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  1. #2721
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Quote Originally Posted by eotfofyl View Post
    Had the latest spellcast it seems
    ...
    My only other guess is that the include is saved in a different folder or named improperly?

  2. #2722
    Banned.

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    Caitsith

    both in the same folder
    rdm.xml
    include.xml

  3. #2723
    An exploitable mess of a card game
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    http://pastebin.com/u/Yugl

    Try RDM + Include (Not v2)

  4. #2724
    Banned.

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    include gives me the 259 comment not terminated thing

  5. #2725
    An exploitable mess of a card game
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    Try removing the whole convert rule since that one doesn't apply to RDM.

    Edit: Or add an extra "-" to the right side of the comment.

  6. #2726
    Banned.

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    finally got it to not give me any errors after removing comments, loaded it and it doesnt swap my staves. A friend suggested i change the <xi:include href="include.xml" xpointer="//include[@name='TrialStaffDMG']/*" /> to <xi:include href="include.xml" xpointer="/includes/include[@name='TrialStaffDMG']/*" /> for each reference. No luck with that either. Would there be a way to know my spellcast is using the include?

    Turned showgearswaps on to see what it was doing, it does not attempt to swap staves other than aftercast terra staff

    Also turned debug on
    http://pastebin.com/HkVa6VdT


    Just to be clear this is what im workin with
    RDM
    http://pastebin.com/hULNPViQ

    include
    http://pastebin.com/CUW1GUpc

  7. #2727
    An exploitable mess of a card game
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    Unload spellcast > Load spellcast. That should clear all variables. Load the XML and see if the staff variables are there by typing /sc var l.

  8. #2728
    Banned.

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    Quote Originally Posted by Yugl View Post
    Unload spellcast > Load spellcast. That should clear all variables. Load the XML and see if the staff variables are there by typing /sc var l.
    Yep they show up

  9. #2729
    An exploitable mess of a card game
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    No idea, then; however, you should be able to use <main>$Staff-%SpellElement</main> within your gear sets and it should work.

  10. #2730
    An exploitable mess of a card game
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    Include, BLU, DRG, and MNK Update!

    Here is the link.

    Drastic update as all trigger spells have been changed to the new standardized form. From now on, I will be using these trigger spells and include file for future XMLs/fixes. Since these triggers are less intuitive, I highly recommend binding keys.

    Using Radec's cheatsheet (Can also look at Windower.net I suppose...):

    Code:
    bind !+<key> = alt+<key>
    Example: !6 = alt+6
    
    bind ^+<key> = ctrl+<key>
    Example: ^3 = ctrl+3
    
    bind @ + <key> = Windows Key + <key>
    Example: @2 = Windows Key+2
    You can save binds to the init.txt so that you don't have to set them up each time you log in. I'll need to confirm this, but for trigger spells with spaces, you should be able to remove the space and still get the trigger to work. If that is the case, then a bind such as....

    Code:
    bind !6 dancingchains
    Should activate the WS "Dancing Chains."

    Other changes
    • Added the set TP-PDT to DRG and MNK (An AoE Cleave type of set as opposed to all out PDT)
    • BLU XML now rotates TP sets like with DRG and MNK
    • Names of sets have removed spaces where possible so that <var /> works
    • Moved a lot of trigger spells from include to the actual XML
    • Armor variable added for full PDT/MDT/Evasion
    • The armor set "Full Evasion" has been added (As opposed to TP-EVA)
    • AutoExec is now Optional! Keeping AutoExec will automatically update your gear as buffs wear off; however, sets should automatically update when you use the ability (EX: Impetus)
    • Set priority to evasion when using evasion sets
    • Changed echo commands to <addtochat> so that the user can edit the color they wish to receive messages
    • Changed <command>sc var set</command> to <var /> where possible
    • Names of old variables changed
    • $Core variable not used; $TP now grabs sets from a variety of variables
    • A variable for choose Utsusemi: Ichi's midcast is now present in all XMLs (Previously only used with MNK XML)
    • Fixed pet errors in DRG XML
    • New Healing Breath rule for DRG XML
    • Sekkanoki rule removed from DRG XML for Brewbox purposes, but I will be adding a section to my profile page that will host optional rules such as the Sekkanoki rule or even automatically changing from TP-ACC to TP-HASTE when Focus+Aggressor are active
    • Return rules for ninjutsu cast without Main/Sub as Ninja removed due to conflicts with changespell for BLU's occultation
    • DRG set "TP-Staff" removed; respond depending, this can be added back, but will require a $STYLE variable like with MNK
    • Added triggers for gear-variable changes such as toggling between Refresh and Movement leg pieces
    • BLU TP set should now automatically update when switching between TP with refresh and TP without refresh
    • Changed set names for Impetus and Perfect Counter (Now ImpetusSet and PefectCounterSet) since the gear used applies for the duration of the buff, but in the future, there may be gear that only requires precast equipping

  11. #2731
    Melee Summoner
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    Cerberus

    Anyone have a Pup xml? Been looking for one for a while no but no luck =/

  12. #2732
    An exploitable mess of a card game
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    Talked with Radec about it and it looks like there might be a way to track the number of marches you have (Relevant for NINs):

    $March Variable: 0

    Autoexec gainbuff_March: sc var inc $March variable

    If this works, then each march should increase the variable by 1. When the second march is given, you get $March variable equaling 2.

    Autoexec buffloss_March: sc var dec $March variable
    Autoexec Zone_*: sc var set $March 0
    If this work, then each time march wears, your decrease march variable by 1. This means both wearing should decrease the variable by 2. If you zone, set march to 0 instead. This *should* work for dispelga too I assume (All of this is theoretical though).

    You then use <if buffactive="haste" advanced='$March=2'> for your gear changes.

    Any thoughts on outlying scenarios?

  13. #2733
    CoP Dynamis
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    Kari Arisu
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    Siren
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    Shiva

    Quote Originally Posted by Yugl View Post
    Talked with Radec about it and it looks like there might be a way to track the number of marches you have (Relevant for NINs):

    $March Variable: 0

    Autoexec gainbuff_March: sc var inc $March variable

    If this works, then each march should increase the variable by 1. When the second march is given, you get $March variable equaling 2.

    Autoexec buffloss_March: sc var dec $March variable
    Autoexec Zone_*: sc var set $March 0
    If this work, then each time march wears, your decrease march variable by 1. This means both wearing should decrease the variable by 2. If you zone, set march to 0 instead. This *should* work for dispelga too I assume (All of this is theoretical though).

    You then use <if buffactive="haste" advanced='$March=2'> for your gear changes.

    Any thoughts on outlying scenarios?
    This could be pretty useful for anyone who over-caps with 2 Marches.
    My TP set on DNC would push past the delay cap with 2 Marches, creating wasted TP from the extra Dual Wield pieces, not to mention those pieces could be swapped for slightly better DD pieces and such.
    I might try this out sometime when I'm not being lazy with a BRD around. It sounds pretty smart. ;o

  14. #2734
    BG Content
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    If you're going to start including variables like that, you should probably make a way to reset them. For instance, how would that handle times when you die with two marches up?

  15. #2735
    Insert witty title here
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    Quote Originally Posted by Byrthnoth View Post
    If you're going to start including variables like that, you should probably make a way to reset them. For instance, how would that handle times when you die with two marches up?
    //sc v s march 0

    Type it out or bind a windower macro. I do the same with mt thf xml since I use autoexec for sa/ta buffs, etc.

  16. #2736
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    If you're going to start including variables like that, you should probably make a way to reset them. For instance, how would that handle times when you die with two marches up?
    I would need to check if buffloss works, but AutoExec also has status_$Status, so you can do that + sc var set March 0.

    http://wiki.windower.net/plugins/aut...current_events

  17. #2737
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    Okay. I also looked through your MNK v2 XML (converted it to DNC). Not that it matters for DNC, but are you sure your PDT-Counter set is working for Utsusemi? I can see you switching it, but your midcast set for Utsu is Haste still. I'm going to test if my DNC bastardization works tonight and then I'll send it to you. There are one or two more complicated things that I'm going to need to add, but even the basic version is more functional than what I was using.

  18. #2738
    An exploitable mess of a card game
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    Ah, thanks for pointing that out. I set the variable to EVA when it should be FullEvasion. That's why it wouldn't switch back to PDT-Counter. I'll fix this in a second and reload.

  19. #2739
    An exploitable mess of a card game
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    BLU 2.35 and MNK 2.05 Update

    • Added Evasion set to BLU's Utsusemi Options
    • Fixed an issue where Utsusemi variable would be set to EVA rather than FullEvasion


    Tested them both and they appear to be working. Click my user name and follow the link. You can just paste the rule over the <!--- Change Midcast for Utsusemi ---> section or just paste your gear sets onto the new XML (if your previous XML was v2).

  20. #2740
    BG Content
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    Forgive me, because I gutted a lot of the parts that were Monk-specific, but here's what I came up with: http://pastebin.com/2SHRs2M6

    Left to do:
    * Need to implement Trance rules for Waltzes
    * Add a cancel rule for Saber Dance when you attempt to Waltz with it up?
    * Need to make Climactic/Striking Flourish work during TP (lock = Yes?)
    * Need to add a rather complicated variable for Building Flourish and implement it more elegantly? <-- Switch ACC to ATT for 1 FM and N to Berserk as well for 2 FMs, but have it only affect WSs and switch back after the next WS actually fires? Sounds hard.
    * Double March set possibilities are exciting, but right now it just exists as a TP mode option.

    Keep in mind that this has not been tested. It's just something I put together. If someone wants to look over it and tell me if anything is obviously not working or could be easily improved/looks sloppy, that'd be fly.

    Added some things back in since I originally posted this. Still haven't addressed any of the issues above.

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