Looking for a good RNG.xml if anyone can share one. Search on pastebin and I didn't see any that looked decent.
Looking for a good RNG.xml if anyone can share one. Search on pastebin and I didn't see any that looked decent.
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.Originally Posted by Masamune
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.
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.
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
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.I passed a few hours yesterday trying to debug Mote's draft code, because it doesnot work (PetStatus never changed)
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.
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>
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
Now i'll work on these correlation stuff for both BST and BLU
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.
Whoops, sorry. I don't use a Full Evasion build (ever), so I didn't end up testing that.
I've been too sick to check, but where are we on the whole XML debate now?
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..
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...Code:<if Spell="Libra"> <equip when="precast" set="w/e set" /> <cancelspell /> </if>
I have all my <cancelspell />s before the stuff the trigger spell does.
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.
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.Originally Posted by Yugl
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.
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" />
Yes.