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  1. #3721
    Cerberus
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    Leviathan

    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.

  2. #3722
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    Can we get this moved to the Completed Spellcast thread?
    This Fri/Sat I plan on reviewing what we've done and summarizing it here for Motenten to confirm and then I'll post a list of stuff that's gone on in a clean format. My life is too miserable to do that now though.

  3. #3723
    Chram
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    Fenrir

    Special note: per SE release notes today, blu will be getting Barbed Crescent. As such, we need to remove that from the trigger list.

  4. #3724
    RIDE ARMOR
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    Valefor

    beast

    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

  5. #3725
    An exploitable mess of a card game
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    Quote Originally Posted by Motenten View Post
    Special note: per SE release notes today, blu will be getting Barbed Crescent. As such, we need to remove that from the trigger list.
    Not if it's /ja Barbed Crescent? I was about to ask about that.

  6. #3726
    Chram
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    Fenrir

    Hm. True, it could still be differentiable. Will have to test it to be sure.

  7. #3727
    Very Sexy Nerd
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    Carbuncle

    Quote Originally Posted by Aikar View Post
    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)
    :D That looks pretty cool.

    What about the first question.

  8. #3728
    Puppetmaster
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    2

    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.

  9. #3729
    Chram
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    Fenrir

    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.

  10. #3730
    Puppetmaster
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    Quote Originally Posted by Motenten View Post
    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.
    Thank you, this helps.

  11. #3731
    Hydra
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    Asura

    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.

    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>
    Whole thing if needed:
    http://pastebin.com/S6EWdSsu

  12. #3732
    An exploitable mess of a card game
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    Diabolos

    Oh, while we're asking for spellcast wishlist.

    - Duration variables
    - Ability to read recast

    Doable?

  13. #3733
    Puppetmaster
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    Quote Originally Posted by Motenten View Post
    If variables aren't working, the first thing to check is to see what Spellcast evaluates the variable as. Add the following somewhere in the spellcast and trigger the output:

    Code:
    <addtochat>Var: $staff-%spellelement</addtochat>
    If you end up with something odd, you can start figuring out where the problem is. For example, misspelled %spellelement, a variable named $staff (so you end up with ThisOtherStaffFire or something similar), or whatever.
    Ok so...

    I get this:

    "Var: Light Staff-Light-Wind-Wind-Light-Light-Water-Light-Light-Earth-Wind-Light-Light-Dark"

    Well, you get the idea.

    Back to the drawing board.

  14. #3734
    An exploitable mess of a card game
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    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
    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.

  15. #3735
    Puppetmaster
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    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!

  16. #3736
    An exploitable mess of a card game
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    http://wiki.windower.net/plugins/spellcast

    ^?

    And spellcast doesn't interact with your inventory.

  17. #3737
    Radsourceful

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    Bismarck

    Quote Originally Posted by Caylene View Post
    Is there a way to set your code to equip a piece of armor if the coded piece isn't in 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.

  18. #3738
    Puppetmaster
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    Quote Originally Posted by Yugl View Post
    http://wiki.windower.net/plugins/spellcast

    ^?

    And spellcast doesn't interact with your inventory.
    I meant more to help with the actual coding, unless there's something that already checks your gear spelling for errors?

  19. #3739
    Ridill
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    Asura

    Quote Originally Posted by Yugl View Post
    Oh, while we're asking for spellcast wishlist.

    - Duration variables
    - Ability to read recast

    Doable?
    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.

  20. #3740
    An exploitable mess of a card game
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    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.

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