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  1. #2741
    An exploitable mess of a card game
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    With double march potentially figured out, I have to ask how we want to implement gear changes. If it's just a few slots, you could do...

    <if status="engaged" BuffActive="Haste" advanced='$March=2'>
    <if advanced='"$VARTP"="HASTE" AND "$Armor"="BlankSet"'>
    <equip when="engaged|aftercast">
    <slot>EX</slot>
    </equip>
    </if>
    </if>
    The reason I say VARTP=Haste is because I assume you don't want it to change when using evasion I assume (Though you would probably know better). Alternative would simply be a march set like the one you're using. If you did that, then you might want to do what I do with Berserk for WS and make TP-$VARTP-March sets perhaps?

    TP-EVA-N
    TP-EVA-MARCH
    ...
    TP-HASTE-N
    TP-HASTE-MARCH

    If you do it that way, you get more gear sets, but the rule is much much easier.

    <if status="engaged" BuffActive="Haste" advanced='$March=2'>
    <var cmd="set MarchSet March" />
    </if>

    For equipping TP sets, you then have...

    <equip set="TP-$STYLE-$VARTP-$MARCHSET" />

    However, your sets would look like....

    <TP-DAGGER-HASTE-MARCH>
    <TP-DAGGER-HASTE-N>
    ....
    <TP-H2H-HASTE-N> and so forth.

    You gain a lot of customization, but the gear sets pile up A LOT.

    Edit: Seems my distance variable wasn't working on Ul until I removed SpellTargetType="MONSTER". It's odd since this was working for me on Ul just a few days ago unless SE ninja edited or somethin'! I'll update the include XML in a sec.

  2. #2742
    BG Content
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    Lakshmi
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    Could you do:
    Code:
            <if spell="Poison V">
                <cancelspell />
                <if advanced='"$VARTP"="HASTE0" OR "$VARTP"="HASTE1" OR "$VARTP"="HASTE2"'>
                    <var cmd="set VARTP EVA" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: EVA</addtochat>
                </if>
                <elseif advanced='"$VARTP"="EVA"'>
                    <var cmd="set VARTP ACC" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: ACC</addtochat>
                </elseif>
                <elseif advanced='"$VARTP"="ACC"'>
                    <var cmd="set VARTP PDT" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: PDT</addtochat>
                </elseif>
                <elseif advanced='"$VARTP"="PDT"'>
                    <var cmd="set VARTP HASTE$March" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: HASTE</addtochat>
                </elseif>
                <if status="engaged">
                    <equip set="$TP" />
                </if>
            </if>
    And then just make a HASTE0, HASTE1, and HASTE2 set? For Dancer, at least, this would probably be sufficient.

  3. #2743
    Salvage Bans
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    Quote Originally Posted by Ustav View Post
    Anyone have a Pup xml? Been looking for one for a while no but no luck =/
    http://wiki.windower.net/plugins/spe...p/claire_s_pup

    http://wiki.windower.net/plugins/spe...l/pup/icys_pup

  4. #2744
    Relic Horn
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    Yugl, very nice work on the DRG XML. I'd be interested to see what yours looks like with equipment lines filled in if you don't mind sharing. I think seeing the equipment you use would help convey what you were thinking when making up your sets and rules as well as make it easier to make adjustments based on those thoughts.

  5. #2745
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    Could you do:
    Code:
            <if spell="Poison V">
                <cancelspell />
                <if advanced='"$VARTP"="HASTE0" OR "$VARTP"="HASTE1" OR "$VARTP"="HASTE2"'>
                    <var cmd="set VARTP EVA" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: EVA</addtochat>
                </if>
                <elseif advanced='"$VARTP"="EVA"'>
                    <var cmd="set VARTP ACC" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: ACC</addtochat>
                </elseif>
                <elseif advanced='"$VARTP"="ACC"'>
                    <var cmd="set VARTP PDT" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: PDT</addtochat>
                </elseif>
                <elseif advanced='"$VARTP"="PDT"'>
                    <var cmd="set VARTP HASTE$March" />
                    <var cmd="set TP TP-$STYLE-$VARTP|$Armor" />
                    <addtochat color="135">TP Variable: HASTE</addtochat>
                </elseif>
                <if status="engaged">
                    <equip set="$TP" />
                </if>
            </if>
    And then just make a HASTE0, HASTE1, and HASTE2 set? For Dancer, at least, this would probably be sufficient.
    If you have a TP-HASTE1, TP-HASTE0, and TP-HASTE2 set, then yes. I'll need to give it more thought as to whether that is the best solution though since the biggest issue with these big XMLs is making them so that they become easily convertible in the future (Say, for example, we can cap Haste+Wear PDT in the future, you would then need TP-PDT0/1/2).

    Quote Originally Posted by Xanthe View Post
    Yugl, very nice work on the DRG XML. I'd be interested to see what yours looks like with equipment lines filled in if you don't mind sharing. I think seeing the equipment you use would help convey what you were thinking when making up your sets and rules as well as make it easier to make adjustments based on those thoughts.
    I'll try to do this as best as possible. I usually test with 1-2 pieces of gear to save time. However, I do realize that sometimes the set names aren't as clear as they could be (Like TPRefresh on BLU isn't a whole set; it's just refresh gear). As I move onto XMLs for stuff I don't have leveled, would it be better practice to use notes rather than artificial sets?

  6. #2746
    Relic Horn
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    Quote Originally Posted by Yugl View Post
    I'll try to do this as best as possible. I usually test with 1-2 pieces of gear to save time. However, I do realize that sometimes the set names aren't as clear as they could be (Like TPRefresh on BLU isn't a whole set; it's just refresh gear). As I move onto XMLs for stuff I don't have leveled, would it be better practice to use notes rather than artificial sets?
    More notes would definitely be handy. I only ask since I'm in the process of updating my DRG XML from my 2.2 incarnation (which people actually asked for and used back in the day lol) to something that actually takes advantage of the features of 2.4.

  7. #2747
    An exploitable mess of a card game
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    I'll work on releasing notes for each XML after I finish this RDM XML then. I'm at the gear sets planning stage, but it looks like I'll move onto rules if external forces don't interfere.

  8. #2748
    Banned.

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    How can I create something like this and make it work for haste and refresh2? Haste is a 4.8 min duration with all AF3 and refresh is 3.8 min duration.

    Code:
    		<if Spell="Sleep*|Repose">
    			<if Spell="Sleep II|Repose">
    				<action type="command" when="aftercast">wait 40;input /echo [%spell] &lt;%target&gt; [Half Resist Time: 5 Seconds]</action>
    				<action type="command" when="aftercast">wait 75;input /echo [%spell] &lt;%target&gt; [Time: 15 Seconds]</action>
    				<action type="command" when="aftercast">wait 85;input /echo [%spell] &lt;%target&gt; [Time: 5 Seconds]</action>
    			</if>
    			<elseif Mode="OR" Spell="Sleepga" BuffActive="Manifestation">
    				<action type="command" when="aftercast">wait 25;input /echo [AOE] [%spell] &lt;%target&gt; [Half Resist Time: 5 Seconds]</action>
    				<action type="command" when="aftercast">wait 45;input /echo [AOE] [%spell] &lt;%target&gt; [Time: 15 Seconds]</action>
    				<action type="command" when="aftercast">wait 55;input /echo [AOE] [%spell] &lt;%target&gt; [Time: 5 Seconds]</action>
    			</elseif>
    			<else>
    				<action type="command" when="aftercast">wait 25;input /echo [%spell] &lt;%target&gt; [Half Resist Time: 5 Seconds]</action>
    				<action type="command" when="aftercast">wait 45;input /echo [%spell] &lt;%target&gt; [Time: 15 Seconds]</action>
    				<action type="command" when="aftercast">wait 55;input /echo [%spell] &lt;%target&gt; [Time: 5 Seconds]</action>
    			</else>
    		</if>

  9. #2749
    An exploitable mess of a card game
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    <if spell="Haste">
    <command>wait HasteDuration-RemainingDuration;input /echo Haste wearing in RemainingDuration</command>
    <command>wait HasteDuration-RemainingDuration2;input /echo Haste wearing in RemainingDuration2</command>
    <command>wait HasteDuration-RemainingDuration3;input /echo Haste wearing in RemainingDuration3</command>
    </if>

    Repeat for refresh

    HasteDuration = 4.8min
    RemainingDuration = Whatever time periods you want warnings at; so, if you want a 30s warning, you do 4.8-0.5 = 4.3min for wait.

  10. #2750
    My #1
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    Quetzalcoatl

    Need halp adding a rule for my Fudo set to use Vulcan's Pearl over the TP Bonus earring when my TP is greater than X.

  11. #2751
    An exploitable mess of a card game
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    <if spell="Tachi: Fudo" TPGT="X">
    <equip>
    <lear lock="true">Vulcan's Pearl</lear>
    </equip>
    </if>

  12. #2752
    An exploitable mess of a card game
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    Minor MNK fix

    Fixed the MNK XML. I thought I replaced the include correctly, but apparently I didn't.

    <xi:include href="include.xml" xpointer="//include[@name='AutoChangeGear']/*" />

    should be there instead of

    <xi:include href="include.xml" xpointer="//include[@name='UpdateGearSet']/*" />

    Just replace and you should be good to go.

  13. #2753
    BG Content
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    The version I'm adapting for the DNC XML has neither of those. Should I just add the AutoChangeGear line? Fixed some minor things, and I'm going to try out my DNC XML in Dynamis tonight I think.

    Well, I have a question for those more well-versed than I in Spellcasting.

    IDs 381~385 are Finishing Moves 1~5. They're all named "Finishing Move" in Spellcast. Is there some way for me to access the BuffID rather than the name through Spellcast?

    Building Flourish gives an Acc boost with 1 FM, so if Building Flourish is ever up, I want to default Yugl's $VARWS to "ATT." Easy enough! However, Building Flourish gives a pretty big Attack boost with 2 FM (~25%), so if Building Flourish is used with 2 FMs I would like to default $Berserk to "Berserk." My interest in 3-FM Building Flourish is more academic than anything else at this point, but I'd like to be able to detect it as well in case I need to do something with it some day.

  14. #2754
    An exploitable mess of a card game
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    Autochange gear changes you to Idle/Resting/TP when Idle/Resting/Engaged. You need the include XML for it to work, but I would strongly recommend using it. I don't know much about DNC, but maybe you can use a variable for FMs? Radec told me you cannot access buffactive="Buff ID". I know precognition uses it though.

  15. #2755
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    I can't really use a variable for FMs because Step Accuracy isn't 100%. Maybe I'll make an account on the windower forums and see if I can get them to change it somehow.

  16. #2756
    An exploitable mess of a card game
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    Maybe try editing resources and rename them? See if that works.

  17. #2757
    Ridill
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    Asura

    Is it possible to differentiate between two identically-named weapons in spellcast? By ID or something, maybe.

    Also, anyone know why the spellcast regex parser is converting everything to lowercase? i.e. if I want \W, which means "non-word characters", it treats it as \w, meaning "word characters".

  18. #2758
    The Spooniest of Bards
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    Anyone have a SCH XML with rules for AF3 I can peek at to merge?

  19. #2759
    Sea Torques
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    Quote Originally Posted by Khamsin View Post
    Is it possible to differentiate between two identically-named weapons in spellcast? By ID or something, maybe.
    No. It just sends the same /equip commands you would normally use in an ordinary macro.

  20. #2760
    An exploitable mess of a card game
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    Heard a complaint about MNK XML experiencing lag issues (I had a lag issue that went away after leaving Tahrongi). Anyone else having this issue?

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