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  1. #3641
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    All sets in Spellcast are constructed immediately, before it begins sending anything out to the game. Putting any sort of 'wait' in there is meaningless (there are ways around this, but keeping this simple). When you have multiple rules that equip a gear set at the same 'time', such as:

    Code:
    <equip when="precast" set="FastCast" />
    
    <if spell="Stoneskin">
      <equip when="precast" set="StoneskinFastCast" />
    </if>
    that means that anything in the second equip set will be applied -in addition to-, and -in place of- (if there are any conflicts) what was determined in the first equip set.
    Yes, I was assuming as much.

    Thanks for the other great advice. The XML works now, am decently happy with it; now I am working on a bit more advanced version that incorporates the list of ideas I have written down.

    Cheers!

  2. #3642
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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>
    I think I put this all in correctly, and I do love it! But I notice that during battles even if I'm not engaged, I still dont swap over to appolos staff etc for cures. Any suggestions? (also check if I have it set up right, I'm not sure I did variables correctly or not.)

    http://pastebin.com/sKyiiyQg

  3. #3643
    Chram
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    Variable setup looks fine. Other critique:

    Code:
        <if TimeGT="05.59" TimeLT="18.00">
            <equip when="Resting|idle|aftercast">
                <feet lock="yes">Serpentes Sabots</feet>
            </equip>
        </if>
        <else>
            <if mode="OR" TimeLT="06.00" TimeGT="17.59">
                <equip when="Resting|idle|aftercast">
                    <hands lock="yes">Serpentes Cuffs</hands>
                </equip>
            </if>
        </else>
    The second <if> check is redundant. You've already checked the time, and if it's not in the day period (between 6am and 6pm) it must necessarily be nighttime. You can condense it to:

    Code:
        <if TimeGT="05.59" TimeLT="18.00">
            <equip when="Resting|idle|aftercast">
                <feet lock="yes">Serpentes Sabots</feet>
            </equip>
        </if>
        <else>
            <equip when="Resting|idle|aftercast">
                <hands lock="yes">Serpentes Cuffs</hands>
            </equip>
        </else>

    This entire section is problematic:
    Code:
            <equip when="Idle|Aftercast" set="Idle" />
            <!-- Lock gear when engaged -->
            <if status="Engaged">
                <equip when="Precast|Midcast|Aftercast|Autoset" set="tp">
                    <main lock="t" />
                    <sub lock="t" />
                    <ammo lock="t" />
                </equip>
            </if>
            <equip when="engaged" set="tp" />
    Locking main and sub has already been done if you're engaged, so that's redundant. Locking ammo is pointless since you don't lose TP by changing ammo, only if you equip an item in the ranged slot, and you're not using anything in ranged.

    Essentially what you want is:

    Code:
        <equip when="engaged" set="tp" />
        <equip when="idle" set="Idle" />
    
        <if status="Engaged">
            <equip when="aftercast" set="tp" />
        </if>
        <else>
            <equip when="aftercast" set="Idle" />
        </else>

    The rules where you specify SpellTarget are incorrect (as of version 2.20):

    Code:
        <if validtargets="*Self*" targettype="None" spelltarget="&lt;t&gt;">
            <changetarget Target="&lt;me&gt;" />
        </if>
    SpellTarget used to be synonymous with SpellTargetRaw, which would give you a value such as <t>. It's now synonymous with SpellTargetName, which means you'll get something back like "Lesser Colibri". As such, your checks here will always fail.

    The purpose of this code:
    Code:
        <if spell="Teleport*|Warp*|Recall*">
            <return />
        </if>
    is to prevent gear swapping during aftercast where you may be zoning. However you've placed this rule -after- all the earlier stuff which specified aftercast gear. As such, it fails to achieve its purpose. You need this sort of rule right at the start of the rules section, before you give it any equip sets.

    This code:

    Code:
        <if spell = "Bar*">
            <equip set = "Barelement" />
            <equip when = "aftercast" set = "idle"/>
        </if>
    has redundant, and possibly incorrect, aftercast info. Aftercast was specified earlier on; this rule will override that earlier aftercast, putting you in idle gear even if you're engaged. That line should be removed.

    These rules:
    Code:
        <if spell = "Regen*">
                <equip when ="precast|midcast|aftercast">
                        <hands lock="true">Orison Mitts +1</hands>
                </equip>
        </if>
        <if buffactive="Divine Caress">
                <equip when="precast|midcast|aftercast">
                        <hands lock="true">Orison Mitts +1</hands>
                </equip>
        </if>
    Should not specify aftercast in their timing. That will lock in orison mitts following the spellcast, regardless of what your intended set (idle or tp) is. You should only be locking precast and midcast.

    This code:
    Code:
        <!--Tp set--->
        <equip when="engaged" set="tp" />
        <equip when="Idle|Aftercast" set="Idle" />
    Is a duplicate of earlier code (and similarly flawed), and should be removed.

    Other flaws: You have a long series of <if> checks. This is bad form. Checks that are exlusive (eg: if you're casting Regen*, you can't possibly be casting a Bar* spell) should be considered in an <if>/<elseif> chain so that additional checks don't have to be compared once you have one that passes. Along with pastebin's formatting issues, it makes it difficult for me to be sure exactly which rules are taking effect each cycle.

    Clean that up and then see if you're still having the staff issue.

  4. #3644
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    Oh!!! Thanks so much! That really helped, I understand why most of that is wrong/bad coding with your explanations (and hopefully will catch myself next time!) The only one I dont follow is the aftercast on divine caress. W/o aftercast locking it, wont it not equip the hands when I start casting a -na next? Im not very good with most of this so some of the code isn't mine (like the night/day, targeting, and teleporting stuff) I start with a template and add/subract as I need. The terrible string of /if though is all mine, I don't really follow when I should be using /if /if /if and /if /elseif etc lol But thanks! This was very insightfull!

    Heres an updated pastebin
    http://pastebin.com/dKyrgjL2

  5. #3645
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    Gilgamesh

    So, I'm sure its a pretty simple answer, and its been asked here plenty...
    How would I go about making an include for staff variables, so I dont have to edit 16 files when I upgrade a staff?

  6. #3646
    An exploitable mess of a card game
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    http://www.bluegartr.com/threads/107...st-XMLs-Thread

    Check the includes and they should all have staff variables.

  7. #3647
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    Leviathan

    So trying to do what I did with the whm spellcast to blm and eventually smn. But Its not working the same heres what I got so far.

    http://pastebin.com/FpM9jmy8

  8. #3648
    Sea Torques
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    Ragnarok

    Anyone have a simple NIN spellcast? Utsu, WS(inside/outside) TP(Dusk->Dawn/Rest of the day)? I suck with spellcast so looking to keep it simple...

  9. #3649
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    Shiva

    One feature of my XML file was Utsusemi canceling itself midcast through Utsusemi: Ichi... it allowed me to start casting it early to prevent getting interrupted.

    One draw back is, with Atma of the Apocalypse, occasionally Utsu: Ichi will instantly cast, and then cancel the effect after the casting is complete. Is there a way around this?

    Also looking for a way to have one single MDT macro/set - with the ammo slot being a variable depending on what spell is being cast on me... (if it's Firaga III, equip Flame Sachet, if it's Stoneja, equip Soil Sachet, etc...)

    Finally, I had a rule in my spellcast once to cancel a WS from going off if the mob is more than ~4.0 yalms away. I wound up changing/removing this due to it interfering with large NMs like wyrms and Ulhuadshi, etc... anyway to have it both ways?

  10. #3650
    An exploitable mess of a card game
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    1. Haven't thought about the Quick Cast issue enough.
    2. Yes, you can make trigger spells that rotate the element of your MDT set and have the sachets correspond to each set.

    EX:

    <if spell="Thundaga V">
    <var cmd="set MDTElement Thunder" />
    </if>

    <set name="MDT-Thunder">

    with rule

    <if spell="MDT Trigger Here">
    <equip when="precast" set="MDT-$MDTElement" />
    </if>

    3. Instead of a solid number, do $Distance and make a variable called Distance.

    EX:

    <var name="Distance">6</var>

    Then make a trigger to change the distance to your current distance. If you need an example, go to the completed spellcast thread and look for my include file for the variable/rule.

  11. #3651
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    Quote Originally Posted by Yugl View Post
    EX:

    <if spell="Thundaga V">
    <var cmd="set MDTElement Thunder" />
    </if>

    <set name="MDT-Thunder">

    with rule

    <if spell="MDT Trigger Here">
    <equip when="precast" set="MDT-$MDTElement" />
    </if>
    Is that <if spell="Thundaga V"> indicating "Thundaga V" is being cast on me? I'm really horrible at doing this stuff from scratch... I was able to piece mine together and make adjustments...

    I know I'd need up to eight <MDT-Thunder>, <MDT-Fire>, etc sets... that part seems easy enough... I'm think I'm mostly confused with the functions and how to set up the two <if spell="*****"> lines.... I always thought <if spell="******"> was for the players actions, and not the actions on the player.

  12. #3652
    An exploitable mess of a card game
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    Diabolos

    Yes, the <if spell="Thundaga V"> applies to you. Essentially, what you would be doing is changing what element you want to use for your MDT set.

    Cast Thundaga V to change MDT-Neutral to MDT-Thunder => Go fight mob => Mob casts => You hit MDT macro => The MDT-Thunder set should equip

  13. #3653
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    Quote Originally Posted by Yugl View Post
    Yes, the <if spell="Thundaga V"> applies to you. Essentially, what you would be doing is changing what element you want to use for your MDT set.

    Cast Thundaga V to change MDT-Neutral to MDT-Thunder => Go fight mob => Mob casts => You hit MDT macro => The MDT-Thunder set should equip
    So basically it's good to setup for mobs that specialize in one element (elemental wyrms, stuff like that) - but doesn't actually detect what spell is being cast - so say you're fighting Absolute Virtue: you cast "Aeroga V" to switch MDT-Neutral to MDT-Wind... It'll equip breeze sachet for every spell, but it won't equip Shadow Sachet for the Meteors?

  14. #3654
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    Quote Originally Posted by Francisco View Post
    One draw back is, with Atma of the Apocalypse, occasionally Utsu: Ichi will instantly cast, and then cancel the effect after the casting is complete. Is there a way around this?
    There isn't anyway around this but i check if i'm status = vistant, i will cancel utsu on precast instead of midcast as I do not want apoc to screw up my shadows.

  15. #3655
    An exploitable mess of a card game
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    Quote Originally Posted by Francisco View Post
    So basically it's good to setup for mobs that specialize in one element (elemental wyrms, stuff like that) - but doesn't actually detect what spell is being cast - so say you're fighting Absolute Virtue: you cast "Aeroga V" to switch MDT-Neutral to MDT-Wind... It'll equip breeze sachet for every spell, but it won't equip Shadow Sachet for the Meteors?
    Exactly. For variations by spell casted on you, you'll need a bot type program for that. I don't think AE or spellcast can accomplish that.

  16. #3656
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    Quote Originally Posted by Yugl View Post
    Exactly. For variations by spell casted on you, you'll need a bot type program for that. I don't think AE or spellcast can accomplish that.
    Got it... are there limitations on the spells we can use as dummy spells (I didn't think Thundaga V was in the game... can we use Thundaga VI, VII, XIV?)...

    Thinking it might be worth having 2~3 MDT macros anyway, just for NMs that have two main elements (like Turul), and for the stuff that likes to toss out a Meteor or whatever.

  17. #3657
    An exploitable mess of a card game
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    The limitation is whatever spells end up within the resources XML. That should be within the plugins folder for you to view.

  18. #3658
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    Lakshmi

    how can i make use of autoexec to use an ws every 100tp?

  19. #3659
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    So I put the following into my XML, mostly snipped it from Yugl's post and one of Motenten's XMLs

    Under Rules:
    Code:
    <if spell="Thundaga V">
    <var cmd="set MDTElement Thunder" />
    </if>
    <if spell="Waterga V">
    <var cmd="set MDTElement Water" />
    </if>
    <if spell="Firaga V">
    <var cmd="set MDTElement Fire" />
    </if>
    <if spell="Blizzaga V">
    <var cmd="set MDTElement Ice" />
    </if>
    
    <if spell="Shell V">
    <equip when="precast" set="MDT-$MDTElement" />
    </if>
    Under Sets:
    Code:
     
    <set name="MDT-Neutral">
    <neck>Twilight Torque</neck>
    <body>Avalon Breastplate</body>
    <lear>Merman's Earring</lear>
    <lring>Merman's Ring</lring>
    <rring>Dark Ring</rring>
    <waist>Black Belt</waist>
    </set>
    <set name="MDT-Fire" BaseSet="MDT-Neutral">
    <ammo>Flame Sachet</ammo>
    <feet>Suzaku's Sune-ate</feet>
    </set>
    <set name="MDT-Ice" BaseSet="MDT-Neutral">
    <ammo>Snow Sachet</ammo>
    </set>
    <set name="MDT-Thunder" BaseSet="MDT-Neutral">
    <ammo>Thunder Sachet</ammo>
    <legs>Byakko's Haidate</legs>
    </set>
    <set name="MDT-Light" BaseSet="MDT-Neutral">
    <ammo>Light Sachet</ammo>
    </set>
    <set name="MDT-Dark" BaseSet="MDT-Neutral">
    <ammo>Shadow Sachet</ammo>
    </set>
    (I left out some of the repetitive stuff for this post...)

    Am I right in thinking all I need to do to finish this is add:

    Code:
    <variables>
    <var name="MDTElement">Neutral</var>
    </variables>
    ...and then just make a macro called MDT and have it be "/ma "Shell V" <me>"...

    Before fights, type out //stonega5 (for Dragua), //firaga5 (for Tiamat), etc?


    EDIT: Seems to work, barring unforeseen problems. A few kinks to work out...

    1: Gear switches off of MDT gear - because I have default aftercast.
    2: Getting a command error, presumably related to trying to cast a spell I can't cast...

    Thinking both can be fixed by "canceling" the spell mid cast?

  20. #3660
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    Quote Originally Posted by Francisco View Post
    So I put the following into my XML, mostly snipped it from Yugl's post and one of Motenten's XMLs

    Under Rules:
    Code:
    <if spell="Thundaga V">
    <var cmd="set MDTElement Thunder" />
    </if>
    <if spell="Waterga V">
    <var cmd="set MDTElement Water" />
    </if>
    <if spell="Firaga V">
    <var cmd="set MDTElement Fire" />
    </if>
    <if spell="Blizzaga V">
    <var cmd="set MDTElement Ice" />
    </if>
    
    <if spell="Shell V">
    <equip when="precast" set="MDT-$MDTElement" />
    </if>
    Under Sets:
    Code:
     
    <set name="MDT-Neutral">
    <neck>Twilight Torque</neck>
    <body>Avalon Breastplate</body>
    <lear>Merman's Earring</lear>
    <lring>Merman's Ring</lring>
    <rring>Dark Ring</rring>
    <waist>Black Belt</waist>
    </set>
    <set name="MDT-Fire" BaseSet="MDT-Neutral">
    <ammo>Flame Sachet</ammo>
    <feet>Suzaku's Sune-ate</feet>
    </set>
    <set name="MDT-Ice" BaseSet="MDT-Neutral">
    <ammo>Snow Sachet</ammo>
    </set>
    <set name="MDT-Thunder" BaseSet="MDT-Neutral">
    <ammo>Thunder Sachet</ammo>
    <legs>Byakko's Haidate</legs>
    </set>
    <set name="MDT-Light" BaseSet="MDT-Neutral">
    <ammo>Light Sachet</ammo>
    </set>
    <set name="MDT-Dark" BaseSet="MDT-Neutral">
    <ammo>Shadow Sachet</ammo>
    </set>
    (I left out some of the repetitive stuff for this post...)

    Am I right in thinking all I need to do to finish this is add:

    Code:
    <variables>
    <var name="MDTElement">Neutral</var>
    </variables>
    ...and then just make a macro called MDT and have it be "/ma "Shell V" <me>"...

    Before fights, type out //stonega5 (for Dragua), //firaga5 (for Tiamat), etc?

    I thought you would have done MDT-%SpellElement

    I *think*? You can do it w/o any variables. Even so, you probably have to do $MDT%Element, iirc.
    Code:
    <set name="Resist-Ice" baseset="MDT">
    </set>
    
    <if spell="blizzaga">
    <equip set="Resist-%SpellElement" />
    </if>
    Heh that is how I did mine anyway....I do it for WhiteMagic-EnfeeblingMagic as a set and call up %type-%skill in the rules, and that works; I haven't tested my resist element sets yet though....

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