Item Search
     
BG-Wiki Search
Page 167 of 328 FirstFirst ... 117 157 165 166 167 168 169 177 217 ... LastLast
Results 3321 to 3340 of 6548
  1. #3321
    Melee Summoner
    Join Date
    Mar 2010
    Posts
    25
    BG Level
    1
    FFXI Server
    Caitsith

    Quote Originally Posted by Yugl View Post
    Use %Area.
    This still doesn't work.

  2. #3322
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    <if area="Abyssea*"> then. I've never seen anyone use wild card stuff within advanced rules, so I doubt that they work. They're probably being read as literally Abyssea* rather than Abyssea(Any character after this).

  3. #3323
    Melee Summoner
    Join Date
    Mar 2010
    Posts
    25
    BG Level
    1
    FFXI Server
    Caitsith

    Quote Originally Posted by Yugl View Post
    <if area="Abyssea*"> then. I've never seen anyone use wild card stuff within advanced rules
    That seems to work. I've always used advanced rules with various rules. Examples:
    Code:
    <elseif spell="Ranged">
         <if advanced='"%SpellTargetDistance" &gt; "24.9"'>
    	  <return />
          </if>
    </elseif>
    Code:
    <if advanced = '"%zone" == "Abyssea - Konschtat"'>
         <var cmd = 'set zti kon' />
    </if>
    Code:
    <if mode="OR" NOTadvanced='%TPAfterCast &lt; 0' advanced='%TPAfterCast = 0'>
         <equip when = "precast|midcast" set = "Step" />
    </if>
    Admittedly each of these has an exact value and no wildcards.

    Next question: How do I get spellcast to recognize if I have one of multiple possible weapons equipped? I know I have to test for exact name, but whenever I try to use a variable more than once it gives me problems.

    Trying to use this, but each time it gives me a message 'Attribute equipMain redefined':
    Code:
    <if mode="OR" equipMain="Caduceus" equipMain="Kitty Rod" equipMain="Rounsey Wand">
         do stuff
    </if>

  4. #3324
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Use pipes.

    <if equipmain="Caduceus|Kitty Rod|Rounsey Rod">

  5. #3325
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    I know I have to test for exact name
    You can use wildcards here as well. "Caed*|Kitty*|*Rod" would be fine, though probably too general.

  6. #3326
    Smells like Onions
    Join Date
    May 2011
    Posts
    9
    BG Level
    0
    FFXI Server
    Phoenix

    Bard Skill Up Script?

    I don't recall ever seeing one. Well atleast on the Windower site anyway Does one exist? I wanted to try to work on brd at some point and wanted to keep songs close to cap as much as I could....

  7. #3327
    Relic Weapons
    Join Date
    Jun 2011
    Posts
    311
    BG Level
    4

    Selfish bump.
    I've tried to see other RNG XML and I don't see a specific hack to make the barrage working on them.
    Quote Originally Posted by VZX01 View Post
    I got frutrating problem with RNG barrage

    here's my snippet code:
    Code:
     <!-- RULES FOR RNG -->
          <action type="equip" set="Idle $WType" when="idle|aftercast"/>
    
          <!-- General ranged attack rule -->
          <if spell="ranged">
            <midcastdelay delay="0.1" />
            <aftercastdelay delay="4.2"/>
            <action type="equip" when="precast" set="Idle $WType"/>
            <if buffactive="Barrage">
              <command>input /echo Shooting Barrage with $WType</command>
              <action type="equip" when="midcast" set="Barrage $WType" />
            </if>
            <else>
              <command>input /echo normal shot for $WType</command>
              <action type="equip" when="midcast" set="Normal Shooting $WType" />
            </else>
          </if>
    $WType is weapon type, it can be Bow, XBow, or Gun

    And my relevant set:
    Code:
    <set name="Idle">
            <head>Sylvan Gapette +2</head>
            <neck>Sylvan Scarf</neck>
            <lear>Volley Earring</lear>
            <rear>Clearview Earring</rear>
            <body>Sylvan Caban +2</body>
            <hands>Alruna's Gloves</hands>
            <lring>Rajas Ring</lring>
            <rring>Jalzahn's Ring</rring>
            <back>Amemet Mantle +1</back>
            <waist>Impulse belt</waist>
            <legs>Entois trousers</legs>
            <feet>Sylvan Bottln. +2</feet>
    </set>
    <set name="Idle Bow" baseset="Idle">
            <ammo>Scorpion Arrow</ammo>
    </set>
    ...
    <set name="Normal Shooting Bow" baseset="Idle">
            <hands>Syl. Glvltte. +1</hands>
            <waist>Crudelis Belt</waist>
            <legs>Sylvan Bragues +2</legs>
    </set>
          ...
    <set name="Barrage" baseset="Normal Shooting $WType">
            <hands>Htr. Bracers +1</hands>
            <legs>Mirador Trousers</legs>
            <back>Libeccio Mantle</back>
            <feet>Sylvan Bottln. +2</feet>
    </set>
    <set name="Barrage Bow" baseset="Barrage">
            <ammo>Antlion Arrow</ammo>
    </set>
    Normal shots fire no problem, but when it comes to firing barrage, I got "You do not have an appropriate ranged weapon equipped" error.
    But I'm 100% sure the barrage aftercast fires after that

    The log displayed something like this:
    xx:34:01 Shooting Barrage with Bow
    xx:34:01 Equipment changed. <-- supposedly midcast
    xx:34:05 You do not have an appropriate ranged weapon equipped.
    xx:34:07 Equipment changed. <- supposedly aftercast

  8. #3328
    Melee Summoner
    Join Date
    Mar 2010
    Posts
    25
    BG Level
    1
    FFXI Server
    Caitsith

    Quote Originally Posted by Radec View Post
    You can use wildcards here as well. "Caed*|Kitty*|*Rod" would be fine, though probably too general.
    I knew this. What I was actually meaning was I couldn't call a weapon type, but had to go by name. So something like <if equipmain=staff> wouldn't work, but <if equipmain="*staff"> would for anything named 'XXX staff'.

    Thanks again Yugl and Radec for all the help you've given.

  9. #3329
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
    Posts
    3,709
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Motenten View Post
    I would not use the numbers 0 and 1 as a toggle variable value.
    Mind my asking why? I use 0/1 for a lot of things out of habit but if it's poor practice that would be good to know.

    I honestly don't remember why I set it up to do an integer check instead of the typical string comparison, may revert that since the string comparison is a more standard format for Spellcast. There shouldn't be any functional difference in that context.

  10. #3330
    Cerberus
    Join Date
    Jun 2010
    Posts
    461
    BG Level
    4

    Quote Originally Posted by Nightfyre View Post
    Mind my asking why? I use 0/1 for a lot of things out of habit but if it's poor practice that would be good to know.

    I honestly don't remember why I set it up to do an integer check instead of the typical string comparison, may revert that since the string comparison is a more standard format for Spellcast. There shouldn't be any functional difference in that context.
    It is your NIN XML I was referring to honestly lol. I kind of am in love with so much of it and want to understand the things that are unfamiliar to me.
    I use 1/0 as On/Off triggers, not sure how it would matter for a true/false check but not a expert by any means.

  11. #3331
    Insert witty title here
    Join Date
    Jun 2007
    Posts
    1,191
    BG Level
    6
    FFXI Server
    Phoenix

    I use 1/0 in several xmls as true/false checks and as far as I can tell, haven't had a problem with them acting properly. I'd also like to know a good reason to not use 1/0, if there is one.

  12. #3332
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Nightfyre View Post
    Mind my asking why? I use 0/1 for a lot of things out of habit but if it's poor practice that would be good to know.

    I honestly don't remember why I set it up to do an integer check instead of the typical string comparison, may revert that since the string comparison is a more standard format for Spellcast. There shouldn't be any functional difference in that context.
    There's nothing technically wrong with doing so (it won't break anything), but it's a weaker choice from a 'best practices' point of view (though admittedly that's from someone that works at the scope of framework APIs).

    The main issue is that something like $Utsusemi = 0 or $Utsusemi = 1 doesn't have any semantic meaning; you have to derive the meaning from the context of the code around it. Whereas $UtsusemiActive = Yes or $UtsusemiActive = No provides its own semantics, and you can verify that the code it controls fits within those semantics rather than the other way around.

  13. #3333
    BG Content
    Join Date
    Jul 2007
    Posts
    22,346
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    I actually revised that spellcast a few days ago (don't worry, the sets are pretty much the same), and here is the new version:

    Includes:
    Yugl-Include.xml
    Byrth-Include.xml

    Spellcast: Byrth_DNC.xml
    Autoexec: autoexec.xml
    Resources: status.xml

    Most of my include functions are modified versions of Yugl's functions. I prefer to be able to toggle things instead of having a reset button, and he likes having a reset button. If you want to switch it back to his mode, you just go into the Spellcast xml and change Byrth-Include to Yugl-Include on the relevant lines. Also, instead of having the return rule kill any WS attempts that it processes at less than 100TP, mine allows them to process at or below 85TP. It lets you WS a little faster (you don't have to wait for the cast delay after getting 100TP).

    "Installing" the spellcast (all inside the plugins folder):
    You need to replace the "status.xml" in the Resources folder with the one above. You put the "autoexec.xml" in the autoexec folder. The two includes are just stuck into the Spellcast folder and named as above. Change the "Byrth_DNC.xml" to be "Yourname_DNC.xml" Change the gearsets to match your own. I tried to put comments in that say what is what, so you should be able to figure it out either by looking at the sets or reading the comments.

    This version eliminates the lag and is minorly changed from the last version I posted here (I split out an include file for my variations on Yugl's functions, basically).

  14. #3334
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    The link is to the old include. Do you want me to keep that one there for people to use in case I modify whatever they're supposed to change? And the resources file is for...durations?

    Edit: Fuck, I just remembered that I should add the minor additions to the BLU XML (Sleep durations and Utsu > Occultation). At least people can copy pasta their sets over.

  15. #3335
    BG Content
    Join Date
    Jul 2007
    Posts
    22,346
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Oh, I just tried to link the most recent includes from your user page. Where is the newest one?

    The resources file renames the five statuses named "Finishing Move" to "Finishing Move 1", "Finishing Move 2", etc. so I can tell the difference between them when people use Building Flourish (which effectively gives a Berserk effect when used with 2+ FMs.)

  16. #3336
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    http://pastebin.com/BtAREr77

    Are people at windower willing to auto-insert modified resources whenever they update?

  17. #3337
    BG Content
    Join Date
    Jul 2007
    Posts
    22,346
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    I don't know. I haven't asked. It's not very hard for me to go in and change it though. The spellcast doesn't break if it isn't replaced or something, and it's a pretty minor part of the whole thing (because no one uses Building), but I was working on it for the Dancer return rules in my include.

  18. #3338
    RIDE ARMOR
    Join Date
    Apr 2010
    Posts
    22
    BG Level
    1
    FFXI Server
    Valefor

    ok ive looked and looked, tryin to run Yugl's mnk xml, opens fine in xml editor, when i try to open in windower holy popups, main error in windower is: XML Parsing error: line 0 - invalid XPath on file included and no fallback, updated include fixed that issue and loads fine now but no gear swaps will activate, loads group r, equipment changed in xml event load set command will not initiate set change, any ideas?

  19. #3339
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Try unloading and reloading SC if you haven't. I understand what you mean by no gear swaps activate, but I don't know what you mean by the other two problems.

  20. #3340
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
    Posts
    3,709
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Esvedium View Post
    I use 1/0 in several xmls as true/false checks and as far as I can tell, haven't had a problem with them acting properly. I'd also like to know a good reason to not use 1/0, if there is one.
    I've used 0/1 for a while now in Spellcast and elsewhere, it's clearly functional. I try to maintain good practice/"style" in my code though, so sometimes minor aesthetic/backend design choices like this arise. Motenten makes a good point: yes/no or on/off are more explicit and thus friendlier to other users/coders and even yourself if you're working with a lot of code and don't immediately recall what each variable is doing. 0/1 is ambiguous; it could be a variety of things and you have to figure out which applies from the surrounding code.

Page 167 of 328 FirstFirst ... 117 157 165 166 167 168 169 177 217 ... LastLast

Similar Threads

  1. Spellcast Shop Thread
    By Yugl in forum FFXI: Everything
    Replies: 232
    Last Post: 2014-03-18, 04:47
  2. time spent on ls events, helping friends and your own time
    By freewind in forum FFXI: Everything
    Replies: 6
    Last Post: 2005-09-06, 16:42