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  1. #3701
    Relic Shield
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    Shiva

    Quote Originally Posted by Francisco View Post
    Code:
    <if PhysicalDefense = "PDT">
    <addtochat>PDT On</addtochat>
    </if>
    <elseif MagicalDefense = "MDT-$Element">
    <addtochat>MDT On</addtochat>
    </elseif>
    <else>
    <addtochat>TP Gear On</addtochat>
    </else>
    What I want with that is to have it trigger when I engage a mob, kind of as a reminder to switch out of PDT/MDT if I want to (blinkmenot sometimes makes it hard to remember...) What would be the syntax for the instant you engage a mob?
    Code:
    		<if PhysicalDefense="PDT">
    			<addtochat when="engaged">Physical Defense: On</addtochat>
    		</if>
    		<elseif MagicalDefense="MDT-$Element">
    			<addtochat when="engaged">Magical Defense ($MagicalDefense): On</addtochat>
    		</elseif>
    		<else>
    			<addtochat when="engaged">Monk TP Gear: On</addtochat>
    		</else>
    It executes the "addtochat" - but it seems to be ignoring the whole if/elseif process, and is just giving me the "Physical Defense: On" line over and over...

    Any thoughts on this?

  2. #3702
    Relic Shield
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    Shiva

    No idea why the if/elseif/else block above didn't work as intended... but I did get it to work this way instead... changes marked with <!--NEW-->


    Code:
    <variables>
        <var name="MagicalDefense">None</var>
    	<var name="PhysicalDefense">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>
    	<var name="MDTModes2">Flare II|Quake II|Flood II|Tornado II|Freeze II|Burst II|Holy II|Comet|Diaga V</var>
        <var name="MDTOn">Aegis Schism</var>
    	<var name="MDTOn2">Carnal Nightmare</var>
    	<var name="PDTOn">Netherspikes</var>
        <var name="Killswitch">Barbed Crescent</var>
    	<var name="Movement">None</var>
    	<var name="GearMode">Monk TP Gear</var> <!--NEW-->
    	<var name="MDTGear">Magical Defense</var> <!--NEW-->
    	<var name="PDTGear">Physical Defense</var> <!--NEW-->
    	<var name="TPGear">Monk TP Gear</var> <!--NEW-->
    </variables>
    
    ....
    
    <rules>
    
    		<if Spell="Autoset">
    			<if status="Engaged">
    				<var cmd="set Movement None" />
    			</if>
    			<else>
    				<var cmd="set Movement Move" />
    			</else>
    		</if>
    
    		<if Spell="$MDTModes">
    			<cancelspell />
    			
    			<if spell="Diaga V">
    				<!-- Neutral element -->
    				<var cmd="set MDTElement Neutral" />
    				<!--NEW--> <var cmd="set GearMode $MDTGear" />
    			</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" />
    					<!--NEW--> <var cmd="set GearMode $MDTGear" />			
    			</if>
    
    			<addtochat>Magical Defense Element: $MDTElement</addtochat>
    			<equip set="MNK-TP|$MagicalDefense|$Movement" />
    			<return />
    		</if>
    
    		<elseif Spell="$MDTOn">
    			<cancelspell />
    			<var cmd="set MagicalDefense MDT-$MDTElement" />
    			<var cmd="set PhysicalDefense None" />	
    			<!--NEW--> <var cmd="set GearMode $MDTGear" />			
    			<addtochat>Magical Defense: $MagicalDefense</addtochat>
    			<equip set="MNK-TP|$PhysicalDefense|$MagicalDefense|$Movement" />
    			<return />
    		</elseif>
    		
    		<elseif Spell="$PDTOn">
    			<cancelspell />
    			<var cmd="set MagicalDefense None" />
    			<var cmd="set PhysicalDefense PDT" />	
    			<!--NEW--> <var cmd="set GearMode $PDTGear" />
    			<addtochat>Physical Defense: On</addtochat>
    			<equip set="MNK-TP|$PhysicalDefense|$MagicalDefense|$Movement" />
    			<return />
    		</elseif>
        
    		<elseif Spell="$Killswitch">
    			<cancelspell />
    			<var cmd="set MagicalDefense None" />
    			<var cmd="set PhysicalDefense None" />
    			<!--NEW--> <var cmd="set GearMode $TPGear" />
    			<addtochat>Phys./Mag. Defense: Off</addtochat>
    			<equip set="MNK-TP|$PhysicalDefense|$MagicalDefense|$Movement" />
    			<return />
    		</elseif>
    
    ....
    
    <!--NEW--><addtochat when="engaged"> Now Equipped: $GearMode</addtochat>

  3. #3703
    Melee Summoner
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    Ragnarok

    @francisco

    try making this change to your first rule:

    <if Spell="Autoset">
    <if status="Engaged">
    <var cmd="set Movement None" />
    ###YOUR PDT/MDT IF/ELSEIF/ELSE RULE HERE###
    </if>
    <else>
    <var cmd="set Movement Move" />
    </else>
    </if>

  4. #3704
    Relic Shield
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    Shiva

    Kind of an odd question, but the past couple of days I've been getting the "disappearing chat log" problem.

    Never had an issue with it until now, unless I was dual boxing.

    Could this be caused by the <addtochat> stuff?

  5. #3705
    An exploitable mess of a card game
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    Doubt it since I have had that issue prior to using that function.

  6. #3706
    Relic Shield
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    Quote Originally Posted by Yugl View Post
    Doubt it since I have had that issue prior to using that function.
    Even when not dual-boxing?

    I never had the issue before... logic tells me it's a memory issue... And the fact that it just started makes me think it has something to do with something in the XML taking away from the chatlog memory... Whether it's a fault with <addtochat>, using variables in <addtochat> or just variables in general (I never used them before this XML), I don't know.

    Rebooting POL didn't work - but maybe it's just a freak thing and a fresh PC reboot will fix it.

  7. #3707
    Cerberus
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    Wanting to help a Freind with a new THF XML. Can anyone provide a good one? Please.

  8. #3708
    An exploitable mess of a card game
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    Quote Originally Posted by Francisco View Post
    Even when not dual-boxing?

    I never had the issue before... logic tells me it's a memory issue... And the fact that it just started makes me think it has something to do with something in the XML taking away from the chatlog memory... Whether it's a fault with <addtochat>, using variables in <addtochat> or just variables in general (I never used them before this XML), I don't know.

    Rebooting POL didn't work - but maybe it's just a freak thing and a fresh PC reboot will fix it.
    I don't dualbox often (Probably only 3-4x?), so I'm sure that it happens when not dualboxing and prior to using addtochat.

    Quote Originally Posted by nikia View Post
    Wanting to help a Freind with a new THF XML. Can anyone provide a good one? Please.
    http://www.bluegartr.com/threads/107...st-XMLs-Thread

  9. #3709
    New Merits
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    I'm using a smn xml I found on here I believe. Anyway on it there is a set for when Pet is out and when NoPet. I am trying to make a toggle on Gaiters, and it works but when pet is out and i toggle it goes from gaiters to the pet set. But when no pet is out it toggles from gaiters to my pet set when it should be going to the NoPet set, if that makes sense. Here is the ugly code I got going to see what I'm doing wrong.
    Code:
    <var name="Gaiters">0</var>
    Code:
    <!-- Manually lock Gaiters -->
    		<if spell="Stone V">
    			<if advanced='"$Gaiters" = "0"'>
    				<addtochat color="28">Herald's Gaiters LOCKED</addtochat>
    				<command>input /equip feet "Herald's Gaiters"</command>
    				<disable slot="feet" />
    				<command>sc var set Gaiters 1</command>
    				<cancelspell />
    			</if>
    			<elseif advanced='"$Gaiters" = "1"'>
    				<addtochat color="56">Herald's Gaiters UNLOCKED</addtochat>
    				<enable slot="feet" />
    				<command>sc var set Gaiters 0</command>
    				<if status="Idle">
    					<command>sc set Pet</command>
    				</if>
    				<elseif status="Idle">
    					<command>sc set NoPet</command>
    				</elseif>
    				<cancelspell />
    			</elseif>
    		</if>

  10. #3710
    Cerberus
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    Leviathan

    A wild Aikar appears...

    So, i've returned to FFXI because I got a super awesome idea I want to do with my current toy.

    The idea is to bring a new system like plugins, but with higher level languages and standards..

    Here is a quick thought on how SpellCast 3.0 could look.. (this is def not in stone!)
    https://gist.github.com/1097828

    you'll have a REAL language to write your rules in.... so
    Code:
    if (foo && (bar || (baz && quz)) && true) {
    also, vast performance improvement.

    And for XML users, it would be possible to write a system that loads XML's into the new style system, and i would hope to ship that with the official release... but XML's would be deprecated.


    Oh yeah, did I mention under this system SpellCast would be completely open source?

  11. #3711
    Insert witty title here
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    Phoenix

    /headasplode

    I like my xmls, but I'd be willing to try out the new stuff.

  12. #3712
    Chram
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    Fenrir

    @Sithel:

    That's... a bit of a mess. I would suggest a full rewrite to convert all that stuff to internal spellcast functions (eg: use <var cmd="set Gaiters 0" /> instead of <command>sc var set Gaiters 0</command>). Since you've written everything as commands, those changes don't take effect during the current parse of the spellcast rules; they'll only be in effect the -next- time you process something. Plus it makes it much more difficult to debug.


    @Aikar:

    First thought that comes to mind is "Oh my god, you actually expect people to learn how to write in a real programming language?" Because I know I'm gonna be one of those that has to do the tech support for it.

    On the other hand, an actual language that improves performance would be great. But then you're using javascript in the examples... Are you using an actual javascript (+JIT?) backend, or what?

    And of course one must also ask exactly what you would expect to gain from this, aside from increased performance? Not that performance is a bad thing -- it's always nice to improve it, and it has been an issue before -- but to completely reconstruct the basic format of writing for this, what is it that you can do with the new version that you can't do with the current version?

    The current xmls that Yugl and I are working on are fairly powerful, and there are very few things that I've encountered that we can't do at present: handle whether or not a pet is engaged (no flag for this in rules/game?), fast switch the same piece between pre- and midcast (game limitation where the equip just doesn't register), etc. Basically, the limitation is at the game level rather than the language level.


    More expressive and powerful languages make working with higher level ideas easier, of course. I'd be curious about something more directed towards a functional language implementation (OCaml, F#, etc) in that regard, but to review the example changes:

    Open source is nice; more opportunity to see exactly what's happening and why, and possibly make it easier to track down performance issues.
    Don't need close tag. Simplifies constructing sets.
    Requires 'peculiar' formatting (eg: for inlining array initilializations). Can't really say whether it would be easier for users to understand.
    Can't just drop it into Firefox for a syntax check. How will users find syntax errors?

    Overall, very difficult to judge. Be interested in looking at it more closely, though.

  13. #3713
    Cerberus
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    Leviathan

    Note none of this was started, I posted the gist as an example of what was on my mind as a possible implementation and just wanted feedback on the syntax.

    This probably wont happen.

    On the other hand, an actual language that improves performance would be great. But then you're using javascript in the examples... Are you using an actual javascript (+JIT?) backend, or what?
    V8 (Engine behind Chrome) with the Node.JS platform is my current system of choice.

    And of course one must also ask exactly what you would expect to gain from this, aside from increased performance?
    Open source being a primary benefit, community support and prevent complete death of a project.
    Also, to enable a richer system so you guys can do better with providing end-all scripts. The main benefit is you guys, the end users. to open the door for creativity in designing SC files. (Includes was a huge step in this direction, but opening a real programming system gives complete control)

    Can't just drop it into Firefox for a syntax check. How will users find syntax errors?
    The XML system is plagued by errors that happen to get past the XML loader and end up with wrong execution. JS syntax is mature and would catch errors immediately on load.

    Plus plenty of JSLint services that can find common errors outside of syntax, and editors provide way better syntax support for JS than XML-As-A-Scripting-Language.


    Plus. Id consider it an acceptance criteria for backwards compat. handling advanced="" would be the trickiest part I think (which was invented for the fact that SC wasnt a real language...)

    People could continue to use XML's, and even combine and use both forms.

    But as I said, don't get your hopes up.

  14. #3714
    Puppetmaster
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    @aikar- ambitious and really incredible of you to even give this a thought. I think you should let it take you where it will and see what happens with it; although I suppose I would have to say that I find the idea fascinating BECAUSE people could continue to use XMLs and could progress from there. I suppose that I could be considered somewhat of a snob though because I don't like people seeing my xml's or the idea that someone just takes someone else's and uses it; I have and am working hard to learn this completely because I think it will be something that enhances my skill set and IMHO it's something that should be earned. But I'm a meanie like that!

    That being said- I would LOVE a spellcheck feature for writing XML code based perhaps on valid commands/rules and current resources (at the least)? Just a thought. I'd even be willing to work on that if I could be pointed in the correct direction.

  15. #3715
    An exploitable mess of a card game
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    Quote Originally Posted by Aikar View Post
    A wild Aikar appears...

    So, i've returned to FFXI because I got a super awesome idea I want to do with my current toy.
    Lies. You came back because everyone loves Voidwatch.

    If you end up going with your idea, will it come with a guide or will I need to learn real coding (From the looks of it) now?

  16. #3716
    Melee Summoner
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    Caitsith

    Is there a list of the default shortcuts for spellcast somewhere? Stuff like //s and //holla.

  17. #3717
    BG Content
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    Quote Originally Posted by Motenten View Post
    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
    Can we get this moved to the Completed Spellcast thread?

  18. #3718
    Very Sexy Nerd
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    Carbuncle

    Aikar, how about that sending of equip packets so you can avoid the "Cannot change gear while some window is open" thing you mentioned way back?

    Also, I don't suppose it would be possible to use something that's a bit lighter on the syntax, like, say, ruby? >_> Just complaining kinda for the sake of complaining, either way would be really nice to see happen.

  19. #3719
    Cerberus
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    Leviathan

    Quote Originally Posted by Julian View Post
    Aikar, how about that sending of equip packets so you can avoid the "Cannot change gear while some window is open" thing you mentioned way back?

    Also, I don't suppose it would be possible to use something that's a bit lighter on the syntax, like, say, ruby? >_> Just complaining kinda for the sake of complaining, either way would be really nice to see happen.
    with what im proposing you would be able to use a system called CoffeeScript that is very similiar to ruby (it was created by the crowd who came from Ruby...)

    http://jashkenas.github.com/coffee-script/

    Its a compiler that compiles to JS, so youd be able to write your files in that syntax instead (something I was planning to support before you even asked)

    Aikar, how about that sending of equip packets so you can avoid the "Cannot change gear while some window is open" thing you mentioned way back?
    heh would be nice... but still a bit of work.

  20. #3720
    BG Content
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    Currently Spellcast does not attempt to equip gear that is already equipped. Is this to reduce the number of commands you send, or to avoid unequipping gear or something?

    Like
    * I use Reverse Flourish and it puts on my Charis Bangles +2 while I'm using the ability.
    * Then I quickly use Rudra's Storm and it should swap my Charis Bangles +2 in again.
    * However, because they're already on, it doesn't try to.
    * The aftercast from Reverse Flourish removes my Charis Bangles +2.
    * I use Rudra's Storm without them on.

    Is there any way to make it so spellcast just sends the equip command anyway? Would this mess something up?

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