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  1. #3401
    New Merits
    Join Date
    Apr 2010
    Posts
    228
    BG Level
    4

    Thanks Yugl that did fix the mnk.
    I'm just now getting a chance to test these out, so now loading up the drgv3 I get an error there to before I change anything. I went to your paste bin and made sure i have your most recent one.

    Here's the error:
    "XML Parsing Error: line 0-Failed to open file"

  2. #3402
    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

    Ok, that's an odd one. I'll test it probably Tues or Weds, but I'm busy until then.

  3. #3403
    Insert witty title here
    Join Date
    Jun 2007
    Posts
    1,191
    BG Level
    6
    FFXI Server
    Phoenix

    When I've seen errors on line0 when opening spellcast xml files, it' usually an issue with the include file. Not saying that it's for sure something with the include, but I know I got that error when I mistyped something in my include. Try running your include through a validator. I use this one. Or, make sure that the pointers to your include file are all correct, not misspelled, etc.

  4. #3404
    New Spam Forum
    Join Date
    Mar 2008
    Posts
    171
    BG Level
    3
    FFXI Server
    Ragnarok

    In an effort to improve my nin, I've started to adapt to nightfyre's nin xml but to do so I'm playing around with autoexec. I've never used it before and it is working but the problem is that it works on all of my jobs.

    Would anyone mind showing me how to limit autoexec to only run certain triggers when you are on a certain character and job?

  5. #3405
    Cerberus
    Join Date
    Jun 2010
    Posts
    461
    BG Level
    4

    Quote Originally Posted by Sekundes View Post
    In an effort to improve my nin, I've started to adapt to nightfyre's nin xml but to do so I'm playing around with autoexec. I've never used it before and it is working but the problem is that it works on all of my jobs.

    Would anyone mind showing me how to limit autoexec to only run certain triggers when you are on a certain character and job?
    I have seen some people use a seperate *.xml for certain jobs they want to keep triggers in. I use to do that but now for me I use this:

    When you change off of NIN it will Unregister any events you set for NIN.
    Code:
    	<!--Unregisters Ninja events when you change to any other job-->
    	<register event="(regex)jobchange_(?!NIN).*(/regex)" silent="true">
    		ae unregister 12343
    	</register>
    This is my entire NIN jobchange I use in my characters xml. I included all the lines I use just to show what can be done.

    The "ae register" event however is what you are asking about. Since the ID number is the same as the Unregister above they work together so other jobs dont run your NIN events.
    Code:
    	<!--Ninja + Register Dancing Chains trigger for Variables-->
    	<register event="jobchange_nin/*" silent="true">
    		input /macro book 1;
    		wait 1;
    		input /macro set 1;
    		input /echo ------------------------------------------------------------ Job changed to NIN;
    		ae register 12343 "time_7.00|time_17.00|losebuff_Migawari|gainbuff_Migawari" input /weaponskill "Dancing Chains" &lt;t&gt;;
    		bind F10 input /ws "Blade: Metsu" &lt;t&gt;;
    		wait 5;
    		input /weaponskill "Dancing Chains" &lt;t&gt;
    	</register>
    Of course you might need to edit it a little to work for you but I find this works well for me. That way I dont need a third layer of job*.xml for events.

    Hope this helps and I explained it right. Good Luck

  6. #3406
    New Merits
    Join Date
    Apr 2010
    Posts
    228
    BG Level
    4

    Quote Originally Posted by Yugl View Post
    Ok, that's an odd one. I'll test it probably Tues or Weds, but I'm busy until then.
    Quote Originally Posted by Esvedium View Post
    When I've seen errors on line0 when opening spellcast xml files, it' usually an issue with the include file. Not saying that it's for sure something with the include, but I know I got that error when I mistyped something in my include. Try running your include through a validator. I use this one. Or, make sure that the pointers to your include file are all correct, not misspelled, etc.
    Ok, looking through all this its helped me a lot, I believe it is narrowed down to the Include.xml.
    On Yugl's mnkv3 xml the Include file is named Include.xml, but on the drgv3 include file it's named Yugl-Include.xml so I overlooked this and changed the name of the Include to reflect this. Now when i load the drgv3 I get this pop up error then ffxi crashes, I believe I have to close it out 3 times before it closes. This seems like the include file has no healing breath rules included, which I do not see. And I don't know how to add that.

    http://i7.photobucket.com/albums/y27...O/drgerror.jpg

  7. #3407
    Melee Summoner
    Join Date
    Oct 2008
    Posts
    43
    BG Level
    1
    FFXI Server
    Ragnarok

    Quote Originally Posted by Sodalitas View Post
    Been messing with my DNC XML recently to try to auto Presto before Steps if Presto is up.

    Code:
    <if spell="*step">
       <if advanced='"$ChangePresto" = "1"'>
          <var cmd="set ChangePresto 0" />
          <cmd>wait 1.2;input /ja "%Spell" %SpellTargetRaw;</cmd>
          <cmd>input /ja "Presto" Sodalitas;wait 30;input /sc var set ChangePresto 1;input /echo &gt;&gt;&gt; Presto Ready!</cmd>
          <cancelspell />
          <return />
       </if>
       <equip when="precast" set="Step" />
       <if spell="Feather Step">
          <equip when="precast" set="Step">
             <feet>Charis Shoes +2</feet>
          </equip>
       </if>				
       <equip when="aftercast" set="TP" />
    </if>
    It works fine when I use a macro like /ja "Feather Step" <t>.

    However, if the command is changed to /ja "Feather Step" <stnpc>, I run into problems. 1) Presto does not fire; 2) ChangePresto is set to 0 (which prevents further Steps from triggering Presto; 3) ChangePresto is not set to 1 after 30s. This then leads to me having to manually reset the variable.

    Is there a more elegant way of doing this that plays well with <stnpc>? <stnpc> seems to be the culprit here.



    I've got a presto rule that's a little ugly, but has worked flawlessly, even with <stnpc>. Hope it helps!

    Code:
    		<if type="Step">
    			<if NotBuffActive="Presto" advanced='"$Prestoready"=="1"'>
    				<action type="precastdelay" delay="1.2" />
    				<action type="Command" when="precast">sc var set Prestoready 0; input /raw /ja Presto &lt;me&gt;; wait 30; sc var set Prestoready 1;</action>
    			</if>
    			<action type="aftercastdelay" delay="1" />
    			<equip when="precast|midcast" set="Step" />
    		</if>
    		
    		<if spell="Presto">
    			<action type="Command" when="precast">sc var set Prestoready 0; wait 30; sc var set Prestoready 1;</action>
    		</if>

  8. #3408
    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

    Quote Originally Posted by Sithel View Post
    Ok, looking through all this its helped me a lot, I believe it is narrowed down to the Include.xml.
    On Yugl's mnkv3 xml the Include file is named Include.xml, but on the drgv3 include file it's named Yugl-Include.xml so I overlooked this and changed the name of the Include to reflect this. Now when i load the drgv3 I get this pop up error then ffxi crashes, I believe I have to close it out 3 times before it closes. This seems like the include file has no healing breath rules included, which I do not see. And I don't know how to add that.

    http://i7.photobucket.com/albums/y27...O/drgerror.jpg
    I checked and it does have the healing breath rules at the bottom. Perhaps your include is old? If you downloaded the XML a while back, I remember Xanthe pointing out the problem you listed and I had to update the include XML then; however the rules have been up for a while now.

  9. #3409
    Pandemonium
    Join Date
    Feb 2010
    Posts
    7,669
    BG Level
    8
    FFXI Server
    Sylph

    Any rules shinanigans you can pull to make spellcast recognize the difference between Varuna's +3 (Damage) and Varuna's +2 (Accuracy)?

    My current fix is to simply leave my nuke staves in satchel on rdm and it makes me /sad.

  10. #3410
    Radsourceful

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

    Quote Originally Posted by Buffy View Post
    Any rules shinanigans you can pull to make spellcast recognize the difference between Varuna's +3 (Damage) and Varuna's +2 (Accuracy)?

    My current fix is to simply leave my nuke staves in satchel on rdm and it makes me /sad.
    If you mean +3/+3, no.

  11. #3411
    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

    Since you cannot make them both X+3, you can just make two variables: one for damage staffs and one for magic accuracy staffs.

  12. #3412
    New Merits
    Join Date
    Apr 2010
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    228
    BG Level
    4

    Quote Originally Posted by Yugl View Post
    I checked and it does have the healing breath rules at the bottom. Perhaps your include is old? If you downloaded the XML a while back, I remember Xanthe pointing out the problem you listed and I had to update the include XML then; however the rules have been up for a while now.
    That was it thanks, seems like all my problems are just the simple things I overlook.

  13. #3413
    New Spam Forum
    Join Date
    Mar 2008
    Posts
    171
    BG Level
    3
    FFXI Server
    Ragnarok

    Quote Originally Posted by nikia View Post
    I have seen some people use a seperate *.xml for certain jobs they want to keep triggers in. I use to do that but now for me I use this:

    When you change off of NIN it will Unregister any events you set for NIN.
    Code:
    	<!--Unregisters Ninja events when you change to any other job-->
    	<register event="(regex)jobchange_(?!NIN).*(/regex)" silent="true">
    		ae unregister 12343
    	</register>
    This is my entire NIN jobchange I use in my characters xml. I included all the lines I use just to show what can be done.

    The "ae register" event however is what you are asking about. Since the ID number is the same as the Unregister above they work together so other jobs dont run your NIN events.
    Code:
    	<!--Ninja + Register Dancing Chains trigger for Variables-->
    	<register event="jobchange_nin/*" silent="true">
    		input /macro book 1;
    		wait 1;
    		input /macro set 1;
    		input /echo ------------------------------------------------------------ Job changed to NIN;
    		ae register 12343 "time_7.00|time_17.00|losebuff_Migawari|gainbuff_Migawari" input /weaponskill "Dancing Chains" &lt;t&gt;;
    		bind F10 input /ws "Blade: Metsu" &lt;t&gt;;
    		wait 5;
    		input /weaponskill "Dancing Chains" &lt;t&gt;
    	</register>
    Of course you might need to edit it a little to work for you but I find this works well for me. That way I dont need a third layer of job*.xml for events.

    Hope this helps and I explained it right. Good Luck
    Think I'm going to have to sleep first to understand this. Thanks for the reply and I'll see if my brain functions in the morning.

  14. #3414
    Masamune
    Guest

    Hello

    I mentioned a few pages ago a problem i had with BST.xml. I partially managed to write a working code:
    Spoiler: show
    Code:
    <sets>
    	<group Name="Beastmaster" default="yes">
    		<set Name="IdlePetIdle">
    			<main>Guichard's Axe +3</main>
    			<head>Twilight Helm</head>
    			<neck>Twilight Torque</neck>
    			<lear>Ethereal Earring</lear>
    			<rear>Moonshade Earring</rear>
    			<body>Ferine Gausape +2</body>
    			<hands>Frn. Manoplas +2</hands>
    			<lring>Paguroidea Ring</lring>
    			<rring>Dark Ring</rring>
    			<back>Metallon Mantle</back>
    			<waist>Nierenschutz</waist>
    			<legs>Ferine Quijotes +2</legs>
    			<feet>Skadi's Jambeaux</feet>
    		</set>
    		
    		<set Name="IdlePetEngaged" BaseSet="IdlePetIdle">
    			<head>Anwig Salade</head>
    			<neck>Ferine Necklace</neck>
    			<hands>Beast Bazubands</hands>
    			<lring>Paguroidea Ring</lring>
    			<back>Ferine Mantle</back>
    			<waist>Primal Belt</waist>
    			<legs>Ferine Quijotes +2</legs>
    			<feet>Ferine Ocreae +2</feet>
    		</set>
    
    		<set Name="Engaged" BaseSet="IdlePetIdle">
    			<head>Ferine Cabasset +2</head>
    			<neck>Ferine Necklace</neck>
    			<lring>Rajas Ring</lring>
    			<rring>Epona's Ring</rring>
    			<waist>Twilight Belt</waist>
    			<back>Belenos' Mantle</back>
    			<feet>Ferine Ocreae +2</feet>
    		</set>
    	</group>
    </sets>
    <variables Clear="True">
    	<var Name="PetStatus">PetIdle</var>
    </variables>
    <rules>
    	<if PetIsValid="False">
    		<var cmd="set PetStatus PetIdle"/>
    	</if>
    	<else> <command>input /echo Pet:   TP = %PetTPReal%  -  HP = %PetHPP%</command> </else>
    
        <if Status="engaged">
            <equip When="precast|engaged|aftercast" Set="Engaged"/>
    		
    		<if SubJob="NIN|DNC"> <!-- if dual wielding -->
    			<equip When="engaged|aftercast"> <lear>Suppanomimi</lear> </equip>
    			<if NotEquipSub="Guichard's Axe +2">
    				<command When="any">wait 1;input /equip Sub "Guichard's Axe +3"</command>
    			</if>
    		</if>
    		<else>
    			<equip When="engaged|aftercast"> <lear>Brutal Earring</lear> </equip>
    			<if NotEquipSub="Bloom Buckler">
    				<command When="any">wait 1;input /equip Sub "Bloom Buckler"</command>
    			</if>
    		</else>
        </if>
        <elseif Status="Idle">
    		<equip When="Idle|aftercast" Set="Idle$PetStatus"/>
        </elseif>
        <elseif Status="Resting">
            <equip When="Resting" Set="Resting"/>
        </elseif>
    
        <if SubJob="NIN" Spell="Utsusemi*" NotBuffActive="Obliviscence">
    		<equip When="precast" Set="Utsusemi"/>
    		<if Spell="*ichi">
    			<if NotBuffActive="Copy Image(3)|Copy Image(4+)">
    				<midcastdelay delay="3"/>
    				<command When="midcast">cancel 66</command>
    				<command When="midcast">cancel 444</command>
    			</if>
    			<else> <cancelSpell/> <return/> </else>
    		</if>
        </if>
     	<elseif Type="WeaponSkill">
    		<command When="precast">input /echo KParser: -------------- WS readied @ TP = &lt;tp&gt; --------------</command>
    		<if Spell="Calamity|Spiral*">
    			<equip When="precast" Set="WSstr"/>
    		</if>
    		<elseif Spell="Primal Rend">
    			<equip When="precast" Set="WSchr"/>
    		</elseif>
    		<else>
    			<equip When="precast" Set="WScrit"/>
    		</else>
    		<aftercastdelay delay="1"/>
    		<command When="aftercast">input /echo KParser: -------------- TP return = &lt;tp&gt; --------------</command>
    	</elseif>
    	<elseif Spell="Fight" PetIsValid="True">
    		<var cmd="set PetStatus PetEngaged"/>
    	</elseif>
    	<elseif Spell="Leave|Stay">
    		<var cmd="set PetStatus PetIdle"/>
    	</elseif>
    	<elseif Spell="Sic|$ReadyTPmoves" Advanced="%PetTP &gt; 100">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="SicReady"/>
    		<aftercastdelay delay="1.5"/>
    	</elseif>
    	<elseif Spell="Call Beast">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="CallBeast"/>
    		<var cmd="set PetStatus PetIdle"/>
    	</elseif>
    	<elseif Spell="Charm|Tame|Spur|Reward">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="%Spell"/>
    		<if Spell="Charm">
    			<equip When="precast"> <main>Apollo's Staff</main> </equip>
    			<var cmd="set PetStatus PetIdle"/>
    		</if>
    	        <elseif Spell="Spur" advanced='"$Spur"=="up"' PetIsValid="True">
    			<var cmd="set Spur down"/>
    			<command>wait 180; sc var set Spur up; input /ja Spur &lt;me&gt;</command>
    		</elseif>
    	</elseif>
    </rules>


    It works *almost* as i want but in one case :
    If pet is out (PetIsValid=True) and mob dies (either me or pet killed it doesnot matter), my idle set stays @ IdlePetEngaged.... while i should be in IdlePetIdle.

    Any idea to fix this please?

  15. #3415
    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 <if petisvalid="true"> <else> instead <if petisvalid="false"> <else> and see?

  16. #3416
    Hydra
    Join Date
    Jun 2007
    Posts
    113
    BG Level
    3
    FFXIV Character
    Soda Pop
    FFXIV Server
    Sargatanas
    FFXI Server
    Odin

    Quote Originally Posted by Syco View Post
    I've got a presto rule that's a little ugly, but has worked flawlessly, even with <stnpc>. Hope it helps!

    Code:
            <if type="Step">
                <if NotBuffActive="Presto" advanced='"$Prestoready"=="1"'>
                    <action type="precastdelay" delay="1.2" />
                    <action type="Command" when="precast">sc var set Prestoready 0; input /raw /ja Presto &lt;me&gt;; wait 30; sc var set Prestoready 1;</action>
                </if>
                <action type="aftercastdelay" delay="1" />
                <equip when="precast|midcast" set="Step" />
            </if>
            
            <if spell="Presto">
                <action type="Command" when="precast">sc var set Prestoready 0; wait 30; sc var set Prestoready 1;</action>
            </if>
    When I use your code, Presto fires fine, but then the actual Step doesn't fire, so I have to press the Step macro again, which ends up being the same number of macro presses as separately macroing Step and Presto.

    However, I used some of your code for a rewrite of the rules, and a preliminary test on junk mobs shows that it's working as I intended it to. If Presto is up, Presto fires before the Step fires; if Presto isn't up, only the Step fires. This happens with just one macro press, and it plays well with <stnpc>. After I get to use it in Dynamis, I'll post back if it stops working. Thanks for sharing!

    Code:
            <if type="Step">
                <if spell="Feather Step">
                    <equip when="precast" set="Step">
                        <feet lock="t">Charis Shoes +2</feet>
                    </equip>
                </if>
                <if notbuffactive="Presto" advanced='"$ChangePresto"=="1"'>
                    <action type="precastdelay" delay="1.2" />
                    <cmd when="precast">input /ja Presto &lt;me&gt;;wait 1.2;input /ja "%Spell" %SpellTargetRaw</cmd>
                </if>
                <action type="aftercastdelay" delay="1" />
                <equip when="precast" set="Step" />
                <equip when="aftercast" set="TP" />
            </if>
            
            <if spell="Presto">
                <cmd when="precast">sc var set ChangePresto 0; wait 30; sc var set ChangePresto 1;</cmd>
            </if>

  17. #3417
    Melee Summoner
    Join Date
    Oct 2008
    Posts
    43
    BG Level
    1
    FFXI Server
    Ragnarok

    Quote Originally Posted by Sodalitas View Post
    When I use your code, Presto fires fine, but then the actual Step doesn't fire, so I have to press the Step macro again, which ends up being the same number of macro presses as separately macroing Step and Presto.

    However, I used some of your code for a rewrite of the rules, and a preliminary test on junk mobs shows that it's working as I intended it to. If Presto is up, Presto fires before the Step fires; if Presto isn't up, only the Step fires. This happens with just one macro press, and it plays well with <stnpc>. After I get to use it in Dynamis, I'll post back if it stops working.
    Glad you got a workaround sorted!

    I loaded up Byrth's DNC.xml and stuck my code in, and it didn't work. A quick scan through Byrth's code showed some precastdelay and castdelays being set up in an <elseif> rule somewhere - commenting this out made my code work fine again, so if it turns out your workaround doesn't work in all situations, you could try removing steps from any global castdelay declarations you might have.

    I've also been using Motenten's Waltz downgrading rule (similar to the Cure/Nuke rules that've been around for ages - if you're trying to cast Waltz5 and don't have enough TP it changes to Waltz4 etc).
    The way it's implemented, if i tried Waltz5 and only had enough TP for Waltz2 it didn't work (it uses changespell and <elseif>s so spellcast doesn't seem to be called properly again). Some minor modifications have this working like a charm, so I'll stick my DNC.xml up on pastebin when I get home from work in case anyone's interested (it uses Byrth's as a template with a few extras).

  18. #3418
    Masamune
    Guest

    Quote Originally Posted by Yugl View Post
    Try <if petisvalid="true"> <else> instead <if petisvalid="false"> <else> and see?
    If i write:
    Code:
    <if petisvalid="true">
         <var cmd="set PetStatus PetEngaged"/>
    </if>
    <else>
         <var cmd="set PetStatus PetIdle"/>
    </else>
    ...i'll run into another problem:
    When i'm just running around with my pet out, since PetIsValid=True i'll endup running around in IdlePetEngaged, which i don't want : i want to be in IdlePetIdle which has my PDT gears.

    so....

  19. #3419
    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

    See what %PetName is when you have no pet and see what that pulls up. Then do <if PetName="W/ethatis"> instead.

  20. #3420
    Masamune
    Guest

    That won't work, PetIsValid or PetName arenot suitable checks for triggering PetStatus Engaged or not.

    When i have no pet out, %PetName = "None", so that's exactly same as writing PetIsValid="False".

    To sum up and clarify, i want to be in ... :

    ...IdlePetIdle set when:
    - Pet is out but NOT engaged
    - no pet

    ... IdlePetEngaged when:
    - Pet is engaged on a mob.

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