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  1. #3601
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    I've never used that, but it would be an interesting method if it works.

  2. #3602
    Chram
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    Tested it, it works. I've added the reverse-order option <bt> test to MeleeMode (Poison V), TankMode (Poison IV) and WSMode (Poisonga V) in my include (did not include the option for upper and lower hard limits rather than looping through all options, though). Whether you use it, and how you keybind it, is up to you.

  3. #3603
    New Merits
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    Does Spellcast curently recognize Voidwatcher status?

  4. #3604
    An exploitable mess of a card game
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    Yes.

  5. #3605
    Drunken Red Mage
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    Quote Originally Posted by Yugl View Post
    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.
    Sorry, basically my SMN AF3+2 hands rule is fucked. It's either not equipping when they are supposed to(IE weather/day) or they're staying equipped all the time when the day/weather isn't in affect and I'm not sure why. The rule seemed simple enough but it isn't working correctly at all and I don't know why.

  6. #3606
    An exploitable mess of a card game
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    Huge XML, so I'll siphon out the pieces that seem relevant to the problem and try to explain how (Or why) they might be the source of the problem.

    Code:
            <!--AF3 Hands on Windsday with Garuda-->
            <if advanced='"$Petname"="Garuda"'>
                <if advanced='$KaruraHachigane=1 AND ("%WeatherElement"!="Wind" OR ("%WeatherElement"="Wind" AND $KHachiPriority=1))'>
                    <equip when="AfterCast">
                        <head>Karura Hachigane</head>
                        <hands>Caller's Bracers +2</hands>
                    </equip>
                </if>
                <if advanced='("%Time" &gt;= "06.00" OR "%Time" &lt;= "18.00") AND "%DayElement"="Wind"'>
                    <equip>
                        <feet>Serpentes Sabots</feet>
                    </equip>
                </if>
            </if>
    You have "$KaruraHachigane" set to 1 so the left half of the conjunction is satisfied. On the right side, you either need the weather to not be wind or WindWeather+VariableSetTo1 (Which you do not). This means that if the weather is not windy and you're using Garuda, the hands will always equip aftercast.

    Code:
    <!-- Equips Summoner's Doublet/AF3 Hands on matching day if enabled -->
                    <if advanced='$SummonersDoublet=1 AND "%DayElement"="$PetElement"'>
                        <equip when="AfterCast">
                            <body>Summoner's Dblt.</body>
                            <hands>Call. Bracers +2</hands>
                        </equip>
                    </if>
    Before all this is the conditional advanced="$PetName"!="None" says to apply the rule whenever there is a pet out. There are two sets of rules to apply. Rules involving spirits and rules involving Avatars. Under rules involving avatars, this rule appears. The rule says to equip AF3 Hands whenever SMN Doublet=1 and DyElement=PetElement. Since you have SMN Doublet set to 0, this rule will never proc.

    Code:
            <!--AF3 Hands Day/Pet Rule-->
            <if advanced='"%petelement"="%dayelement" AND $AF3hands=1'>
                <equip>
                    <hands>Call. Bracers +1</hands>
                </equip>
            </if>
            <elseif advanced='"%petelement"="%dayelement" AND $AF3hands=2'>
                <equip>
                    <hands>Caller's Bracers +2</hands>
                </equip>
            </elseif>
    The second rule says to equip AF3Hands if the variable is set to 2 and the pet's element equals the dy element. The variable is set to 2, so you should get the hands equipped if the dy and avatar element are equal.

    So far, it seems you'll always equip the hands if the dy element equals the pet's element, but never equip if the pet is Garuda and the weather is not wind.

    @ Motenten: PM me to post again; I've been busy and am too tired to go through that now. Basically, I would like to ask if you're fine changing Banishga V to Banish V to match Bio V. It would also seem ridiculous for us to have gone through pages of work only to make different trigger set ups. The main difference we had, and decided to maintain, was the rotation of TP sets. You have TP-Melee/Tank and such while I just use TP-Style-X-EVA-ACC. I haven't reserved buttons for the last two variables, but I imagine I can use w/e you're using for Melee/Tank and Tank-Mode for those two variables.

  7. #3607
    Hydra
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    Spellcast gurus-

    Is this sound? I have a variable that I toggle for different sets depending on situation (all out TP, TP with pet tank and pet doing all the work). When pet is doing all the work, I want main/sub to be unlocked so that I can use Zooral axes for reward.

    Code:
    <elseif spell="Reward">
    					<defaulttarget target="&lt;me&gt;" />
    					<castdelay delay=".2" />
    					<if advanced='"$NBSTDD" = "TPpetwork"'>
    							<action type="Enable" slot="main|sub" />
    							<equip when="precast" set="Reward2" />
    					</if>
    					<else>
    							<action type="Disable" slot="main|sub" />
    							<equip when="precast" set="%spell" />
    					</else>
    				</elseif>

  8. #3608
    Chram
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    Quote Originally Posted by Yugl View Post
    @ Motenten: PM me to post again; I've been busy and am too tired to go through that now. Basically, I would like to ask if you're fine changing Banishga V to Banish V to match Bio V. It would also seem ridiculous for us to have gone through pages of work only to make different trigger set ups.
    Sure, I can change that. I had it as Banishga V to match the Firaga V/Blizzaga V/etc, and since a light resist set is fairly uncommon, but I can see it as 6-element (-ga) vs light/dark (single). Would you prefer the neutral element changed to Dia V rather than Diaga V?

    Quote Originally Posted by Yugl View Post
    The main difference we had, and decided to maintain, was the rotation of TP sets. You have TP-Melee/Tank and such while I just use TP-Style-X-EVA-ACC. I haven't reserved buttons for the last two variables, but I imagine I can use w/e you're using for Melee/Tank and Tank-Mode for those two variables.
    Yes, that makes sense. You can set TP-Eva instead of TankMode with Poison IV, and TP-Acc instead of TPMode with.. well, currently Vulcan Shot, but would prefer keeping all of these on theme. Can take Poisonga IV off of WS Distance and use something else for setting distance (eg: go back to Shackled Fists). That would give Poison IV/V/Poisonga IV/V for TP/Tank/Melee/WS modes for me, and Acc/Eva/Melee/WS modes for you. Just make a decision on which trigger is matched with which mode.

    The primary remaining unresolved items would be: Magic Accuracy (can perhaps use Vulcan Shot here); and whether you're using explicit triggers for Full Evasion and Full PDT vs. my using a single trigger to activate Physical Defense and another trigger to indicate the type of physical defense (evasion/PDT/shield).

  9. #3609
    An exploitable mess of a card game
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    I think Syco made a good idea for the MDT set, which is to make the element selection for MDT a toggle on/off for each element. So if you hit Firaga V once, you get MDT-Fire, but if you hit it again, you get MDT-N (Neutral). Even if you forget which element you had on, you can always hit a random element twice to default the MDT.

    I like the poison selections. For me, I'm guessing it will be:
    - Poison IV: EVA
    - Poison V: ACC
    - Poisonga IV: Melee
    - Poisonga V: WS

    Shackled fists is good for WS distance. The Dia series might work for Magic Accuracy. I'll still be using explicit triggers for PDT/EVA. When I get home I'll try to realign the last page to show Trigger, Motenten, and Yugl rather than Effect, Motenten, and Yugl since that's a bit easier for looking at how we're assigning the triggers.

  10. #3610
    An exploitable mess of a card game
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    Quote Originally Posted by Ithorien View Post
    Spellcast gurus-

    Is this sound? I have a variable that I toggle for different sets depending on situation (all out TP, TP with pet tank and pet doing all the work). When pet is doing all the work, I want main/sub to be unlocked so that I can use Zooral axes for reward.

    Code:
    <elseif spell="Reward">
    					<defaulttarget target="&lt;me&gt;" />
    					<castdelay delay=".2" />
    					<if advanced='"$NBSTDD" = "TPpetwork"'>
    							<action type="Enable" slot="main|sub" />
    							<equip when="precast" set="Reward2" />
    					</if>
    					<else>
    							<action type="Disable" slot="main|sub" />
    							<equip when="precast" set="%spell" />
    					</else>
    				</elseif>
    This looks fine. I don't use disable/enable much (I'm still using Locks though Motenten says that tends to hinder performance, so I might look into fixing that).

  11. #3611
    Hydra
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    Quote Originally Posted by Yugl View Post
    This looks fine. I don't use disable/enable much (I'm still using Locks though Motenten says that tends to hinder performance, so I might look into fixing that).
    Thanks for the speedy reply!

  12. #3612
    Chram
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    Using locks pervasively hinders performance so you want to avoid using them if you can, but there are still use cases where they make sense.

    For Ithorien's case, is there really any need to lock the main/sub items? If set=Reward doesn't include main/sub gear, while set=Reward2 does, and you're already choosing which set to use based on which mode you're in, what purpose does locking/disabling serve? Or is it more about whether you swap back to your original weapons, which may not be defined in your sets? That would require a different analysis.

    Quote Originally Posted by Yugl
    I like the poison selections. For me, I'm guessing it will be:
    - Poison IV: EVA
    - Poison V: ACC
    - Poisonga IV: Melee
    - Poisonga V: WS
    Ok, I'll set mine as:
    - Poison IV: TankMode
    - Poison V: TPMode
    - Poisonga IV: MeleeMode
    - Poisonga V: WSMode

    Edit: Change made

    Shackled fists is good for WS distance.
    Will update to that.

    Edit: Change made

    The Dia series might work for Magic Accuracy.
    Should clarify the intended uses here. Probably one trigger for cycle, one for one-off use of max acc? Anything else?

    I'll still be using explicit triggers for PDT/EVA.
    Since you're just using the two triggers for that, and I'm using two triggers for physical defense/physical defense type, we can probably use the same triggers for each of our setups.

    I think Syco made a good idea for the MDT set, which is to make the element selection for MDT a toggle on/off for each element. So if you hit Firaga V once, you get MDT-Fire, but if you hit it again, you get MDT-N (Neutral). Even if you forget which element you had on, you can always hit a random element twice to default the MDT.
    Oddly enough this goes back to the toggle vs hard switch argument, but where I'm actually more comfortable on the hard switch side. I can make this toggle optional, though, and leave it to user choice whether to use it.

    Edit: Change made

  13. #3613
    An exploitable mess of a card game
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    Quote Originally Posted by Motenten View Post
    Should clarify the intended uses here. Probably one trigger for cycle, one for one-off use of max acc? Anything else?
    As suggested, I'll probably use one for cycling the entire magic accuracy setting and one for changing the resist level for one spell. Dire cast might be an option (Allows you to use PDT or Spell Interruption pipe for sleep/break/gravity/bind type spells) worth adding universally or I can just regulate that to the class specific set. Another consideration worth dragging out of the class specific group might be changing the cure type (Potency v EnmityMinus v EnmityPlus).

    Since you're just using the two triggers for that, and I'm using two triggers for physical defense/physical defense type, we can probably use the same triggers for each of our setups.
    I agree.

    Oddly enough this goes back to the toggle vs hard switch argument, but where I'm actually more comfortable on the hard switch side. I can make this toggle optional, though, and leave it to user choice whether to use it.

    Edit: Change made
    For making optional stuff are you doing:

    <if spell="FiragaV|AerogaV|ThundagaV|OtherElementgaV|B anish/BioV">
    <if advanced='"$MDTElement"="Toggle"'>
    <else>
    </if>

    or are you making a more simple code I have not though of?

  14. #3614
    Chram
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    Quote Originally Posted by Yugl
    As suggested, I'll probably use one for cycling the entire magic accuracy setting and one for changing the resist level for one spell. Dire cast might be an option (Allows you to use PDT or Spell Interruption pipe for sleep/break/gravity/bind type spells) worth adding universally or I can just regulate that to the class specific set. Another consideration worth dragging out of the class specific group might be changing the cure type (Potency v EnmityMinus v EnmityPlus).
    Lot of good ideas there. So we need:

    Magical Accuracy
    One-shot Max Magical Accuracy
    Dire cast (one-shot or continuous?)
    CureMode:
    CurePotency
    CureEnmity (do we need separate + and - enmity? pld would use +, mages would use -)

    Back in the rdm tanking days, there was call for a continuous spell interrupt set. Not sure if it has value at the moment, but given the idea for it, it should be feasible.

    Suppose:

    CastingMode: Potency, Blend, Accuracy, Interrupt
    var Use-CastingMode: If set to something other than "None", use this instead of default CastingMode. Resets to "None" after use.
    Dire Cast: Set Use-CastingMode to Interrupt
    Desperate Cast: Set Use-CastingMode to Accuracy
    CureMode: Potency, Enmity

    Except that you may want -enmity on, say, nukes as well, so it wouldn't neceesarily be restricted to cures. Enmity is a complement to Potency, and if you need -interrupt then enmity won't be a concern; so perhaps:

    CastingFocus: Potency, Accuracy, Enmity, Interrupt

    Those are all largely exclusive of each other; unfortunately they don't map well to all spells. Some spells have no use for potency (eg: sleep), while others don't care about accuracy (eg: cures, haste).

    Classes of spells could be grouped with their focus options:

    Crowd Control: Accuracy, Interrupt
    Enfeebling: Potency, Accuracy
    Enhancing: Potency, Interrupt (stoneskin), Enmity (sch AOE, mainly)
    Curing: Potency, Interrupt, Enmity
    Nuking: Potency, Accuracy, Interrupt, Enmity

    But that's way too many configuration options.

    Of course sets can be configured to ignore the duplicates:

    <set name="Enfeebling-Mnd-Potency">
    <set name="Enfeebling-Mnd-Accuracy">
    <set name="Enfeebling-Mnd-Interrupt">
    <set name="Enfeebling-Mnd-*" BaseSet="Enfeebling-Mnd-Potency">

    <set name="Curing-Potency">
    <set name="Curing-Enmity">
    <set name="Curing-Interrupt">
    <set name="Curing-*" BaseSet="Curing-Potency">


    So it would at least be workable. Trigger/modes would be:
    Casting Mode: Potency, Accuracy, Enmity, Interrupt
    Dire Cast: 1-shot Interrupt
    Desperate Cast: 1-shot Accuracy

    Thoughts?


    Quote Originally Posted by Yugl
    For making optional stuff are you doing:

    <if spell="FiragaV|AerogaV|ThundagaV|OtherElementgaV|B anish/BioV">
    <if advanced='"$MDTElement"="Toggle"'>
    <else>
    </if>

    or are you making a more simple code I have not though of?
    It's fairly simple:

    Code:
    <elseif Spell="$DefenseModes">
    ...
        <if spell="Diaga V">
            <!-- Neutral element -->
            <var cmd="set MagicalDefType Neutral" />
        </if>
        <else>
            <!-- Stone V, Water V, Aero V, Fire V, Blizzard V, Thunder V, Banish V, Bio V -->
            <!-- If MDTSwitchType is Toggle, hitting the same element twice will switch to Neutral. -->
            <if advanced='"$MDTSwitchType"="Toggle" AND "$MagicalDefType"="%SpellElement"'>
                <var cmd="set MagicalDefType Neutral" />
            </if>
            <else>
                <var cmd="set MagicalDefType %SpellElement" />
            </else>
        </else>

  15. #3615
    An exploitable mess of a card game
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    I don't think it's feasible to make general casting categories as with melee. If, for example, you are solo BLU burning, you will want Dire Cast on a continuous scale for sleeps, potency gear for CW, and an immediate Dire Cast on following sleeps (If necessary). With that configuration, there is no way to rapidly move between those and timing is critical when you have tons of potentially IT mobs on you without a WHM. Also, BLU would require plus and minus since they can either tank with the enmity plus version or cure with the enmity minus version. With the separation, you use 4 triggers.

    However, if the issue is getting Nuke-Enmity on that list, it might be possible to just add the option to the levels of "magic accuracy." On that note, it might be desirable to have a three tiered magic accuracy system (Though I would probably want to throw that up for a vote in a separate thread if possible) for full on potency, moderate magic accuracy, and full magic accuracy. The benefit of three tiers for this are more profound than physical accuracy since you generally cannot make up magic accuracy with food to the degree that you can with physical accuracy. Thus, I propose the following:

    Magic Style: Potency, Mid-Potency (Name pending), Full Magic Accuracy, and Enmity *
    Cure Variable: Potency, EnmityMinus, and Enmity Plus
    Dire Cast: Continuous use of PDT or Spell Interruption for crowd control spells
    Quick Resist: Changing the Magic Style for one cast

    * My only issue with this is enmity is not necessary for enfeebles, which raises complications since you can neither say that a person using enmity gear necessarily wants to use Full Magic Accuracy nor say they want Potency. In this case, it might be better to add Nuke enmity as a separate (Maybe even class specific?) trigger

  16. #3616
    Salvage Bans
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    No offence but will there be some form of documentation when the trigers are standardize for all different authors include.xml?
    Because right now, i'm confused on what trigger macros to set and use for each

  17. #3617
    An exploitable mess of a card game
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    Yes. I personally plan on writing a comprehensive guide for this one as well. Maybe pictures and fun, but who knows. Definitely a guide though.

  18. #3618
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    thank you very much

  19. #3619
    Hydra
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    Quote Originally Posted by Motenten View Post
    Using locks pervasively hinders performance so you want to avoid using them if you can, but there are still use cases where they make sense.

    For Ithorien's case, is there really any need to lock the main/sub items? If set=Reward doesn't include main/sub gear, while set=Reward2 does, and you're already choosing which set to use based on which mode you're in, what purpose does locking/disabling serve? Or is it more about whether you swap back to your original weapons, which may not be defined in your sets? That would require a different analysis.
    Since I'm still very mayflower to this whole XML thing, I've been basing my stuff off of Nightfyre's NIN XML because I like the way he wrote it; it's just more on my level of understanding. His XML locks main|sub and I just haven't bothered to figure out where/why it does it, so I tossed that into the syntax.

    After testing it last night I had to modify a few things, but now it's working like butter.

  20. #3620
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    Re-writing my xml (learned a bit more about XML coding and wanted to try more efficient and universal code), and have a question.

    In my sets, I've re-named them based on type and skill (for the most part). However, if I want to call up a White Magic Enfeebling spell, how do I (properly) get the code to differentiate?

    Code:
    <set name="EnfeeblingMagic">
    </set>
    
    <set name="WhiteMagic">
    </set>
    
    <set name="BlackMagic">
    </set>
    
    <if skill="EnfeeblingMagic">
    <equip set="%Skill" />
    <equip set="%Type" />
    </if>
    or would I have to
    Code:
    <if skill="EnfeeblingMagic">
    <equip set="%Skill" />
    <if type="WhiteMagic|BlackMagic">
    <equip set="%Type" />
    </if>
    Or something like that? Is there a way to put them both in the same line by any chance? %skill%type?

    (Sub question- in my quest to make this simpler, am I over thinking it?)

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