byrth that should work, but the game itself has some min delays between fast equip swaps, and even so more strict on 2 of the same equipment as you describe.
you may need to increase delays between.
byrth that should work, but the game itself has some min delays between fast equip swaps, and even so more strict on 2 of the same equipment as you describe.
you may need to increase delays between.
Special note: per SE release notes today, blu will be getting Barbed Crescent. As such, we need to remove that from the trigger list.
After looking through post, xml section and pastebin directly im noticing not alot of bst xml's, i know spellcast would be amazing for bst with idle/engaged/rewardetc sets but after having tried 15 non working xml's i must ask is there a underlying issue with bst and spellcast or am i just missing some good xml's? If anyone has a working one please by all means pm me or reply, but still answer question on isssues![]()
Hm. True, it could still be differentiable. Will have to test it to be sure.
Question:
would you create your MDT-%Element via sets or variables? I'm half-tempted to put them in some sort of include and call them up through variable settings.
Both. Something like:
MagicDefense = MDT-%Element, or None
equip set=$MagicDefense
I created all the MDT-elements as blank sets and put them in an include so that I don't have to fully define them for every job. That way <equip>ing them won't cause an error if I haven't redefined it locally.
Trying to figure out where I went wrong or what I'm missing in my DRK xml. I want a rule that upon engaging equips 1) Aftermath set (if active) and 2) Souleater set (if active). I no longer seem to swap into any gearset when I engage/disengage.
Whole thing if needed:Code:<!-- TP Rules --> <if status="engaged"> <if BuffActive="Aftermath"> <if BuffActive="Souleater"> <action type="equip" when="engaged" set="SouleaterAftermath" /> </if> <else> <action type="equip" when="engaged" set="TPAftermath" /> </else> </if> <else> <if BuffActive="Souleater"> <action type="equip" when="engaged" set="Souleater" /> </if> <else> <action type="equip" when="engaged" set="TP" /> </else> </else> </if>
http://pastebin.com/S6EWdSsu
Oh, while we're asking for spellcast wishlist.
- Duration variables
- Ability to read recast
Doable?
This list seems to be what we have so far. As you can see, there is a bit of work to do. We should look to standardize some terms so that people aren't running around with a Yugl-Motenten dictionary on stuff. Noticeably, we need a term for TPMode and MeleeMode since we use the same term (TPMode) in different ways. I have a list of stuff we've talked about/resolved/need to resolve, but I need to format that better so that it's easy to look at.Code:Trigger Spell Motenten Yugl Shackeled Fists WS Distance WS Distance Vulcan Shot TP/Idle Mode TP/Idle Mode Carnal Nightmare ??? Full Evasion Grim Halo Refresh Refresh Aegis Schism MDT MDT Netherspikes PDT PDT Foxfire Movement Movement Barbed Crescent Killswitch ??? Dancing Chains Aftercast Aftercast Banishga V ??? ??? Poisonga IV MeleeMode TP-Mode Poisonga V WSMode WS-Mode Diaga IV ??? ??? Diaga V ??? (Neutral Element?) ??? Bio V Dark Resist Dark Resist Dia V Physical DEF type ??? Poison V TPMode ACC Banish V Light Resist Light Resist Elementga V Element Resist Element Resist Banishga IV ??? ??? Poisonga III ??? ??? Diaga III ??? ??? Dia IV ??? ??? Poison IV Tank Mode EVA 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 Undetermined Triggers Magic Accuracy Cure type Dire Cast Quick Resist Change Utsusemi Midcast
Would a custom dictionary for FFXI be helpful? I've got one that I created- at the moment it's English only though.
ETA: I should have followed that thought all the way through- I meant for writing SC in general, I have a custom dictionary that will check the spelling of my gear to catch any errors.
Also: Is there a way to set your code to equip a piece of armor if the coded piece isn't in your inventory? Baseset doesn't work the way I thought it did, apparently...
TYSM!
http://wiki.windower.net/plugins/spellcast
^?
And spellcast doesn't interact with your inventory.
It can (sorta) be done, but requires 2 equip timings, so either a precast-midcast or a midcast-/wait 1.1 type of thing
time A: equip alternative item
time B: equip main item
If main item isn't there, alt item stays on.
This isn't good for Precast/JA/Fastcasting stuff, but might be useful for your case.
Based on the way it works, I don't think spellcast really should be doing things like reading the current recast timer and such. It'd make more sense to have the ability to do time arithmetic within spellcast, OR allow autoexec to have an event based on a time difference, e.g. creating a runonce autoexec event for timediff_20 that will trigger 20 game-minutes after it was created.
It'd also be nice to allow autoexec to read server-generated log messages, not just chat. So something can happen when it sees "Player's Whatever Effect wears off."
Spellcast + autoexec make a powerful combination, and certain tweaks suggested for spellcast should really be done with autoexec instead.
If there's some sort of technicality that makes spellcast unable to read recast (Or requires invasive methods to do so), then I'm all for what you said. Durations are already within resources, but there's no way to access them.