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  1. #3501
    Aja
    Aja is offline
    Relic Weapons
    Join Date
    Jul 2008
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    384
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    FFXI Server
    Asura

    Looking for a good RNG.xml if anyone can share one. Search on pastebin and I didn't see any that looked decent.

  2. #3502
    Chram
    Join Date
    Sep 2007
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    Fenrir

    Quote Originally Posted by Masamune
    Since i m using a trigger spell from autoexec for losebuff sneak or trick attack, i inserted a <cancelspell/> in my THF.xml and magic no more annoying message !! but... i werenot returning to engaged set anymore after that trigger spell occured o.O
    i remove the <cancelspell/> all works again properly o.O...

    So i came back to my bst.xml code i posted above and removed the <cancelspell/>, and it FINALLY WORKS !!! but with annoying "command error occured" messages each 5secs...

    i tried putting that cancelspell in the very end of xml, didnot change the problem, still didnot parses the rules "equip set"...
    Do not put it at the very end of the xml. That will cause it to cancel *everything* you do. It needs to be contained within the <if> check for the specific action you want to cancel.

    A note that you probably don't realize: there is no aftercast time period on a cancelled spell. The only valid equip period is precast. If you set up aftercast to put you back in your gear on a cancelled action, it won't work. You'd instead just want an explicit <equip set="whatever">, probably contained in the <if> check for the cancelled action.

  3. #3503
    Masamune
    Guest

    Quote Originally Posted by Syco View Post
    All I can say is <cancelspell /> works fine for me, and parses everything correctly.

    Make sure you're using <cancelspell /> with a space between the last letter and the forward slash, as opposed to the space-less <cancelspell/> that you typed above.
    Wow i didnot know that space shit o.O thanks Syco i'll redo all my tests then... (btw all my cancelspell on all my xmls are spaceless :s

    Ok Mote ill reread what you said when i have lot of time.

  4. #3504
    Smells like Onions
    Join Date
    Oct 2011
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    2
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    Ragnarok

    Hi I am having a issue with my xml. Outside of abyssea it works perfect inside i get could not find WSArmorBlankSet and TPArmorBlankSet and $VARUtsusemi errors.
    Any help/Insight would be awesome. I cant link the xml sorry. pastebin.com/05MSHKaw

  5. #3505
    Melee Summoner
    Join Date
    Oct 2008
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    43
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    1
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    Ragnarok

    Quote Originally Posted by aedeye View Post
    Hi I am having a issue with my xml. Outside of abyssea it works perfect inside i get could not find WSArmorBlankSet and TPArmorBlankSet and $VARUtsusemi errors.
    Any help/Insight would be awesome. I cant link the xml sorry. pastebin.com/05MSHKaw
    Update Yugl's Include.xml, and if that doesn't fix it copy/paste the contents of your own Include.xml here and I'll see if anything looks funny.

    Also there's no variable VARUtsusemi declared in your .xml or in Yugl's include, so unless that's declared in your Include.xml you'll need to grab it (and subsequent rules) from whoever's DNC.xml you got your Utsusemi rule from.

  6. #3506
    Melee Summoner
    Join Date
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    Ragnarok

    I've just poked around and it seems you're using some of Byrth's stuff - you've obviously dropped a few required variables and rules along the way. I'd just do a search in Byrth's DNC.xml and Include.xmls for your terms that're giving you problems and you should find what you need to copy back into your .xml

  7. #3507
    Chram
    Join Date
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    Fenrir

    I passed a few hours yesterday trying to debug Mote's draft code, because it doesnot work (PetStatus never changed)
    Went back and looked at it, and found a couple bugs. I never ran it through a verifier, so missed the fact that it didn't close out a couple of the tags properly. Not sure if you fixed those yourself, but you may want to retry the code now.

  8. #3508
    Smells like Onions
    Join Date
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    Ragnarok

    Quote Originally Posted by Syco View Post
    I've just poked around and it seems you're using some of Byrth's stuff - you've obviously dropped a few required variables and rules along the way. I'd just do a search in Byrth's DNC.xml and Include.xmls for your terms that're giving you problems and you should find what you need to copy back into your .xml
    I switched to Byrth's latest xml pastebin.com/iPxsEnv1 Installed all the required includes and autoexec files. It still gearswaps in abyssea but i get the red error across the top were the windower would be if you hit insert. It basicly says it cant find any sets in the group: Abyssea-R , ie TPBlankSet,WSBlankSet,FullEvasion. It still uses the proper gear.
    Thanks for your time.

  9. #3509
    Masamune
    Guest

    Quote Originally Posted by Motenten View Post
    Went back and looked at it, and found a couple bugs. I never ran it through a verifier, so missed the fact that it didn't close out a couple of the tags properly. Not sure if you fixed those yourself, but you may want to retry the code now.
    yes i fixed those myself were np. what i meant is more about the code not swapping gears as wanted (cause were probably the PetStatus var not changing at all i think)

    I'm gonna retest from scratch all samples code using only head as testing gear:
    - Twilight helm for IdlePetIdle
    - Anwig Salade for IdlePetEngaged
    - Ferine Engaged
    - Mirror Tiara for resting

    ...and testing method (solo around jugner or Qufim outposts):
    1. //sc r + macro: /p %IsInCombat $PetStatus
    2. charm a mob + macro
    3. Fight pet vs another mob + macro(after mob's name becomes red)
    4. engage mob out of range + macro
    5. disengage + macro
    6. reengage and kill mob + macro
    ... if one of those steps shows a discrepancy stop everything and declare current tested code as "not working"
    expected outputs at each step from the macro are (equipped helm):
    1&2: 0 PetIdle (twilight)
    3: 1 PetEngaged (anwig)
    4: 1 PetEngaged (Ferine)
    5: 1 PetEngaged (anwig)
    6: 0 PetIdle (Ferine at killblow > Twilight after death)

    Also i tested <cancelspell/> vs. <cancelspell />, no difference at all for spellcast.
    and when i said i tested cancelspell in the end of xml, i meant ofcourse:
    Code:
         ....
         <if Spell="Libra">
              <cancelspell/>
         </if>
    </rules>

  10. #3510
    Masamune
    Guest

    baaaaaaaaaaaaah lol

    thank you Mote for your last post, it gave me a light about something: precast !

    if not using cancelspell for the trigger spell, writing <equip when="idle|aftercast" set=..> works but with ingame messages "A command error occured..."
    If using concelspell, one HAVE TO write <equip when="idle|precast|aftercast" set=..> for the gearswapping to occur properly.
    (btw Syco used in his 2nd sample code <equip set=...> which meant implicitly when="precast", i missed that)

    so here is my current working BST.xml:
    Spoiler: show
    Code:
    <?xml version="1.0" ?>
    <!-- 
    =======================================================================
      ||
      ||       Masamunai@Hades's BST SpellCast Template
      ||
      || This file is designed to be easily used by others.
      || Simply editing in your own gear and modifying the variables up top
      || should be all that is needed to make use of this file.
      ||
      || Please be sure to configure the variables prior to use.
      ||
      || If you have any questions - Please post on the forums.
    =======================================================================
     -->
    <Spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
    <config/>
    <sets>
    	<group Name="Beastmaster" default="yes">
    		<set Name="MiscGearCollector" load="yes">
    			<item>Toolbag (Shihe)</item>
    			<item>D. Herbal Broth</item>
    			<item>Vermihumus</item>
    			<item>Wool Grease</item>
    			<item>Pet Food Zeta</item>
    			<item>Shihei</item>
    			<item>Shinobi-Tabi</item>
    			<item>Sanjaku-Tenugui</item>
    			<main>Apollo's Staff</main>
    			<main>Pluto's Staff</main>
    			<main>Terra's Staff</main>
    			<main>Suzaku's Scythe</main>
    			<sub>Bloom Buckler</sub>
    			<head>Ferine Cabasset +2</head>
    			<lear>Suppanomimi</lear>
    			<neck>Wiglen Gorget</neck>
    		</set>
    
    		<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>
    
    		<set Name="Utsusemi">
    			<ammo>Impatiens</ammo>
    			<neck>Magoraga Beads</neck>
    			<hands>Ocelot Gloves</hands>
    		</set>
    		
    		<set Name="SicReady">
    			<hands>Frn. Manoplas +2</hands>
    		</set>
    		
    		<set Name="Spur">
    			<feet>Ferine Ocreae +2</feet>
    		</set>
    		
    		<set Name="Charm">
    			<neck>Ferine Necklace</neck>
    			<body>Monster Jackcoat</body>
    			<hands>Monster Gloves</hands>
    			<lear>Delta Earring</lear>
    			<lring>Omega Ring</lring>
    			<rring>Airy Ring</rring>
    			<legs>Ferine Quijotes +2</legs>
    			<waist>Aristo Belt</waist>
    			<feet>Monster Gaiters</feet>
    			<back>Ferine Mantle</back>
    		</set>
    		
    		<set Name="Tame"/>
    
    		<set Name="Reward">
    			<head>Khimaira Bonnet</head>
    			<neck>Morgana's Choker</neck>
    			<body>Kirin's Osode</body>
    			<hands>Ogre Gloves</hands>
    			<rring>Solemn Ring</rring>
    			<lring>Omega Ring</lring>
    			<feet>Monster Gaiters</feet>
    			<waist>Crudelis Belt</waist>
    		</set>
    
    		<set Name="CallBeast">
    			<hands>Monster Gloves</hands>
    		</set>
    		
    		<set Name="WSstr" BaseSet="Engaged">
    			<head>Twilight Helm</head>
    			<neck>Soil Gorget</neck>
    			<body>Kirin's Osode</body>
    			<hands>Frn. Manoplas +2</hands>
    			<rring>Spiral Ring</rring>
    			<waist>Anguinus Belt</waist>
    			<back>Atheling Mantle</back>
    			<feet>Hct. Leggings</feet>
    		</set>
    		
    		<set Name="WSchr" BaseSet="Charm">
    			<head>Twilight Helm</head>
    			<body>Kirin's Osode</body>
    			<lear>Moldavite Earring</lear>
    			<rear>Hecate's Earring</rear>
    		</set>
    
    		<set Name="WScrit" BaseSet="WSstr">
    			<body>Adaman Hauberk</body>
    			<rring>Keen Ring</rring>
    			<waist>Pipilaka Belt</waist>
    		</set>
    
    		<set Name="Resting">
    			<head>Mirror Tiara</head>
    		</set>
    	</group>
    </sets>
    
    <variables Clear="True">
    	<var Name="PetStatus">PetIdle</var>
    	<var Name="CheckOnPet">wait 6; Libra &lt;pet&gt;</var>
    
    	<var Name="ReadyTPmoves">Chaotic Eye|Blaster|Charged Whisker|Geist Wall|Numbing Noise|Nimble Snap|Cyclotail|Toxic Spit|Scythe Tail|*Fang|Chomp Rush|Tail Blow|Fireball|Blockhead|Brain Crush|Infrasonics|Secretion|Cursed Sphere|Venom*|Soporific|Gloeosuccus|Palsy Pollen|Suction|*Drainkiss|Acid Mist|*Kick|*shroom|Silence Gas|*Spore|*Claw*|*Cloud|Wild*|Sudden Lunge|Spiral Spin|Noisome Powder|Head Butt|Leaf Dagger|Scream|Lamb Chop|Rage|Sheep*|Roar|*Needle*|Spoil|Rhino*|Power Attack|Hi-Freq Field|Grapple|Spinning Top|Filamented Hold|Sand*|Mandibular Bite</var>
    
    	<var Name="Spur">up</var>
    
    	<!-- Manual Definition in game of MobType currently fought, with //sc set var MobType Beast OR
    	Lizard OR Vermin OR Bird OR Amorph OR Arcana OR Undead OR Demon OR Dragon OR Luminian OR Luminion -->
    	<var Name="MobType"></var>
    	
    	<!-- Ecosystems -->
    	<!-- DO NOT change anything ! These 2 variables define correlation between Mob Families -->
    	<var Name="MobTypeListStrong">Beast{|Flytrap Familiar|Presto Julio|Voracious Audrey|Funguar Familiar|Discreet Louise|Flowerpot*|Homunculus|Amigo Sabotender|}Lizard{|Crafty Clyvonne|Bloodclaw Shasra|Hare Familiar|Lucky Lulush|Keeneared Steffi|Sheep Familiar|Nursery Nazuna|Lullaby Melodia|Tiger Familiar|Saber Siravarde|}Vermin{|Swift Sieghard|Eft Familiar|BugeyedBroncha|Ambusher Allie|Lizard Familiar|Audacious Anna|Coldblood Como|}Plantoid{|Antlion Familiar|Chopsuey Chucky|Beetle Familiar|Panzer Galahad|Mite Familiar|Lifedrinker Lars|Mayfly Familiar|Mailbuster Cetas|Shellbuster Orob|Dipper Yuly|}Aquan{||}Amorph{|Crab Familiar|Courier Carrie|}Bird{|Fatso Fargann|}Arcana{||}Undead{||}Dragon{||}Demon{||}</var>
    	<var Name="MobTypeListWeak">Beast{|Swift Sieghard|Eft Familiar|BugeyedBroncha|Ambusher Allie|Lizard Familiar|Audacious Anna|Coldblood Como|}Lizard{|Antlion Familiar|Chopsuey Chucky|Beetle Familiar|Panzer Galahad|Mite Familiar|Lifedrinker Lars|Mayfly Familiar|Mailbuster Cetas|Shellbuster Orob|Dipper Yuly|}Vermin{|Flytrap Familiar|Presto Julio|Voracious Audrey|Funguar Familiar|Discreet Louise|Flowerpot*|Homunculus|Amigo Sabotender|}Plantoid{|Crafty Clyvonne|Bloodclaw Shasra|Hare Familiar|Lucky Lulush|Keeneared Steffi|Sheep Familiar|Nursery Nazuna|Lullaby Melodia|Tiger Familiar|Saber Siravarde|}Aquan{|Fatso Fargann|}Amorph{||}Bird{|Crab Familiar|Courier Carrie|}</var>
    </variables>
    
    <rules>
    
    	<if Mode="OR" Status="Dead" BuffActive="Sleep|Petrification|Stun|Terror|Charm">
    		<cancelspell /><return/>
    	</if>
    	<elseif Type="*Magic|BardSong|Ninjutsu" BuffActive="Silence|Mute|Omerta">
    		<cancelspell /><return/>
    	</elseif>
    	<elseif Type="Weaponskill|JobAbility|PetCommand" BuffActive="Impairment|Amnesia">
    		<cancelspell /><return/>
    	</elseif>
    	<elseif Type="Weaponskill">
    		<if Mode="OR" TPLT="100" advanced="%SpellTargetDistance &gt; 5" notstatus="engaged">
    			<addtochat Color="206">----- Not enough TP or too far from target or Flashed or AccuDown'ed ! -----</addtochat>
    			<cancelspell /><return/>
    		</if>
    	</elseif>
    	<elseif Spell="Escape|Warp|Warp II|Retrace|Teleport-*|Reraise|Tractor">
            <return/>
        </elseif>
    	
    	<if SubJob="NIN|DNC"> <!-- if dual wielding -->
    		<equip When="engaged|aftercast"> <lear>Suppanomimi</lear> </equip>
    		<if NotEquipSub="Guichard's Axe +3">
    			<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 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="Libra">
    		<cancelspell/>
    		<if PetIsValid="True" Advanced='%IsInCombat=1'>
    			<var cmd="set PetStatus PetEngaged"/>
    		</if>
    		<else> <var cmd="set PetStatus PetIdle"/> </else>
    	</elseif>
    	<elseif Spell="Fight|Heel" PetIsValid="True">
    		<var cmd="set PetStatus PetEngaged"/>
    	</elseif>
    	<elseif Spell="Leave|Stay">
    		<var cmd="set PetStatus PetIdle"/>
    	</elseif>
    	<elseif Spell="Sic|$ReadyTPmoves" Advanced="%PetTP &gt; 100">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="SicReady"/>
    		<aftercastdelay delay="1.5"/>
    	</elseif>
    	<elseif Spell="Call Beast">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="CallBeast"/>
    		<var cmd="set PetStatus PetIdle"/>
    	</elseif>
    	<elseif Spell="Charm|Tame|Spur|Reward">
    		<castdelay delay=".5"/>
    		<equip When="precast" Set="%Spell"/>
    		<if Spell="Charm" PetIsValid="False">
    			<equip When="precast"> <main>Apollo's Staff</main> </equip>
    			<var cmd="set PetStatus PetIdle"/>
    		</if>
    		<elseif Spell="Spur" Advanced='"$Spur"="up"' PetIsValid="True">
    			<var cmd="set Spur down"/>
    			<command>wait 180; sc var set Spur up; Spur &lt;me&gt;</command>
    		</elseif>
    	</elseif>
    	
    	<if Advanced='"$PetStatus"="PetEngaged"'>
    		<command>$CheckOnPet</command>
    		<addtochat Color="206">Pet:   TP = %PetTPReal%  -  HP = %PetHPP%</addtochat>
    	</if>
    
    	<if Spell="Libra" Status="Idle">
    		<equip When="precast" Set="Idle$PetStatus"/>
    	</if>
    	<elseif Status="Idle|resting">
    		<equip When="Idle|resting|aftercast" Set="Idle$PetStatus"/>
    	</elseif>
    	<elseif Status="engaged">
    		<equip When="engaged|aftercast" Set="%Status"/>
    	</elseif>
    	
    	<!-- Correlation checks -->
     	<if Advanced='regex("$MobTypeListStrong",".*$MobType\{[^\}]+\|%PetName\|.*")'>
    		<addtochat Color="206">----- Good Job ! %PetName is strong against %target ($MobType) ! -----</addtochat>
    	</if>
    	<elseif Advanced='regex("$MobTypeListWeak",".*$MobType\{[^\}]+\|%PetName\|.*")'>
    		<addtochat Color="206">----- Take Care ! %PetName is weak against %target ($MobType) ! -----</addtochat>
    	</elseif>
    </rules>
    </Spellcast>


    Now i'll work on these correlation stuff for both BST and BLU

  11. #3511
    Melee Summoner
    Join Date
    Oct 2008
    Posts
    43
    BG Level
    1
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    Ragnarok

    Yeah, I just tested my most recent paste and it seems to be working - I'll do a little more exhaustive stuff now, and I'll check Byrth's DNC stuff for anyone who's having problems with that, too.

    I used Byrth's as a template for my DNC xml and it's working fine, so hopefully there's nothing too much wrong.

  12. #3512
    Melee Summoner
    Join Date
    Oct 2008
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    Ragnarok

    Quote Originally Posted by aedeye View Post
    I switched to Byrth's latest xml pastebin.com/iPxsEnv1 Installed all the required includes and autoexec files. It still gearswaps in abyssea but i get the red error across the top were the windower would be if you hit insert. It basicly says it cant find any sets in the group: Abyssea-R , ie TPBlankSet,WSBlankSet,FullEvasion. It still uses the proper gear.
    Thanks for your time.
    Found what's wrong:

    Open up Byrth's DNC.xml and change line 77 to
    Code:
                <set name="FullEvasion" baseset="TP-DAGGER-HASTE">
    I'm getting everything working and no errors when that's been changed.

  13. #3513
    BG Content
    Join Date
    Jul 2007
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    22,353
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Whoops, sorry. I don't use a Full Evasion build (ever), so I didn't end up testing that.

  14. #3514
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
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    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
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    Diabolos

    I've been too sick to check, but where are we on the whole XML debate now?

  15. #3515
    Cerberus
    Join Date
    Jun 2007
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    411
    BG Level
    4
    FFXIV Character
    Ninita Nita
    FFXIV Server
    Excalibur
    FFXI Server
    Shiva
    WoW Realm
    Gnomeregan

    Quote Originally Posted by Masamune View Post
    and when i said i tested cancelspell in the end of xml, i meant ofcourse:
    Code:
         ....
         <if Spell="Libra">
              <cancelspell/>
         </if>
    </rules>
    You need to put all your actions before the <cancelspell /> part.. it also needs to be in with w/e you're trying to do.. like.. if you're trying to equip something when you hit the macro..

    Code:
    <if Spell="Libra">
         <equip when="precast" set="w/e set" />          
         <cancelspell />
    </if>
    also the whole space before the /> is more about healthy coding practices more than it won't work if you don't put it there. It just looks cleaner with a space before />... Also. I always add these types of things near the top of my rules (rather than the bottom) but i am sure that's just my personal preference rather than needed...

  16. #3516
    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

    I have all my <cancelspell />s before the stuff the trigger spell does.

  17. #3517
    Cerberus
    Join Date
    Jun 2007
    Posts
    411
    BG Level
    4
    FFXIV Character
    Ninita Nita
    FFXIV Server
    Excalibur
    FFXI Server
    Shiva
    WoW Realm
    Gnomeregan

    ahhh wtf.. lost my last post >.> Anyway, yea must just be a personal preference then. Just always felt that if i put the <cancelspell /> first it wouldn't do anything so it's something i've always done. Not the first, and certainly won't be the last, time i've been wrong lol.

  18. #3518
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Yugl
    I've been too sick to check, but where are we on the whole XML debate now?
    Been turning things over in my head regarding tp modes and accuracy and some evasion vs full evasion, etc, trying to come up with a more complete idea of what's being defined. Taken a while to let things settle.


    Starting from your VAR-TP values: Haste, Acc, PDT, Eva, Dex

    Those cover very different types of TP. PDT and Eva are more tanking modes than melee modes. You only have a single accuracy mode (yes, this still bothers me). And you have a 'haste' mode, as if there isn't any haste in the other modes.


    What I see is this (I've tried to make the definitions fully orthogonal):

    TP Mode:
    Melee - equip standard offensive melee options
    Tank - equip standard defensive melee options

    Then:

    Melee Mode:
    Normal - haste and attack as a baseline
    LightAcc - where you want to sub in some +acc gear in place of att (eg: hit rate in the 80's)
    HeavyAcc - where you may want to sub in +acc gear in place of haste (hit rate in the 70's or less)
    HighAtt - where att is capped, or close to it, and you don't need the acc. Focus more on other stat gains.
    Crit - High +dex, other +crit gear

    Tank Mode:
    BloodTank - covers inclusion of PDT and +shield skill
    EvasionTank - add general +evasion gear (not necessarily the max +eva of the PhysicalDefense flag)
    CounterTank - inclusion of +counter gear

    As keybinds, the above set of 3 mode selections can be done on a single key (unmodified, +ctrl, +alt).

    BlinkTank on/off:
    If in Tank mode, if Utsusemi shadows are up it should revert to the current Melee mode. May be getting a bit overcomplicated here since the player can just toggle between Melee and Tank, and spellcast only updates every player action anyway. Probably won't use it, but keep it noted for conceptual purposes.

    Overlays (toggle flags):
    Aggressive - can use Rancor Collar (or other +dmg taken gear)
    Refresh - include +refresh/convert dmg to mp gear
    HP - add HP gear (eg: for breath builds)




    Magical Accuracy:
    Normal
    Moderate
    High

    (or 1, 2, 3; or Potency, Blend, Accuracy)

    Flagging for a single cast at max accuracy is not hard, and there seem far less options for tweaking magical focus than physical focus.



    Target difficulty:
    Normal
    NM

    As much as I try, I just can't see any unique differences in normal vs NM fighting where it couldn't be fully defined using the above fighting modes. You'll want to put on just as much +acc (ie: as much as you can) for a highly evasive NM as for a highly evasive normal mob. Being capped on attack has the same effect either way. PDT or shield gear, evasion or full evasion (which is covered with the PhysicalDefense field), etc. None of it is really that different.

    At best, if you only had a single accuracy melee mode, you might put different amounts of accuracy in a Normal group versus an NM group, but that doesn't seem worth setting up an entire extra group for.

  19. #3519
    Salvage Bans
    Join Date
    Mar 2010
    Posts
    769
    BG Level
    5
    FFXI Server
    Leviathan

    For my weapon skill rule, instead of making individual sets for Might Strikes can I do this;
    Code:
    <equip when="precast" set="%Spell-$WSFocus-$Berserk-$BR|$MS" />

  20. #3520
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Yes.

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