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  1. #3421
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Are you hitting a button to make the gear change or are you expecting the gear to change on its own? I don't see any AutoExec rules pertaining to pets (Old plugin, so that makes sense), so if you're looking for the gear to automatically change, you're screwed.

  2. #3422
    Masamune
    Guest

    orz.... indeed i want the gear to autochange correctly when mob dies....

  3. #3423
    Melee Summoner
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    Ragnarok

    EDIT! Don't use the stuff in this post - it was pretty buggy.
    I've fixed it up and embedded it in your original paste - see my next post.

    Note: I had to clean out some of your rules - if you're editing this DO NOT include any of your $PetStatus rules that I've removed - I've changed how stuff's implemented and they'll mess it up.



    Original Post (worthless now):
    Spoiler: show
    Quote Originally Posted by Masamune View Post
    orz.... indeed i want the gear to autochange correctly when mob dies....
    Does it appropriately reset to Idle when you use Leave?

    For change on mob death, here's a possibility (I'll test it later):

    Code:
    VARS
    
    <!-- PetBool=0 if Pet is Idle, PetBool=1 if Pet is Engaged: Boolean as it can (hopefully) be read from FFXI --> 
    <var Name="PetBool">0</var>
    
    <!-- PetTrigger=your choice of unused trigger spell -->
    <var Name="PetTrigger">Blizzaga V</var>
    
    RULES
    
    <!-- Make this the FIRST rule in your SpellCast -->
    <if advanced='"$PetStatus" = "PetIdle"'>
          <var cmd="set PetBool 0" />
    </if>
    
    <!-- I'm not sure if this'll work best at the top or bottom of your SpellCast - try each! -->
    <if spell=%PetTrigger>
    	<!-- This reads from the game whether or not your pet's fighting something -->
    	<if advanced='"$PetStatus"=="PetEngaged" or "$PetBool"==1'>
    		<var cmd="set PetBool %IsInCombat" />
    	</if>
    	<action type="cancelspell" />
    	<if advanced='"$PetBool"==0'>
    		<var cmd="set PetStatus PetIdle" />
    	</if>
    	<elseif>
    		<var cmd="set PetStatus PetEngaged" />
    	</elseif>
    </if>
    <else>
    	<!-- This fires off your trigger if any other action was taken -->
    	<command>%PetTrigger &lt;pet&gt;</command>
    </else>

    I'm not sure if that'll work - casting Blizzaga V on your pet might cause some problems. There might also be issues with not cancelling the Trigger spell immediately, but this may be required to get the correct IsInCombat value returned. Try it first, and if it doesn't work change the Trigger rule to:

    Code:
    <if spell=%PetTrigger>
    	<if advanced='"$PetStatus"=="PetEngaged" or "$PetBool"==1'>
    		<action type=“ChangeTarget” Target=”&lt;pet&gt;” />
    		<var cmd="set PetBool %IsInCombat" />
    	</if>
    	<action type="cancelspell" />
    	<if advanced='"$PetBool"==0'>
    		<var cmd="set PetStatus PetIdle" />
    	</if>
    	<elseif>
    		<var cmd="set PetStatus PetEngaged" />
    	</elseif>
    </if>
    <else>
    	<command>%PetTrigger</command>
    </else>
    The problem with this one is ChangeTarget <pet> mightn't be enough to give you an accurate IsInCombat reading.



    Summary: Use the first bit of code (and make sure to include the initial rule at the TOP of your SpellCast), and shout here if it doesn't work.

    I'll give this a test when I get home and see if there are other possible tweaks.

  4. #3424
    Melee Summoner
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    Ragnarok

    Here're links to two files.

    1: My $PetStatus test xml. Turned off blinkmenot and used simple noticable gear to check rules worked okay. TESTSycorax_BST.xml

    2: The working $PetStatus stuff inside a slightly tweaked version of Masamune's pasted BST.xml ForMasamune_BST.xml

    Enjoy!


    Edit: Quick warning - change the "wait 1" in the trigger recast rule to "wait 3" or something, otherwise FFXI'll crash when you zone!
    A more complicated rule could stop the recast firing if the past 5 calls of the spell resulted in PetIdle, but I'll leave you to implement that one.

  5. #3425
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    How can I apply a MDT set as in if statments in spellcast?

  6. #3426
    Insert witty title here
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    Quote Originally Posted by Landsoul View Post
    How can I apply a MDT set as in if statments in spellcast?
    Posting from phone, but generally it's:
    if spell= trigger spell
    equip when =percast set =mdt
    cancelspell
    return

  7. #3427
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    Bismarck

    I know, I know, paste bin link ew. But I'm trying to get this PLD xml to work and whenever I switch between the "modes" (you'll see in xml) it won't change all my gear, just some of the slots and I can't figure out why. Help? http://pastebin.com/FaPQq45J

  8. #3428
    New Spam Forum
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    Quote Originally Posted by Skylark View Post
    I know, I know, paste bin link ew. But I'm trying to get this PLD xml to work and whenever I switch between the "modes" (you'll see in xml) it won't change all my gear, just some of the slots and I can't figure out why. Help? http://pastebin.com/FaPQq45J
    This looks like an overly complicated way of using grouping. Wouldn't it be easier to just set up a new group?

  9. #3429
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    HTML Code:
    		<if spell="Firaga*|Blizzaga*|Thundaga*|Stonega*|Aeroga*|Waterga*">
    			<action type="equip" when="precast" set="mdt">
    			<action type="command" when="precast">
    				input /echo Magic Damage Taken - set
    					</action>
    				<cancelspell />
    			<return />
    		</if>
    Gives me an error, though. What am I doing wrong?

  10. #3430
    BG Content
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    You can't use Spellcast to automate putting your MDT set on.

  11. #3431
    Hydra
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    Soda Pop
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    Quote Originally Posted by Landsoul View Post
    HTML Code:
    		<if spell="Firaga*|Blizzaga*|Thundaga*|Stonega*|Aeroga*|Waterga*">
    			<action type="equip" when="precast" set="mdt">
    			<action type="command" when="precast">
    				input /echo Magic Damage Taken - set
    					</action>
    				<cancelspell />
    			<return />
    		</if>
    Gives me an error, though. What am I doing wrong?
    What sort of error are you getting? Like Byrth says, Spellcast can't make you put on your MDT set when the enemy is casting -ga spells on you. That code would cause you to equip your MDT set when you are casting any -ga spell.

  12. #3432
    An exploitable mess of a card game
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    Quote Originally Posted by Landsoul View Post
    HTML Code:
    		<if spell="Firaga*|Blizzaga*|Thundaga*|Stonega*|Aeroga*|Waterga*">
    			<action type="equip" when="precast" set="mdt">
    			<action type="command" when="precast">
    				input /echo Magic Damage Taken - set
    					</action>
    				<cancelspell />
    			<return />
    		</if>
    Gives me an error, though. What am I doing wrong?
    1. You are missing a </action>
    2. Upgrade to 2.3 coding
    3. http://windower.net/plugins/spellcastupdatexml.php
    4.

    HTML Code:
    <if spell="Firaga*|Blizzaga*|Thundaga*|Stonega*|Aeroga*|Waterga*">
        <equip when="precast" set="mdt" />
        <addtochat>Magic Damage Taken</addtochat>
        <cancelspell />
        <return />
    </if>

  13. #3433
    Masamune
    Guest

    Quote Originally Posted by Syco View Post
    Here're links to two files.

    1: My $PetStatus test xml. Turned off blinkmenot and used simple noticable gear to check rules worked okay. TESTSycorax_BST.xml

    2: The working $PetStatus stuff inside a slightly tweaked version of Masamune's pasted BST.xml ForMasamune_BST.xml

    Enjoy!


    Edit: Quick warning - change the "wait 1" in the trigger recast rule to "wait 3" or something, otherwise FFXI'll crash when you zone!
    A more complicated rule could stop the recast firing if the past 5 calls of the spell resulted in PetIdle, but I'll leave you to implement that one.
    I'll be honest: i didnot test that "tweaked" version of my BST.xml, but i tried to udnerstand the trick if there is any.... and honestly i don't understand at all where it is that would make my bst going from Engaged set(if both me + pet engaged) or IdlePetEngaged set (if me idle out of range and pet engaged), to IdlePetIdle set after mob death...
    In technical terms, how do you get from PetBool=1 to PetBool=0 automatically when mob dies ?

    EDIT: o wait... i think i found what i missed.... the var %IsInCombat ! Pretty clever idea there Syco (tough it's supposed to not work inside Dynamis, which is where i use BST the most lol).
    EDIT2: Ok... tested with:
    Code:
    	<if Mode="OR" PetIsValid="False" Advanced='"$%IsInCombat"="0"'>
    		<var cmd="set PetStatus PetIdle"/>
    	</if>
    ...but that don't work: when PetStatus="PetEngaged", this var doesnot change to "PetIdle" when mob dies (when %IsInCombat = 0).
    Can someone explains me why?

  14. #3434
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    Quote Originally Posted by Yugl View Post
    1. You are missing a </action>
    2. Upgrade to 2.3 coding
    3. http://windower.net/plugins/spellcastupdatexml.php
    4.

    HTML Code:
    <if spell="Firaga*|Blizzaga*|Thundaga*|Stonega*|Aeroga*|Waterga*">
        <equip when="precast" set="mdt" />
        <addtochat>Magic Damage Taken</addtochat>
        <cancelspell />
        <return />
    </if>
    Thank you for the tip, and replaced <action type="command"> with <addtochat> I didn't know about that. And I've also updated my XML with the link you gave me, cheers.

  15. #3435
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    Quote Originally Posted by Sekundes View Post
    This looks like an overly complicated way of using grouping. Wouldn't it be easier to just set up a new group?
    I mean it all works, just every time I switch into the "Tanking" set I get the Spellcast: var missing additional parameters for Set. type /sc var help for help"

  16. #3436
    Melee Summoner
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    Ragnarok

    Quote Originally Posted by Masamune View Post
    I'll be honest: i didnot test that "tweaked" version of my BST.xml, but i tried to udnerstand the trick if there is any.... and honestly i don't understand at all where it is that would make my bst going from Engaged set(if both me + pet engaged) or IdlePetEngaged set (if me idle out of range and pet engaged), to IdlePetIdle set after mob death...
    In technical terms, how do you get from PetBool=1 to PetBool=0 automatically when mob dies ?

    EDIT: o wait... i think i found what i missed.... the var %IsInCombat ! Pretty clever idea there Syco (tough it's supposed to not work inside Dynamis, which is where i use BST the most lol). I'll test after Maint...
    You're right on the money! It's %IsInCombat that works the magic. If I understand the call correctly, it might be checking if your pet's engaged rather than you, which might bypass Dynamis's "always in combat" error - I'll have a check after maint too.

    I'll also tweak the rule so it doesn't re-trigger once the mob's dead, hopefully fixing the "crash when zone" issue I mentioned above.

  17. #3437
    Masamune
    Guest

    Quote Originally Posted by Syco View Post
    You're right on the money! It's %IsInCombat that works the magic. If I understand the call correctly, it might be checking if your pet's engaged rather than you, which might bypass Dynamis's "always in combat" error - I'll have a check after maint too.
    I'll also tweak the rule so it doesn't re-trigger once the mob's dead, hopefully fixing the "crash when zone" issue I mentioned above.
    %IsInCombat just checks if your Party/alliance is engaged in a fight, nothing else... by checking the BGM music. That means essentially:
    - if you are in Dynamis (old system), since everyone inside is considered in same pt => IsInCombat is ALWAYS = 0 whenever 1 person in whole dyna area is idling. I don't know how BGM music behaves now with new Dynamis system.
    - it applies also to fellow npc, pup and avatar, and probably mission's NPCs as well ?

    For the fix, i think you went way too complicated. There should be an "easy" way to write this like (which is what Yugl suggested):
    Code:
    <if PetIsValid="True" Advanced='"$%IsInCombat"="1"'>
         <var cmd="set PetStatus PetEngaged"/>
    </if>
    <else> <var cmd="set PetStatus PetIdle"/> </else>
    ...and put the <equip when="Idle" set="Idle$PetStatus"/> in the end of xml (after all the "var cmd set" lines).
    But maint just occured before i could test it...
    On other hand i tested other way around which proved NOT working.... (cf. my previous post edited²)

  18. #3438
    Melee Summoner
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    If you read the new %IsInCombat rule (at the bottom) it checks if the current spell's target is engaged in a fight. I imagine the old rule (for your party) kicks in if the current target isn't valid.

    Also, when I was testing, I tried playing with "PetIsValid" and it ALWAYS returned "FALSE" - with no pet, with a pet out and regardless of idle/engaged status. That's why I needed to do a large tweak to your template.

    The reason I set a variable to %IsInCombat before cancelling Blizzaga V means (if the new IsInCombat rule works for spell target) should check the pet's combat status (as Blizzaga V is always called by casting on the pet) - I think sticking <if Advanced='"$%IsInCombat"="1"'> only checks your combat status. My reasoning here was that your pet's %IsInCombat should be 1 when it's chasing the mob, before the first hit, whereas your own status only flags up once the first hit's been dealt.

    If you're happy using your own %IsInCombat status then <if Advanced='"$%PetHPPGT"="1"' Advanced='"$%IsInCombat"="1"'> should work instead of using PetIsValid.

  19. #3439
    Masamune
    Guest

    a ok i understand better, i didnot see the 2nd IsinCombat below the 1st one.... neither the petisvalid always = false :s

    Well guess i'm better testing those 2 vars before writing anything around them...

    EDIT: i just tested those 2 vars, they both work perfect.

    I tested also with Petisvalid=True AND isincombat=1, i indeed go back properly from IdlePetEngaged set to IdlePetIdle when mob dies but....
    If im engaged on the mob my pet is currently fighting and then disengage midfight.... my idle set goes idlepetidle instead of staying IdlePetEngaged -.-

  20. #3440
    Chram
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    I'd intended to write this up a while back, but got sidetracked. Got some time to kill, so....

    Minor quibbles about your general template design, Yugl, in the (hopeful) interest of aligning the various Includes better with each other. For areas where I do things specifically different, I'd appreciate counterpoints on the choices I've made.

    Trigger selection:
    While I applaud what you did coming up with the universal triggers, one continues to annoy me: Raptor Mazurka. This is a subbable spell, and used frequently on blm/brd. It does not seem appropriate to use it as a trigger.

    Use of other non-fomor weaponskill triggers in poorly defined groupings also seems sloppy, though more for aesthetic reasons.

    I've personally only found the need for three sets of universal triggers: 7 general triggers, 2 unique triggers (reset and equip) and 8 elemental triggers for MDT sets. You've got 13 general triggers and 5 defined job-specific triggers. While I've got more total triggers, half of them are for elemental alignments that you don't account for, so it's more 9 vs 13 (excluding the job-specific ones).

    Overall use of triggers:
    Code:
    Trigger type                   Yugl trigger      Mote trigger
    Reset                          Dancing Chains    Tranquility
    Equip aftercast                Dancing Chains    Dancing Chains
    Set distance                   Shackled Fists    Shackled Fists
    Physical accuracy:             Grim Halo*        Vulcan Shot*
    Magical accuracy:              Grim Halo*        Carnal Nightmare*
    Light Armor cycle  (Eva/etc):                    Grim Halo
    Light Armor toggle (HP):                         Aegis Schism
    Heavy Armor toggle (PDT/MDT):                    Netherspikes
    Heavy Armor mode:                                -ga5 for element, Bio 5 for PDT
    Kiting (toggle):               Raptor Mazurka    Foxfire
    Armor off                      Vulcan Shot
    MDT on                         Aegis Schism
    PDT on                         Barbed Crescent
    Evasion on                     Carnal Nightmare
    VAR-TP cycle                   Poison V
    VAR-WS cycle                   Poisonga V
    * Accuracy is set in a two-mode system in Yugl's, either normal mobs or NMs; in addition, VAR-TP has an accuracy set. In mine, accuracy is on a three-tier system, with physical and magical accuracy treated separately, and the value indicating how much priority to put on accuracy (1 is lowest, 3 is highest).

    Could thought be given into revising both which triggers are actually needed, and which triggers to use for which effects?

    Trigger rules:
    With all the work to build up these universal trigger sets, it seems completely wasted by forcing each job xml to define their behavior. Poison V, for example, cycles through VARTP options, however the entire rule has to be written within each job xml. Why was it not incorporated into a general include? Same for pretty much every trigger spell.

    In addition, that means there's no guarantee of consistancy between job xmls for the same trigger action, which undermines the value of having universal triggers. For example, mnk defines Scop's Operetta for Utsusemi casting mode; however Scop's is part of TriggerSetTwo, not the expected TriggerSetThree (assuming set 3 is for job-specific triggers).


    Variable naming:
    TriggerSetOne, TriggerSetTwo and TriggerSetThree are eminently undescriptive. Why do you need three generic trigger sets? What purpose does each serve? If they're to encompass different categories of triggers, why not name them as such?

    TriggerSetThree appears to be intended for use as job-specific triggers. Given that they're job specific, why do they have to be universally defined?

    Mine: Triggers (general use), EleTriggers (elemental resistance for MDT sets), JobTriggers (triggers unique to a given job xml, and defined therein), ResetTrigger (trigger for resetting gear and state as an 'instant' action) and EquipTrigger (trigger used to equip gear in aftercast to avoid lag). There's also an UnusedTriggers var for tracking 'acceptable' universal triggers that aren't in use elsewhere yet, solely for reference.

    Variable location:
    A large number of your general variables are defined in each job xml rather than being defined in the Include that actually uses them. Since a number of things in the Include won't work without those variables being defined, it doesn't make sense not to include them.

    Mine: All variables that are used by the Include are defined in the Include. Job xmls can override the default values if needed, and define their own variables for use solely within that job xml.

    Example instance: Delay-Spell is defined in the drg.xml (but not in any other xml), but only used in the include.xml. Lack of locality of definition is problematic for understanding.

    Elseif Includes:
    A number of your includes are defined as <elseif> blocks. That implies an inherent order of processing, which means that those includes have to be entered in a certain order. Entering an <if> include between the <elseif> includes can mess up the logic. While you can force it to work, it seems to go against the spirit of the initial design.

    More generally, this seems to be an issue of overly-specific includes. You have an include for a PDT toggle, an MDT toggle, an Evasion toggle, etc, etc. What's important about all those is that they're all based on the universal toggles.


    Overly-specific includes:
    To expand on the above, you have an include for locking the main weapon, and a separate include for locking Powder Boots. For general purposes, it would seem to be better to encompass all lock rules in a single include.


    Obi Rules:
    I *know* we went over the changes necessary for obis/Zodiac Ring/Twilight Cape, and we ended up with a fairly comprehensive and flexible system. However none of that is in your include. Is it not updating, or did you never add it?

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