's Operetta
People using MNK XML add this to the rules:Code:Wild Oats Spiral Spin
Code:<xi:include href="include.xml" xpointer="//include[@name='ReturnRules']/*" />
Hey yugl, thanks for that. I edited it a little bit to work, removing the <command>Eagle Eye Shot</command> lines - before it was acting a bit strange. Idle it would auto swap to my idle gear without doing anything (open window, change gear, soon as you closed window it would swap back), so i couldn't idle in PDT set for example. Engaged, with Agg down it would switch between the two TP sets constantly. With Agg up it was ok.
It seems to work now which is awesome, so thanks! Don't like asking for handouts and copypasting without trying to learn, so just trying to understand what the advance rules are doing
This says "If the spell aggressor is used, or the aggressor buff is up, but the aggressor variable isn't set to "Aggressor", then change the variable to "Aggressor". Else if you don't have the buff, or use the ability but the variable is set to "Aggressor", then set it to "NoAggressor".Code:<if mode="OR" spell="Aggressor" Buffactive="Aggressor" advanced='"$Aggressor"!="Aggressor"'> <var cmd="set Aggressor Aggressor" /> </if> <elseif advanced='"$Aggressor"="Aggressor"'> <var cmd="set Aggressor NoAggressor" /> </elseif>
That's basically it? Think I'm starting to understand advanced rules a bit.
I'm not sure what the <cancelspell /> does though.
Thanks again anyhow Yugl!
Yes, that is what the code says.
Fixed issue where one would be unable to cast Ninjutsu (The code I received has Mode="OR"). Click name > Look for include XML for the updated version.
Issue was this code:
Future updates plan:Code:<elseif Type="Ninjutsu"> <if mode="OR" notsubjob="NIN" notmainjob="NIN"> <cancelspell /> <return /> </if> </elseif>
1. Recode all XMLs to comply with new trigger spells
2. Add <var cmd> to replace previous commands
3. Recode BLU + DRG XML to comply with new standards
4. RDM XML
5. SCH XML
6. All done with the stuff I have leveled, so wildcard (Probably WAR to kick stuff off, but who knows).
<cancelspell /> just cancels any action you are currently doing or are about to do right? Like, could I add an if to each WS rule saying <If TPLT="100"><cancelspell /></if>?
Edit to save double post:
Had to change something else in the warrior rules above, just posting incase anyone uses it and it's not working. With the abhove rules (the only changes being removing the <command>Eagle Eye Shot</command> as mentioned), I found that whenever I /ja "Eagle Eye Shot" <t> whilst engaged that it would swap between my two TP sets. Guessing it means EES was turning the variable off and on regarless of whether aggressor was up.
So I changed this bit:
to this:Code:<if mode="OR" spell="Aggressor" Buffactive="Aggressor" advanced='"$Aggressor"!="Aggressor"'> <var cmd="set Aggressor Aggressor" /> </if> <elseif advanced='"$Aggressor"="Aggressor"'> <var cmd="set Aggressor NoAggressor" /> </elseif>
Also removed aftercasts from the rest of the rules. Seems to be working.Code:<if mode="AND" Buffactive="Aggressor" advanced='"$Aggressor"!="Aggressor"'> <var cmd="set Aggressor Aggressor" /> </if> <elseif mode="AND" notBuffActive="Aggressor" advanced='"$Aggressor"="Aggressor"'> <var cmd="set Aggressor NoAggressor" /> </elseif> <if spell="Aggressor"> <equip when="precast" set="TP-Aggressor" /> </if>
The reason I prefer using a trigger spell is because you'll equip the TP set when you use aggressor, which means that using aggressor while wearing PDT/MDT will briefly change your current gear.
Here is mine, can tweek it as it suits your needs: http://pastebin.com/fPim5JeW
Just did a copy/paste for ninja xml. Checked it in firefox and alll seemed well. Just tried it and it won't load. Message I get is: XML parsing error: Line 0 - failed to open file
Spoiler: show
It's probably something stupid easy but I'm just not seeing it. Help a brother out!
Does anyone have upto date xml for nin and blm that are willing to share?
Is there a way to make spellcast equip WHM AF3+2 body when casting cure4-6 on a target with more than 80% hp, and Facio Bliaut if the target is below 80%? If so could someone tell me how to pwease? Thanks in advance if you can answer ^-^
Just got done making one from scratch. I tried figuring that one out but I'm not smart enough on xml and spellcast and to be candid, I don't understand 1/2 the rules anyways. I was mainly concerned with night time rules so I just figured how to write it for that as of now. Thanks though~
The person you got the XML from used an include XML.
<xi:include href="include/includes.xml" xpointer="//include[@name='MultiSend']/*" />
Take out lines like that and you should be good.
http://pastebin.com/T5b2BzXb include
http://pastebin.com/vadaxWwm rdm
Staves wont swap ;; ideas anyone?
Anyone have a snippet for equipping Rancor Collar when shadows are up, and a secondary neckpiece when down?
I'm trying to get AutoExec to change a variable when copy shadows are gained/lost, but I don't think I'm providing the right status ID.
Does the status ID change each time a shadow is lost? If so, it'd get pretty complicated.
This isn't working, for example:
Code:<register id="12351" event="gainbuff_Copy Image">sc var set UtsuNeck "Rancor Collar"</register> <register id="12352" event="losebuff_Copy Image">sc var set UtsuNeck "Agasaya's Collar"</register>
Yes, the status ID changes each time a shadow is taken (Except for 4-3). Copy Image (3), Copy Image (2), and Copy Image (1) are different. See if Copy Image* works. Also, your current set up won't automatically equip the piece (Which I assume is what you want). You need to add a trigger that will equip the piece OR manually equip the piece.
Yeah, that wasn't intended to do the switching. I was using that to see if I could get the variable to change.
No dice with the Copy Image*.