I believe i read a post whereby someone posted all the trigger spells for both yugl and mote include xml side by side. Can anyone point me to that post again?
I believe i read a post whereby someone posted all the trigger spells for both yugl and mote include xml side by side. Can anyone point me to that post again?
http://www.bluegartr.com/threads/749...=1#post4848759
The old ones.
After going through yugl's rdm xml i'm confused on how the idle set come into play. I believe last time, spellcast xml are writen as <equip when="Idle" set="idle"> but when i see yugl's rdm xml, it is set when spell is vulcan shot? Am I right to say this?
It's;
Which uses Dancing Chains as a trigger spell to equip the set specified in the $Idle variable. The $Idle variable can be changed based on other trigger spells/conditions set within the spellcast.Code:<if spell="Dancing Chains"> <cancelspell /> <if status="idle"> <equip set="$Idle" /> </if> <elseif status="engaged"> <if advanced='"$VARTP"="PDT"'> <var cmd="set TP TP-$VARTP" /> <equip set="$TP" /> </if> <else> <var cmd="set TP TP-$VARTP|$Armor" /> <equip set="$TP" /> </else> </elseif> </if>
It's set up so that you can configure what your idle set is. If you want normal idle gear, then use Vulcan shot (This is also the trigger for non-PDT/MDT melee gear). If you want to idle in full PDT, then use Barbed Crescent. If you want to idle in full MDT, then use Aegis Schism.
Have built enough to consider it a respectable first implementation of the new revision (still making lots of minor tweaks, though; will probably need another pass through trigger assignment, too). Re-did my nin XML based on it, and it ends up quite compact (only 100 lines of rules, 500 lines total). Both are on pastebin (http://pastebin.com/u/Motenten -- Mote-Include rev2 and nin r2) for inspection.
Primary thing that I can see as still being lacking is an option for how Byrth was saying he moved through cycle options: both a forward and a reverse, and the option of stopping at either end. I think it would really only apply to MeleeMode, TankMode and PhysicalDefType (and maybe WSMode) as far as cycle triggers go, but that's a possible 3-4 extra triggers to add. Alternatively, it can be left to user implementation using the free keybind triggers.
Haven't implemented the new binds since most my other xmls are still based on the previous revision, but these are what I expect to use:
Spoiler: show
Im wondering if theres a way on my whm that depending on my mps and tp I could idle in different gear or lock my gear. Sometimes I go with regain atma if we don't have many ppl to help trigger and I can do staff/club. In that case it would be nice to lock whichever piece of equipment I have if tp is greater than a certain value etc. Also, on whm sometimes would be nice to not return to my primary idle set with my owleyes if my mps are full (I basically use a dd club, owleyes, and cure staff, is there a simple way to handle the different situations for use?) thanks
//sc disable main
//sc disable sub
can autoexec or spellcast, let me auto WS every 100tp?
AutoExec, yes.
Oh thanks! that works I guess for quickly being in control, what about conditional changes on tp and mps like I suggested? I'm not sure how to set those up![]()
Locking when you're at a certain TP or higher seems problematic if you have a regain atma. If you end up standing or running around for a few minutes, you can end up with a bunch of TP but not want to be locked, and thus have to manually clear your TP for gear swaps to work again.
Your basic option is this:
You can remove the TPGT rule if that doesn't work the way you want. In essence, this locks your weapon in place if you're engaged (and thus likely to want to weaponskill) or are explicitly using your main DD club (and thus want to keep its TP between uses).Code:<var name="DDClub">Molva Maul</var> <if mode="OR" TPGT="100" status="Engaged" EquipMain="$DDClub"> <lock slot="main|sub" when="All" lock="yes" /> </if>
Put this rule up near the top, before any rules for swapping staves.
For the Owleyes bit (presumably so that you're not running around in +dmg gear while you don't need the refresh), you just need to set some vars to use in your sets:
Code:<var name="IdleMain">Owleyes</var> <var name="IdleSub">Genbu's Shield</var> <set name="Idle"> <main>$IdleMain</main> <sub>$IdleSub</sub> etc.. </set> <if MPPLT="99"> <var cmd="set IdleMain Owleyes" /> <var cmd="set IdleSub Genbu's Shield" /> </if> <else> <var cmd="set IdleMain Terra's Staff" /> <var cmd="set IdleSub Verve Grip +1" /> </else>
Yugl, sup man I'm using your mnk xml and everything works fine until I engage. Once engaged I get the error message "Spellcast: Did not find set: BlankSetSet in group Abyssea-R. Any reason that you can think of that it's doing that?
Oh on a sidenote chatmon still causes me to crash even after I updated it and reinstalled etc, caan anyone help me out with that?
That was an old glitch I patched up. Just copy the rules over to your XML and it should work fine (And you won't have to redo gear sets).
Edit: If it's not the rules, then it's the variables. I know there was an issue where the variable was listed as $HundredFists instead of $HundredFistsSet
That seemed to work Yugl thx. Still having a problem with chatmon making me crash tho, kinda messes up my mood that it's not working, I can't do the usual things I do when it was working. Can someone plz shed some light on this chatmon issue i'm having. I have uninstalled it and reinstalled the most current dll it's still making me crash......
Summary of current trigger usage. I can't verify all of Yugl's since he hasn't updated the pastebin version in a while. Comments and corrections welcome. I'll likely start finalizing this in my own xmls starting tomorrow.
Code:General shared: Mote Yugl Reset Grim Halo Grim Halo(?) Equip/Aftercast Dancing Chains Dancing Chains TP Mode Vulcan Shot (?) Melee Mode Poison V Poison V Tank Mode Poison IV (?) WS Distance Poisonga IV Poisonga IV(?) WS Mode Poisonga V Poisonga V Kiting Foxfire Foxfire Physical Def switch Netherspikes PDT switch Netherspikes Evasion switch Carnal Nightmare(?) Physical Def Type Dia V MDT switch Aegis Schism Aegis Schism Magical Def Type Firaga V/../Banishga V/Bio V (<< per element) /Diaga V (neutral) Magic Accuracy Banish V Killswitch Barbed Crescent Barbed Crescent(?) Custom: Aggressive switch Poisonga III Free-use Keybind Triggers: Scop's Operetta Class Specific Puppet's Operetta Class Specific Herb Pastoral Class Specific Shining Fantasia Class Specific Goblin Gavotte Class Specific Tranquility Class Specific Equanimity Class Specific Unused general triggers: Carnal Nightmare(?) Shackled Fists ~Poisonga III Diaga IV Bio IV Dia IV Banishga IV Diaga III
Also, an idea for Byrth's back/forward options: Can we use, say, /ma "Poison V" <t> for moving forward in the list and /ma "Poison V" <bt> for moving backwards in the list? Check for SpellTargetRaw values to see which way to go? The default generated by /ma "Poison V" on its own should be <t>, right? Have to verify.