For Parsimony legs I did a rule that would equip the AF3+2 legs if I hit Parsimony 2x.
For Parsimony legs I did a rule that would equip the AF3+2 legs if I hit Parsimony 2x.
Okay, building off Yugl's MNK XML:
DNC XML
Include/Autoexec
Explaining exactly what everything is doing isn't easily possible, but I've annotated the xml so you should be able to figure out at least what to put where as far as gear goes and left my gearsets in. If you find any flaws in it, please let me know. At the moment, the one thing I know for sure is that I occasionally Reverse Flourish without AF3+2 hands on for some reason if I've been spamming it.
You will need to download and load Autoexec from the Windower website and put this in your scripts/init.txt file.
Additionally, I recommend adding these to the bind section of the same file:Code:load AutoExec
Please don't underestimate how long it's going to take you to change the gearsets and make them your own, haha. Overall though, I like this one better than my old one.Code:bind ^f9 aegischism //MDT set bind ^f10 barbedcrescent //PDT set bind ^f11 vulcanshot //Back to normal set bind ^f12 shackledfists //Changes a variable so Spellcast assumes your current distance is the max melee distance for the monster you're fighting. bind !f9 fillmode //Toggles Fillmode from 0 to 1 and back. Very useful in Nyzul Isle. bind !f10 poisonv //Changes TP set
using Yugl MNK XML i rearranged it for my thf, so here it is if somebody needs
THF XML
u will need the Yugl's include XML (the Autoexec isn't needed for this, but if somebody has any idea about the SA and TA part most of all, like keeping SATA gear on till that wears, i'm open to it),and here's the link
Include/Autoexec
Using Foxfire now to change from normal to TH gears ( thx Yugl!)
If possible I would recommend using one of the class specific spells (Like goblin gavotte) for trigger spells so people can limit the number of keys they need to bind. Otherwise, it shouldn't matter though.
RDM XML will be incoming depending on how well testing goes. I made the XML a while ago (Stayed up till 7am for it!), but have been busy farming fangs/soloing Plucking wings.
This happens to me ALL THE TIME.
My XML isn't that complicated, but for me it's basically just SpellCast swapping me into my Engaged set, causing that 1 second of "You can't swap this slot" and failing to put on my Reverse Flourish Hands.
So, generally, after I WS I have to wait until a little bit after my character returns to the usual battle pose, then Reverse. It could probably be worked around but...I'm used to it now.
On another note, can someone link me to a decent BST XML?
Preferably nothing extremely complicated, as I have a hard time editing what I don't understand myself. xD
Just so you know, SpellCast is not case sensitive ("*step" will catch Quickstep, Box Step, etc., "*tep" is not necessary). Wildcards work in sets, too (<set name="Curing Waltz*"> will catch all of your waltzes. If you want to have an override for Curing Waltz IV, place <set name="Curing Waltz IV" baseset="Curing Waltz"> above your wildcard set. note that the baseset does not have a wildcard). Also worth noting that DNC JAs are no longer type="JobAbility", they have specific classifications now (Waltz, Jig, etc.).
I use a catchall <set name="%Spell" /> at the very end of my sets so that I don't have to have extra rules looking for abilities I know have specific sets defined for them. Saves editing in 2 locations.
I'm not sure if there's something else I should be doing, or if this is related to a coding error, but currently, my SCH XML (which depends upon an Include file) doesn't switch my elemental staves until I've been playing for a while. I assume, therefore, that something triggers the Include at some point, and from then on, it's fine—but why doesn't it reference it beforehand?
SCH XML: http://pastebin.com/EsYRbkR8
Include XML: http://pastebin.com/nBA0xGnm
Both are Yugl's, with very little in the way of modification. The issue existed before I changed some very minor things, though.
I think the latest windower update has broken a few spellcast stuff. Some people have issues changing gear they already have equipped. SpellTargetType is broken for MONSTERS, NPC, and maybe SELF.
For your SCH dilemma, download my latest include XML located @ my profile page: http://www.bluegartr.com/members/42037-Yugl
Some of the old include lines won't work, so delete those. Add the new include that apply to SCH. Then, within your gear sets, add the variable <main>$VariableName</main> to the set.
Edit: Pastebin isn't working, so I cannot check for other errors atm.
Okay, going through and trying to condense my sets. Will these work?
- (Feather Step baseset=step), *step
- (Curing Waltz IV baseset=Curing waltz), (Curing Waltz V baseset=Curing waltz IV), (Divine Waltz* baseset=Curing waltz IV), Curing Waltz*
- *Samba*
- *Jig
Can I do something more like:
<set name="Curing Waltz IV|Curing Waltz V|Divine Waltz*" baseset="Curing Waltz" />?
Also, by using wildcards in sets, could I condense the WS comparison down? For instance, right now it's:
If I go around and put wildcards after the Dancing Edge/Shark Bite/Pyrrhic Kleos/Aeolian Edge, can I add them to the first command?Code:<if spell="Rudra's Storm|Evisceration"> <equip when="precast|midcast" set="%Spell-$VARWS-$Berserk|WS$Climactic|$Striking" /> </if> <elseif Spell="Dancing Edge|Shark Bite|Pyrrhic Kleos"> <equip when="precast|midcast" set="%Spell|WS$Climactic|$Striking" /> </elseif> <elseif Spell="Aeolian Edge"> <equip when="precast|midcast" set="%Spell" /> </elseif> <elseif notSpell="$TriggerSetOne|$TriggerSetTwo|$TriggerSetThree"> <equip when="precast|midcaast" set="WS Base|WS$Climactic|$Striking" /> </elseif>
Whm and blm xml? Also... I dont really get teh whole include thingy. I'm fairly new to SC =/. Do i just save the include in teh same folder as all the other xmls? Any particular name I should save it as?
Absollutely. You can have multiple aliases for the same set declaration (<set name="SetA|SetB" /> is the same as <set name="SetA" /> <set name="SetB" />). Groups can also be aliased this way, which can let you use group names like a variable of sorts (<if group="SomeGroup"> <!-- do stuff --></if>).
I think I understand what you're asking. If I were to clean up a rule like that, I would shift it all to the sets like this:Also, by using wildcards in sets, could I condense the WS comparison down? For instance, right now it's:
If I go around and put wildcards after the Dancing Edge/Shark Bite/Pyrrhic Kleos/Aeolian Edge, can I add them to the first command?Code:<if spell="Rudra's Storm|Evisceration"> <equip when="precast|midcast" set="%Spell-$VARWS-$Berserk|WS$Climactic|$Striking" /> </if> <elseif Spell="Dancing Edge|Shark Bite|Pyrrhic Kleos"> <equip when="precast|midcast" set="%Spell|WS$Climactic|$Striking" /> </elseif> <elseif Spell="Aeolian Edge"> <equip when="precast|midcast" set="%Spell" /> </elseif> <elseif notSpell="$TriggerSetOne|$TriggerSetTwo|$TriggerSetThree"> <equip when="precast|midcaast" set="WS Base|WS$Climactic|$Striking" /> </elseif>
Then the rule would be this:Code:<set name="Dancing Edge|Shark Bite|Pyrrhic Kleos" baseset="%Spell|WS$Climactic|$Striking" />
That may not exactly work for your case, depending on when $Climactic and $Striking change states. If they change on a previous pass through SC, then you're good. If it's changing on the pass for your WS execution, you'll have to tell me if it works or not (but I'm assuming it doesn't, and you'll have to leave the set stacks in the rules).Code:<equip when="precast|midcast" set="%Spell" />
I personally have a long if/elseif chain that breaks down abilities by type (if enfeeblingmagic/elseif healingmagic/elseif elementalmagic/elseif jobability/elseif weaponskill/etc.) and use generic catchalls there based on the type, then make an ability specific call after the chain is closed, at the very end of the rules (<equip when="midcast" set="%Spell" />)
Also, you have a typo in your last elseif (midcaast).
I just changed it into this:
and put astrixes in the Dancing Edge, Shark Bite, PK, and Aeolian Edge set names. If I ever want to go back and add different sets, the option is open for me. Thanks again!Code:<if spell="Rudra's Storm|Evisceration|Dancing Edge|Shark Bite|Pyrrhic Kleos|Aeolian Edge"> <equip when="precast|midcast" set="%Spell-$VARWS-$Berserk|WS$Climactic|$Striking" /> </if>
Got a question concerning PUP:
Is there a way to setup a variable that when turned on, will use 3 maneuvers in a row after i've deploy'd (such as light,dark,water), wait 30-45 seconds, and then start the process over? without me having to input any additional key strokes?
Not sure how pup works, but I imagine a code like...
<var name="TriggerVAR">0</var>
<if spell="Maneuver1" advanced='$TriggerVAR=0'>
<var cmd="inc TriggerVAR" />
<command>wait X;Maneuver2;wait X;Maneuver3</command>
<command>wait X+X+Time to use Maneuvers+45;sc var dec TriggerVAR;Maneuver1</command>
</if>
You can find the RDM XML and the accompanying Include XML here. Please check out the trigger spells page as well since I've added RDM triggers there. Include has been updated to cope with SpellTargetType="MONSTER" being broken and changed the variable name of DMG-Staffs.
Some quick and unorganized notes:
- I set stoneskin set to PRECAST because the way SC works makes midcast arrive too late
- You'll notice that RDM gets the feature QUICKRESIST; this allows you to use sets from a different resist group! For example, if the NM you're fighting resist Fire nukes, you can hit the trigger and then cast to use gear from a higher tier resist set. You can even use this to access less resistive groups. QuickResist changes back to your current resist group after the next offensive spell.
- You'll notice that RDM gets the feature DIRECAST; this allows you to overlay spell interruption or PDT ontop of Dark Enfeebles and certain buffs (See trigger page for a list). This reasoning behind this is to allow you to cast sleepga in situations where a pack of mobs will continue to interrupt you. This will OVERRIDE <main> gear, so if you're using wands for Spell Interruption, you'll cast using the wands.
- FastCast-50Max refers to a set that leaves you at 50% Fast cast. With 30% from traits, you only need 20% in gear to reach 50%
- The other FastCast set should hold all of your Fast Cast gear
- Set the variable FastCastTotal to the DECIMAL value of your Fast Cast gear; For example, if you have 20% in gear + 30% from traits, you type in 0.5 for FastCastTotal variable!
- You have to manually add the Elements for each Fast Cast (DMG) Magian+2 staff you have. The comment <!--- Spells: Fast Cast dot dot dot ---> should explain what to do; if not, just post/PM
- Fast Cast comes in multiple tiers: First, there is a divide between spells you can use Magian+2 staffs for and those you cannot. The rule then checks for whether the cast time after FC+Book bonuses will exceed 1.35s. If so, then the rule will automatically equip the Magian+2 staff for precast. If not, then the rule sees whether using your maximum fast cast gear + book bonus will exceed 1.35s. If not, then the rule does a final check to see if only using 50% FC will leave the cast time above 1.35s. If not, then no FC gear is used.
- MAKE SURE TO CHECK THE INCLUDE XML AND SET YOUR CORRESPONDING STAFFS. Fast Cast Magian+2 is just the DMG staffs.
- I've left gear sets as requested, but some were just added for testing purposes (You'll know them when you see them; hint: Melee RDM)
- I know RDM cannot equip Owleyes; that was an example
- Buff duration timers are for those using Composure + 5/5 AF3+2. If you are using less AF3+2, you'll have to change the wait times yourself.
- Convert locks you into convert gear during cures until you decide to change sets by triggering Idle/PDT or w/e.
- Utsusemi-PDT/Utsusemi-SpellInteruption are for midcast Utsusemi. LEAVE <Main/Sub> BLANK FOR THOSE SETS. The reason is because the rule for midcast sets for Utsusemi: Ichi uses <command> and <command> ignores LockMain. Basically, what that means is that if you have <main>Terra's Staff</main> for your PDT set, you'll change to that when casting Utsusemi EVEN IF YOU HAVE LOCKMAIN as 1 (Locked). Hence, it was necessary for me to add a set for when you have LockMain active and do not want to change your main during Utsusemi (Like during melee...).
- Composure automatically activates for certain spells casted upon yourself (Transportation/Sneak/Invis/Shell/Protect excluded); Due to the nature of this rule, this rule will not trigger for 5min after composure has been activated even if the recast is reset (BlueBox or w/e).
- Unlike previous XMLs, this comes with three tiers of resist because of the nature of magic compared to melee. R [Regular Mobs]. RNM [Regular NMs]. and NM [Notorious Monster].
- Keep helm for Elemental-Impact blank unless you plan on removing the baseset="Elemental-Nukes" part. The reason is because the spellcast will try to equip Twlight Cloak and whatever hat you have for normal nukes. This ends up canceling the cloak.
- You can cast impact prior to equipping the cloak. Casting comes with a 1s delay to AUTOMATICALLY equip your Elemental-Impact set, which should have the cloak.
- Clean Transport was removed since you might have a genuine interest in Fast Casting your transportion spells. You can add
<xi:include href="include.xml" xpointer="//include[@name='CleanTransportation']/*" /> to the list of include rules if you want to use though.
Im trying to get my warcry to substitute Blood rage when warcry is not available. I want neither ability to go off if blood rage or warcry is active. In my ffxi macros I have
/ja Warcry
/wait 1
/ws Ukko's Fury
I've tried various methods changespell etc but it does not seem to be working. Its like it does not recognise my RecastGT="1". I dont get any of my addtochats to show. Any clue what Im doing wrong? Maybe its something in my include.xml.
My full scripts are here
guildwork.com/ffxi/cerberus/punky#/spellcast
<if Spell="Warcry" RecastGT="1">
<if buffactive = "Blood Rage">
<action Type="CancelSpell" />
<action type="addtochat" color="207">WARCRY NOT NEEDED</action>
</if>
<elseif buffactive = "Warcry">
<action Type="CancelSpell" />
<action type="addtochat" color="207">WARCRY NOT NEEDED</action>
</elseif>
<else>
<action type="command" when="precast">input /raw /ja "Blood Rage" <me></action>
<action type="addtochat" color="207">BLOOD RAGE SUBSTITUTED</action>
<equip when="precast">
<body>Rvg. Lorica +2</body>
</equip>
</else>
</if>
RecastGT doesn't work for JA if I recall and that doesn't track actual recast.
<if spell="Warcry" Buffactive="Blood Rage|Warcry">
<cancelspell />
<return />
</if>
You'll have to use a variable for Blood Rage
<var name="BloodRageRecast">0</var>
<if spell="Blood Rage" advanced='$BloodRageRecast!=0'>
<var cmd="inc BloodRageRecast" />
<command when="aftercast">wait 300;sc var dec BloodRageRecast</command>
</if>
<if spell="Warcry" advanced='$BloodRageRecast=0'>
<cancelspell />
<command>Blood Rage</command>
<addtochat color="207">Blood Rage substitution</addtochat>
</if>
<if mode="OR" Spell="Blood Rage" Buffactive="Blood Rage">
<if status="engaged">
<equip when="engaged|aftercast">
<body lock="true">AF3+2</body>
</equip>
</if>
</if>
Edit: At Drain stuff: Idk. I asked and was told MAB works for drain. Aspir works off the ACC set.
anyone have an apoc drk xml or know someone who does so I can just ask them?