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  1. #3581
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    Lakshmi

    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?

  2. #3582
    An exploitable mess of a card game
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    Diabolos

  3. #3583
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    Lakshmi

    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?

  4. #3584
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    Leviathan

    It's;
    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>
    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.

  5. #3585
    An exploitable mess of a card game
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    Quote Originally Posted by Miltani View Post
    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 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.

  6. #3586
    Chram
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    Fenrir

    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

    // Rev2 binds
    //F9 TP Mode (tank/melee)
    //^F9 Melee Mode
    //!F9 Tank Mode
    //bind f9 input /ws "Vulcan Shot"
    //bind ^f9 input /ma "Poison IV"
    //bind !f9 input /ma "Poison V"

    //F10 PhysDef switch
    //^F10 PhysDef mode
    //~~ !f10 drawdistance set 5
    //bind f10 input /ws "Netherspikes"
    //bind ^f10 input /ma "Dia V"
    //bind !f10 drawdistance set 5

    //F11 MagDef switch
    //!F11 Kite
    //bind f11 input /ws "Aegis Schism"
    //bind !f11 input /ws "Foxfire"

    //F12 Reset
    //!F12 Killswitch
    //bind f12 input /ws "Grim Halo"
    //bind !f12 input /ws "Barbed Crescent"

  7. #3587
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    Leviathan

    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

  8. #3588
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    Phoenix

    //sc disable main
    //sc disable sub

  9. #3589
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    Ragnarok

    can autoexec or spellcast, let me auto WS every 100tp?

  10. #3590
    An exploitable mess of a card game
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    AutoExec, yes.

  11. #3591
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    Leviathan

    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

  12. #3592
    Chram
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    Fenrir

    Quote Originally Posted by Suljin View Post
    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
    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:

    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>
    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).

    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>

  13. #3593
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    Quote Originally Posted by Motenten View Post
    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:

    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>
    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).

    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>
    Oh this all looks great! I'll incorporate this tomorrow when I get a chance, thanks so much!!!

  14. #3594
    Melee Summoner
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    Ragnarok

    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?

  15. #3595
    An exploitable mess of a card game
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    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

  16. #3596
    Drunken Red Mage
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    Auspice Lasserott
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    Quote Originally Posted by Auspice View Post
    Having an issue with my SMN spellcast, AF3+2 hands are not equipping properly. I want them to equip when day/weather activates and after BPing if those conditions are still good. I have it working to equip correctly when I summon the avatar but I had to remove the equip after BP because it would equip them 100% of the time which I didn't want. It's been a while since I dicked around with trying to fix it so I'm honestly not sure what I changed to be completely honest; I'm pretty sure I just took them off of aftercast.

    http://pastebin.com/Ub87gAyf
    Still having some issues with the hands not working correctly, everything else is peachy keen. :/

  17. #3597
    Melee Summoner
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    Ragnarok

    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......

  18. #3598
    An exploitable mess of a card game
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    Quote Originally Posted by Auspice View Post
    Still having some issues with the hands not working correctly, everything else is peachy keen. :/
    Rephrase the issue. I haven't ignored the request, but I've been busy and I'm not quite sure what I'm supposed to look for.

  19. #3599
    Chram
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    Fenrir

    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

  20. #3600
    Chram
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    Fenrir

    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.

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