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  1. #3101
    An exploitable mess of a card game
    Join Date
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    Gouka Mekkyaku
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    DRG and MNK XML + Include v3

    The include will undergo changes going forward, but the DRG and MNK XML is relatively "Complete" and the include is necessary to use them.

    * Lag Reduction
    * Movement Variable (Motenten's idea)
    * Shining Fantasia => Locks Twilight Armor on TP/Idle/Resting sets (Not WS sets though; contemplating changing that)
    * Utsusemi has its own set now to avoid conflicts with the weapon not locking
    * Added $STYLE to DRG, but I have not specified any other sets such as Staff
    * Ascetic's Fury is now a single set since the ATT/DEX distinction is irrelevant in Abyssea and outside you'll typically need DEX built or stick to Asuran's fists anyways (All this assuming no VS)
    * In the future, I can add sub DNC sets to MNK if I read up on that shit is actually played
    * Added a variable for JA and Spells; you can now set the universal delay for JAs and Spells by editing the variable rather than going through all the rules
    * Added a Ranged Weapon variable for getting mobs from a distance (Motenten's idea)

  2. #3102
    New Merits
    Join Date
    Apr 2010
    Posts
    228
    BG Level
    4

    Quote Originally Posted by Yugl View Post
    DRG and MNK XML + Include v3

    The include will undergo changes going forward, but the DRG and MNK XML is relatively "Complete" and the include is necessary to use them.

    * Lag Reduction
    * Movement Variable (Motenten's idea)
    * Shining Fantasia => Locks Twilight Armor on TP/Idle/Resting sets (Not WS sets though; contemplating changing that)
    * Utsusemi has its own set now to avoid conflicts with the weapon not locking
    * Added $STYLE to DRG, but I have not specified any other sets such as Staff
    * Ascetic's Fury is now a single set since the ATT/DEX distinction is irrelevant in Abyssea and outside you'll typically need DEX built or stick to Asuran's fists anyways (All this assuming no VS)
    * In the future, I can add sub DNC sets to MNK if I read up on that shit is actually played
    * Added a variable for JA and Spells; you can now set the universal delay for JAs and Spells by editing the variable rather than going through all the rules
    * Added a Ranged Weapon variable for getting mobs from a distance (Motenten's idea)
    I'll try these new ones later, but wanted to come in here and say thanks for all the work you put into these. I love your xml's!
    Now all I need is a nin and blm one and I'll be set! The blm and nin ones I currently use are all chopped up versions of multiple xml's, picking and choosing what I need. I hope in the future you add more jobs, thanks again! Great work

  3. #3103
    New Spam Forum
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    Mar 2008
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    Ragnarok

    I've never used includes before but do they cost much in the way of processing power or time? Perhaps someone can explain why or why not?

  4. #3104
    Insert witty title here
    Join Date
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    Phoenix

    Quote Originally Posted by Sekundes View Post
    I've never used includes before but do they cost much in the way of processing power or time? Perhaps someone can explain why or why not?
    Processing power should be similar to having them in the main xml. People use includes to house rules that are shared between multiple xml files, not necessarily to make an individual xml faster.

  5. #3105
    New Spam Forum
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    Ragnarok

    But the only benefit is being able to change one rule and have it effect all xmls using the include right?

    My brain doesn't understand how having to fetch rules from another file is not slower than looking in the one you already have open. I'm no programmer though.

  6. #3106
    Hydra
    Join Date
    Mar 2011
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    139
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    3
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    Caitsith

    Quote Originally Posted by Sekundes View Post
    But the only benefit is being able to change one rule and have it effect all xmls using the include right?

    My brain doesn't understand how having to fetch rules from another file is not slower than looking in the one you already have open. I'm no programmer though.
    Of course it's slower, but there's only a need to read from files once, when you load the spellcast profile. There's no runtime performance hit for using includes.

  7. #3107
    New Spam Forum
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    Ragnarok

    Quote Originally Posted by Aureus View Post
    Of course it's slower, but there's only a need to read from files once, when you load the spellcast profile. There's no runtime performance hit for using includes.
    Ah, that explains everything I need to know. I don't care if it takes a bit longer to load, just if it slows it in use. Thanks!

  8. #3108
    Hydra
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    Feb 2005
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    Shiva

    I'm stupid and didn't realize how triggers worked. Everything works!

  9. #3109
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    In an effort to make includes smoother, I ask that people using Includes rename the include Name-Include and have the rule link to that include. That way, people can download the include without a problem and not worry about one include overwriting another.

  10. #3110
    Cerberus
    Join Date
    Apr 2008
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    403
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    4

    Is there some way to have my tri-boxed BLM trigger monkey cast spells according to the day? Like, lets say it's Iceday. I want him to only cast the trigger spells for Wind, Ice, and Lightning elements with as much Fast Cast gear as he can equip. This way I could just have macros that go something like /ma "Tier IV 1" <bt> or /ma "Tier IV 2" <bt>, and it would automatically cast Aero IV and Blizzard IV. Does that make sense?

  11. #3111
    An exploitable mess of a card game
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    I can't give a detailed account, but the short answer is "yes" if by "Tier IV" you mean a universal trigger spell. No "Tier IV1" in the dats, so you can't do that and expect returns. You can use a substitute spell, but make sure not to conflict with your current trigger spells. This will require a complex series of variables that I cannot specify atm.

  12. #3112
    xXNyteFyreXx420Sharingan
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    Fenrir

    Finally got fed up with a minor issue I've been experiencing on login and did some debug testing while working on other things. None of my rules that are dependent on %status (PDT, MDT, trigger swaps including Dancing Chains, aftercast handling) work on login. Casting a spell/using a JA does not fix the issue, only taking an action (namely resting, engaging, and maybe dying) that sets your status. It's because there's no value for %status in memory on login. Spellcast obviously can't set your status at the login screen, but apparently it doesn't set a status when the xml is loaded either (don't know why I thought it would given the design but whatever). Point being, I believe a better design at this time would be <if status="engaged"></if><elseif status="resting"></elseif><elseif advanced='"%status" != "zoning|dead"'></elseif> (gearswaps while zoning crash Spellcast, not sure about dead but may as well add it). Not sure if you guys have experienced the same issue and it is admittedly a minor one, but it's been annoying me for a while now.

    Utsusemi handling is going to be reworked again sometime tonight or tomorrow. I forgot Spellcast doesn't multithread inputs, so I'm running into gearswap issues when I cancel shadows. The first issue, the current cancel rule, is "fixable" in that I can simply make a separate macro that simply enters cancel 66 without relying on a trigger spell or go back to the old method and just put up with quick magic procs, but I'm less sure of how to handle AutoExec triggers. Right now AutoExec triggers Dancing Chains every time I gain or lose a shadow as part of my Rancor Collar rule, so it's going to proc no matter what and that interferes with aftercast swaps.

    EDIT: Nevermind, just remembered I solved that like 12 hours ago. Going to set it up so all aftercast actions loop into Dancing Chains then upload 2.2 on Guildwork.

    EDIT2: Uploaded. The new Utsusemi rule follows the design of the previous version wherein attempting to cast Utsusemi a second time triggers the cancel rule. However, I moved the midcast swap to a slightly earlier time so that you can trigger the cancel when you see the midcast gear swap. Dancing Chains is automatically triggered two seconds after the cancel.

    I'm debating splitting my reset trigger and AutoExec trigger to allow my reset trigger to bypass or possibly reset the Active rule, but aside from that I'll probably turn my attention to other XMLs for a while. Not anticipating any additional code for Issekigan or Kakka: Ichi.

  13. #3113
    Banned.

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    Caitsith

    Hello, can i get some help making a rule the would do the following please? Im so sick of fast cast interfering with hp down i made a macro i can lower hp then i and just forget about it

    if outside
    hpp < 75%
    equip sorcring

    Till yugl makes a pimped out blm xml of course =P

  14. #3114
    An exploitable mess of a card game
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    <if skill="ElementalMagic" notSpell="Burn|Choke|Drown|Frost|Rasp|Shock" HPPLT="75">
    <equip when="midcast">
    <rring>SorcRing</rring>
    </equip>
    <if>

    Is for what you listed. Not sure what you meant by the FC interfering though.

  15. #3115
    Yoshi P
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    I'm assuming he has the problem I actually just came here to inquire about which is an odd convenience. What I was going to ask is, is there a way to do multiple precasts, or a way to only equip an HP down set if you HP is over a set amount? I currently HP down every nuke, because I got tired of being cured out of latents between casts back in the day, but if I could set a rule so it only did when my HP was above a set amount and otherwise it would precast fast cast gear that would be much better. I'm assuming it would be like what just posted except like this:


    <if skill="ElementalMagic" notSpell="Burn|Choke|Drown|Frost|Rasp|Shock" HPGT="76">
    <equip when="precast" set="HPMinus">
    </if>
    <elseif skill="ElementalMagic" notSpell="Burn|Choke|Drown|Frost|Rasp|Shock" HPLT="76">
    <equip when="precast" set="Fastcast" />
    </elseif>

    Is that correct?

  16. #3116
    Chram
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    Fenrir

    Multiple precast rules overlay each other in the order that they're entered, so you don't need to keep those entirely separate.

    Also, (TacoTarU) you'd probably want HPP instead of HP. HP of 76 would be deep in the red, though if you want to figure out the exact HP value you need that's up to you. You'd have to manually set what those values are, though; MaxHP only updates when you open the equipment screen, and I'm not sure how what any other gear you're wearing would interact with what your HPP would be at that point.

    Of what you've written, I'd do it as:

    Code:
    <if skill="ElementalMagic" notSpell="Burn|Choke|Drown|Frost|Rasp|Shock">
        <equip when="precast" set="Fastcast" />
        
        <if HPPGT="75">
            <equip when="precast" set="HPMinus">
        </if>
    </if>
    That will always put in Fastcast gear, then overlay HPMinus gear if your HP is too high, but still keep whatever Fastcast gear you use that doesn't conflict with the HPMinus gear.

    Then set whatever midcast gear after that.

  17. #3117
    Yoshi P
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    Exactly what I needed, thank you. If I could be a trouble for one more thing. What are the rules for Artemis'/Uggalepih. I've been bad about looking up the rules to add, so I'm hoping someone could paste their rule to show me what I need to add. Things like time, HP, and moon phases are still part of XML that I'm not real well versed in <_<.

  18. #3118
    An exploitable mess of a card game
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    If depends on what non-Artemis/Uggy piece you want to use and whether you plan on using variables for equipment. The general rule is basically:

    <if moon="Full Moon">
    <elseif MPPLT="51">
    <elseif moon="*Gibbous">
    <else>

    You can add "*Quarter*" to Gibbous depending on the alternative piece.

  19. #3119
    Yoshi P
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    Gotcha, thank you very much!

  20. #3120
    Nidhogg
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    Seraphus Highwynn
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    Diabolos

    My steadywing macro wont work I'm assuming SC needs a resource update for this to work?

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