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  1. #3661
    Relic Shield
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    Quote Originally Posted by Caylene View Post
    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....
    My logic for using the variable was to set a default MDT set (MDT-Neutral) for times I don't set MDT for a specific element. Might be a weird/wrong way of doing things though. I'm not really very XML savvy... I just look at other files, say "i c wut u did thar" - and get somewhat of an idea based off of that.

    The MDT-%SpellElement thing... basically has the same effect as what I posted above right? I think that's used to save headaches on BLM XML files, but I don't see the benefit in this case. If anything, it would cut down on the spells I could use for other dummy spells... I might use like Flare/Tornado/etc and have a second MDT set / macro... so I could do something like...

    Going to go fight Turul. Dummy cast Thundaga V to set up "Shell V = MDT-Thunder" and cast Tornado to set up"Shell IV = MDT-Wind"

  2. #3662
    Chram
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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

    <snip ... >

    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?


    Largely correct, but as Caylene said, somewhat redundant.

    Would suggest "Aegis Schism" as your MDT toggle trigger, as that's what's been agreed on between myself and Yugl. Implement a macro that's simply [/ws "Aegis Schism"].

    For your purposes, what you need can be consolidated to:

    Code:
    <variables>
        <var name="MagicalDefense">None</var>
        <var name="MDTElement">Neutral</var>
        <var name="MDTModes">Firaga V|Stonega V|Waterga V|Aeroga V|Blizzaga V|Thundaga V|Banish V|Bio V|Diaga V</var>
    </variables>
    
    <sets> -- as you have them, plus a "None" set without any gear
    
    <rules>
        <if Spell="$MDTModes">
            <cancelspell />
            
            <if spell="Diaga V">
                <!-- Neutral element -->
                <var cmd="set MDTElement Neutral" />
            </if>
            <else>
                <!-- Stonega V, Waterga V, Aeroga V, Firaga V, Blizzaga V, Thundaga V, Banish V, Bio V -->
                <var cmd="set MDTElement %SpellElement" />
            </else>
            
            <if advanced='"$MagicalDefense" != "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
                <equip set="$MagicalDefense" />
            </if>
        </if>
        
        ...
        
        <if Spell="Aegis Schism">
            <cancelspell />
    
            <if advanced='"$MagicalDefense" = "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
            </if>
            <else>
                <var cmd="set MagicalDefense None" />
            </else>
    
            <addtochat>Magical Defense: $MagicalDefense</addtochat>
            <equip set="$MagicalDefense" />
        </if>
        
        ...
        
        <equip when="aftercast" set="$CurrentSet|$MagicalDefense" />
    </rules>
    Though that's subject to how you've set up your aftercast config.

    Edit: fixed typos, removed stuff not relevant to the question

  3. #3663
    Relic Shield
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    Quote Originally Posted by Motenten View Post
    Though that's subject to how you've set up your aftercast config.
    I'll try it out... I think my aftercast stuff might be a little bit of patchwork, because I had issues with it in the first stages of my XML.

    Code:
    		<if buffactive="footwork">
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="Footwork-TP" />
            		<if status="Engaged">
               			<action type="equip" when="aftercast" set="Footwork-TP" />
           			</if>
    		</if>
    		<else>
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="Engaged" />
            		<if status="Engaged">
                			<action type="equip" when="aftercast" set="Engaged" />
            		</if>
    		</else>
    Those parts might be an issue... might need to change stuff around.

  4. #3664
    Relic Shield
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    Problem I had with it - at first I started out with it working 50% of the time... it would toggle between MDT-Neutral and MDT-None (sometimes I would have to hit it twice for it to get past the "do nothing" turn...

    After fighting a few monsters, it started randomly equipping my Victory Smite set instead of anything MDT related.

  5. #3665
    Chram
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    Would need to see your full xml to make any sort of judgment on it.

  6. #3666
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    Quote Originally Posted by Motenten View Post
    Would need to see your full xml to make any sort of judgment on it.
    Cutting down on gear sets to save your eyes:

    Code:
    <?xml version="1.0" ?>
    <spellcast>
    
    <config
                    Debug="false"	
                    HideErrors="false"
                    ShowGearSwaps="false"
                    ShowSpellInfo="false"
                    DefaultAftercast="Engaged"/>
    
    <variables>
        <var name="MagicalDefense">None</var>
        <var name="MDTElement">Neutral</var>
        <var name="MDTModes">Firaga V|Stonega V|Waterga V|Aeroga V|Blizzaga V|Thundaga V|Banish V|Bio V|Diaga V</var>
    </variables>
    
    <sets>
                    <group default="yes" name="MNK">
    
                            <set name="Standing">
                                    <ammo>Tantra Tathlum</ammo>
                                    <head>Tantra Crown +2</head>
                                    <neck>Faith Torque</neck>
                                    <lear>Brutal Earring</lear>
                                    <rear>Moonshade Earring</rear>
                                    <body>Tantra Cyclas +2</body>
                                    <hands>Tantra Gloves +2</hands>
                                    <lring>Epona's Ring</lring>
                                    <rring>Rajas Ring</rring>
                                    <back>Atheling Mantle</back>
                                    <waist>Black Belt</waist>
                                    <legs>Tantra Hose +2</legs>
                                    <feet>Hermes' Sandals</feet>
                            </set>
    
                            <set name="Engaged">
    
                            </set>
    
    
                            <set name="Chakra">
                
                            </set>
    
                            <set name="PDT">
                            </set>
    
    <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-Earth" BaseSet="MDT-Neutral">
    	<ammo>Soil Sachet</ammo>
    </set>
    <set name="MDT-Water" BaseSet="MDT-Neutral">
    	<ammo>Aqua Sachet</ammo>
    	<head>Genbu's Kabuto</head>
    </set>            		
    <set name="MDT-Wind" BaseSet="MDT-Neutral">
    	<ammo>Breeze Sachet</ammo>
    	<hands>Seiryu's Kote</hands>
    </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>
    
                            <set name="Dodge">
                            </set>
                            
    			<set name="Focus">
                            </set>
                            <set name="Boost">
                            </set>
    
                            <set name="Impetus">
                            </set>
    
                            <set name="Counterstance">
                            </set>
    
                            <set name="Footwork">
                            </set>
    
                            <set name="None">
                            </set>
    
    
                            <set name="ChiBlast">
                            </set>
    
    
                            <set name="WeaponSkill">
                            </set>
    
                            <set name="AsuranFists">
                            </set>
    
                            <set name="DragonKick">
                            </set>
    
                            <set name="AsceticsFury">
                            </set>
    
                            <set name="VictorySmite">
                            </set>
    
                            <set name="TornadoKick">
                            </set>
    
                            <set name="Footwork-TP">
                            </set>
    
    
                    </group>
    
            </sets>
    
    
    <rules>
    
    <if Spell="$MDTModes">
            <cancelspell />
            
            <if spell="Diaga V">
                <!-- Neutral element -->
                <var cmd="set MDTElement Neutral" />
            </if>
            <else>
                <!-- Stonega V, Waterga V, Aeroga V, Firaga V, Blizzaga V, Thundaga V, Banish V, Bio V -->
                <var cmd="set MDTElement %SpellElement" />
            </else>
            
            <if advanced='"$MagicalDefense" != "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
                <equip set="$MagicalDefense" />
            </if>
        </if>
    
    
        <if Spell="Aegis Schism">
            <cancelspell />
    
            <if advanced='"$MagicalDefense" = "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
            </if>
            <else>
                <var cmd="set MagicalDefense None" />
            </else>
    
            <addtochat>Magical Defense: $MagicalDefense</addtochat>
            <equip set="$MagicalDefense" />
        </if>
    
    
    		<if buffactive="footwork">
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="$CurrentSet|$MagicalDefense" />
            		<if status="Engaged">
               			<action type="equip" when="aftercast" set="$CurrentSet|$MagicalDefense" />
           			</if>
    		</if>
    		<else>
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="$CurrentSet|$MagicalDefense" />
            		<if status="Engaged">
                			<action type="equip" when="aftercast" set="$CurrentSet|$MagicalDefense" />
            		</if>
    		</else>
    
    
                    <if type="Ninjutsu">
                            <action type="equip" when="Precast"/>
                            <if Spell="Utsusemi: Ichi">
                                    <action type="midcastdelay" delay="2.5"/>
                                    <action type="Command" when="midcast">cancel 66</action>
                            </if>
                    </if>
                    <elseif Type="WeaponSkill">
                            <if TPGT="99">
                                    <if advanced='%SpellTargetDistance &lt; 25.0'>
                                            <!--cancels the WS if out of range.  This won't work with ranged WS-->
                                            <action type="castdelay" delay=".2"/>
                                            <if Spell="Dragon Kick">
                                                    <action type="Equip" when="precast|midcast" set="DragonKick"/>
                                            </if>
                                            <elseif Spell="Tornado Kick">
                                                    <action type="Equip" when="precast|midcast" set="TornadoKick"/>
                                            </elseif>
                                            <elseif Spell="Asuran Fists">
                                                    <action type="Equip" when="precast|midcast" set="AsuranFists"/>
                                            </elseif>
                                            <elseif Spell="Ascetic's Fury">
                                                    <action type="Equip" when="precast|midcast" set="AsceticsFury"/>
                                            </elseif>
                                            <elseif Spell="Victory Smite">
                                                    <action type="Equip" when="precast|midcast" set="VictorySmite"/>
                                            </elseif>
                                            <else>
                                                    <action type="Equip" when="precast|midcast" set="WeaponSkill"/>
                                            </else>
                                    </if>
                                    <else> 
                                            <action type="cancelspell"/> 
                                    </else>
                            </if>
                    </elseif>
                    <elseif type="JobAbility">
                            <if Spell="Chakra">
                                    <action type="equip" when="Precast" set="Chakra"/>
                            </if>
                            <elseif Spell="Chi Blast">
                                    <action type="equip" when="Precast" set="ChiBlast"/>
                            </elseif>
                            <elseif Spell="Dodge">
                                    <action type="equip" when="Precast" set="Dodge"/>
                            </elseif>
                            <elseif Spell="Focus">
                                    <action type="equip" when="Precast" set="Focus"/>
                            </elseif>
                            <elseif Spell="Boost">
                                    <action type="equip" when="Precast" set="Boost"/>
                            </elseif>
                            <elseif Spell="Impetus">
                                    <action type="equip" when="Precast" set="Impetus"/>
                            </elseif>
                            <elseif Spell="Footwork">
                                    <action type="equip" when="Precast" set="Footwork"/>
                            </elseif>
                            <elseif Spell="Counterstance">
                                    <action type="equip" when="Precast" set="Counterstance"/>
                            </elseif>
                    </elseif>
            </rules>
    
    </spellcast>

  7. #3667
    Chram
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    Main problem is that you never define CurrentSet. I put that in there as a placeholder for whatever your standard aftercast set configuration is, but you didn't replace it.

    You also have a Footwork check, but use the same gear sets both with and without Footwork. Not sure what your intent is there.

    If you don't need a separate Footwork section, replace
    Code:
    		<if buffactive="footwork">
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="$CurrentSet|$MagicalDefense" />
            		<if status="Engaged">
               			<action type="equip" when="aftercast" set="$CurrentSet|$MagicalDefense" />
           			</if>
    		</if>
    		<else>
        			<action type="equip" when="Idle|Aftercast" set="Standing"/>
        			<action type="equip" when="Engaged" set="$CurrentSet|$MagicalDefense" />
            		<if status="Engaged">
                			<action type="equip" when="aftercast" set="$CurrentSet|$MagicalDefense" />
            		</if>
    		</else>
    with this
    Code:
        <equip when="idle" set="Standing">
        <equip when="engaged" set="Standing|$MagicalDefense">
        
        <if status="Engaged">
            <equip when="aftercast" set="Standing|$MagicalDefense">
        </if>
        <else>
            <equip when="aftercast" set="Standing">
        </else>
    This assumes you don't want MDT sets equipped while idle. If you want them active while idle as well, you only need this:

    Code:
        <equip when="idle|engaged|aftercast" set="Standing|$MagicalDefense">

  8. #3668
    Relic Shield
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    Could this line: <action type="Equip" when="precast|midcast" set="WeaponSkill"/> be the issue?

    It's kinda a default <else> statement for unspecified weapon skills to use a "standard" weaponskill set... could it be getting crossed up with the //aegisschism?

    Edit: (had hit reply several minutes before... didn't see your post)...

    At this point - to hell with the footwork check... it predates Tantra Gaiters +2... made it during the Dune Boots/Poise Shoes time... left it in because it had idle|engaged|aftercast type stuff I didn't want to redo at the time...

    Tempted to just put a 'if spell=footwork'... <cancelspell> type line in my XML, out of spite for the headaches it's caused me.

  9. #3669
    Chram
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    Quote Originally Posted by Francisco View Post
    Could this line: <action type="Equip" when="precast|midcast" set="WeaponSkill"/> be the issue?

    It's kinda a default <else> statement for unspecified weapon skills to use a "standard" weaponskill set... could it be getting crossed up with the //aegisschism?
    Hmm. Yes, actually, that will be triggered in your config. Add a <return /> command to the end of the Aegis Schism <if> block and the problem should be avoided. That plus the above fixes should clear things up.

    Also, suggest moving to <equip> tags instead of <action> tags. <action> is the old, deprecated form.

  10. #3670
    Relic Shield
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    Yeah - I'm gradually trying to update the whole thing... it's probably easier to use a pre-made one, but I like to be familiar with the whole file - in case I want to tweak how something works...

    A bit stumped now... I'm getting end tag errors where I shouldn't....

    Just adding
    Code:
    <equip when="idle|engaged|aftercast" set="Standing|$MagicalDefense">
    to my rules section gives me an end tag error for </rules> down the bottom... never had an issue with that...

    If I try the first option you said, it gives me the end tag error for </if> in this part:

    Code:
    <if status="Engaged">
            <equip when="aftercast" set="Standing|$MagicalDefense">
        </if>

  11. #3671
    Relic Weapons
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    What's the best way to do a TargetDistance check for WSs for mobs large and small utilizing customized variable?

  12. #3672
    Relic Weapons
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    Quote Originally Posted by Francisco View Post
    Yeah - I'm gradually trying to update the whole thing... it's probably easier to use a pre-made one, but I like to be familiar with the whole file - in case I want to tweak how something works...

    A bit stumped now... I'm getting end tag errors where I shouldn't....

    Just adding
    Code:
    <equip when="idle|engaged|aftercast" set="Standing|$MagicalDefense">
    to my rules section gives me an end tag error for </rules> down the bottom... never had an issue with that...

    If I try the first option you said, it gives me the end tag error for </if> in this part:

    Code:
    <if status="Engaged">
            <equip when="aftercast" set="Standing|$MagicalDefense">
        </if>
    you'll need to change it to
    Code:
    <equip when="idle|engaged|aftercast" set="Standing|$MagicalDefense" />
    or
    Code:
    <if status="Engaged">
            <equip when="aftercast" set="Standing|$MagicalDefense" />
        </if>

  13. #3673
    Relic Shield
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    The gear confusion seems cleared up... the only problem that persists is in here...

    Code:
    <if Spell="$MDTModes">
            <cancelspell />
            
            <if spell="Diaga V">
                <!-- Neutral element -->
                <var cmd="set MDTElement Neutral" />
            </if>
            <else>
                <!-- Stonega V, Waterga V, Aeroga V, Firaga V, Blizzaga V, Thundaga V, Banish V, Bio V -->
                <var cmd="set MDTElement %SpellElement" />
            </else>
            
            <if advanced='"$MagicalDefense" != "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
                <equip set="$MagicalDefense" />
            </if>
        </if>
    
    
        <if Spell="Aegis Schism">
            <cancelspell />
    
            <if advanced='"$MagicalDefense" = "None"'>
                <var cmd="set MagicalDefense MDT-$MDTElement" />
            </if>
            <else>
                <var cmd="set MagicalDefense None" />
            </else>
    
            <addtochat>Magical Defense: $MagicalDefense</addtochat>
            <equip set="$MagicalDefense" />
    		<return />
        </if>
    Example of the problem:

    I type //aegischism. My MDT set is equipped.

    I hit my toggle macro to change back into TP gear.

    I type //aegischism again. It does not change into MDT gear this time (the addtochat text says Magical Defense: None)

    I type //aegischism again. This time it changes into MDT gear.

  14. #3674
    Chram
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    Quote Originally Posted by Lonewind View Post
    What's the best way to do a TargetDistance check for WSs for mobs large and small utilizing customized variable?
    The following snippets do what you need. Use Shackled Fists to change the valid distance for the mob you're fighting (and give it some reasonable default when you define it). Adjust TP threshold to personal preferences, and place in appropriate locations within your code.

    Code:
        <!-- Variable Trigger: Set Distance Rules -->
        <include name="SetDistanceVariable">
            <if Spell="Shackled Fists">
                <cancelspell />
                <var cmd="set WSDistance %TargetDistance" />
                <addtochat>Distance Variable: $WSDistance</addtochat>
                <return />
            </if>
        </include>
    
    
            <elseif type="Weaponskill">
                <if mode="OR" TPLT="90" advanced='%SpellTargetDistance &gt; $WSDistance'>
                    <cancelspell />
                    <addtochat>%Spell cancelled: TP or distance.</addtochat>
                    <return />
                </if>
            </elseif>

  15. #3675
    Chram
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    Quote Originally Posted by Francisco View Post
    The gear confusion seems cleared up... the only problem that persists is in here...

    <snip>

    Example of the problem:

    I type //aegischism. My MDT set is equipped.

    I hit my toggle macro to change back into TP gear.

    I type //aegischism again. It does not change into MDT gear this time (the addtochat text says Magical Defense: None)

    I type //aegischism again. This time it changes into MDT gear.

    MagicalDefense is a variable with a set value. It will maintain that value until you change it. The trigger itself is defined as a toggle. Your example progression is:

    //aegisschism -- Turn MDT on
    Change to TP gear -- MDT is still on, and should still overlay your standard TP set
    //aegisschism -- Turn MDT off (Magical Defense: None)
    //aegisschism -- Turn MDT on again

    As such it's behaving exactly as expected. If you want it to behave differently, you need to define exactly how you want it to work.

  16. #3676
    Puppetmaster
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    Quick question about weapons and variables.

    What's the cleanest way to code for weapons?

    For example, I cure on WHM with a Tefnut wand, and do enhancing buffs with a Beneficus; however for enfeebling spells I'd like to take advantage of my staves and grips.

    Right now I have my tefnut wand and beneficus as variables in my staff section...for example:

    Code:
    <var name="Staff-HealingSkill">Tefnut Wand</var>
    and in the rules for cure, I tell it to

    Code:
    <var cmd="set Staff $Staff-%Skill" />
    Now, I don't know if it'll work (I'm not in game and just had the idea today); and furthermore not sure how I should code the miscellaneous weapons I'd like to have available.

    Is this a decent idea or is there a better way?

  17. #3677
    Insert witty title here
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    FFXI Server
    Phoenix

    I use $staff-%spellelement for normal staves and $staff-cure for cure potency staff.

  18. #3678
    Relic Shield
    Join Date
    Dec 2005
    Posts
    1,970
    BG Level
    6
    FFXI Server
    Shiva

    Quote Originally Posted by Motenten View Post
    As such it's behaving exactly as expected. If you want it to behave differently, you need to define exactly how you want it to work.
    What I basically want to setup is three (maybe four macros)...

    TP gear, PDT gear, MDT1, MDT2... with 100% assurance the macro being pressed equips the desired set (and isn't just shutting it off)... I was previously using /console sc set MDT, /console sc set PDT and /console sc set TP to switch in between.

    The downfall to that was, if a monster started casting Stoneja while I was in the middle of a WS or casting some Ninjutsu spell, the aftercast settings would muck up the timing of the gear swaps. As for Sachets, I'd manually hard change it in the XML file before fights... aka, huge annoyance.

    I feel like I've junked this thread up enough over the past couple of pages, and hate being one of those guys who asks people to do stuff for him... but have no qualms about asking - has what I laid out above already been done (either in your or Yugl's spellcasts)? Didn't want to start blindly using them, since my knowledge of XML basically starts and ends with Spellcast... and that knowledge is limited to just the basics... those files are way too much for me to understand what's going on.

  19. #3679
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    We've been working on a general format and we did include that on the list of "To-do" stuff. I personally haven't started on the new XML since I want to lay out what we have agreed upon before moving forward.

  20. #3680
    Relic Weapons
    Join Date
    Nov 2007
    Posts
    352
    BG Level
    4

    For Ninja Day/Night Gears

    Variables
    Code:
       
     <variables clear="yes">
            <!-- Global -->
          <!-- Time of Day Variables -->
          <var name="MovementFeet">Danzo Sune-Ate</var>
          <var name="DayMovement">Danzo Sune-Ate</var>
          <var name="NightMovement">Ninja Kyahan</var>
          <var name="NinjutsuHands">Koga Tekko +1</var>
          <var name="DayNinjutsu">Ocelot Gloves</var>
          <var name="NightNinjutsu">Koga Tekko +1</var>
       </variables>
    Sets:
    Code:
           <sets>
             <set name="idle">
                <head>Iga Zukin +2</head>
                <body>Ninja Chainmail</body>
                    <hands>Ocelot Gloves</hands>
                    <legs>Iga Hakama +2</legs>
                    <feet>$MovementFeet</feet>
                    <neck>Wiglen Gorget</neck>
                    <lear>Suppanomimi</lear>
                <rear>Brutal Earring</rear>
                    <lring>Rajas Ring</lring>
                    <rring>Epona's Ring</rring>
                    <back>Boxer's mantle</back>
                    <waist>Twilight Belt</waist>
             </set>
             <set name="MagicAtk">
                <head>Ninja Hatsuburi</head>
                    <hands>$NinjutsuHands</hands>
                <legs>Denali Kecks</legs>
                <feet>Koga Kyahan</feet>
                    <neck>Iga Erimaki</neck>
                    <lear>Hecate's Earring</lear>
                <rear>Moldavite Earring</rear>
                    <lring>Omega Ring</lring>
                    <rring>Diamond Ring</rring>
                    <back>Boxer's mantle</back>
                    <waist>Koga Sarashi</waist>
             </set>
    Rules:
    Code:
            <rules>
             <if mode="or" timegt="17.59" timelt="6.00">
                <var cmd="set MovementFeet $NightMovement" />
                <var cmd="set NinjutsuHands $NightNinjutsu" />
                <else>
                   <var cmd="set MovementFeet $DayMovement" />
                   <var cmd="set NinjutsuHands $DayNinjutsu" />
                </else>
             </if>
            </rules>
    do the rules needs to be placed within Autoset? it seems a lot of the times I need to reload the xml to trigger it.

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