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  1. #3761
    An exploitable mess of a card game
    Join Date
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    Gouka Mekkyaku
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    Diabolos

    Either space them out (Ring1 at top and Ring2 a few pieces of gear away) or double the equipping of the set.

    Edit: Earlier post on this page edited. The chart now accurately displays the triggers to be used in the upcoming include XML. I hope to have the include finished in 1.5-2 weeks, a revision of old XMLs, and new XMLs over the break.

  2. #3762
    New Spam Forum
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    Ragnarok

    Quote Originally Posted by Yugl View Post
    Either space them out (Ring1 at top and Ring2 a few pieces of gear away) or double the equipping of the set.
    The order gear equips in sc is not able to be modified. Placing it in random orders in the set won't change anything. By default, it already equips these items spaced out but that doesn't always mean it will work. The order is the same as it shows when you enable show gear swaps.

  3. #3763
    An exploitable mess of a card game
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    Well, I didn't know that. Good to know though (And I guess the second option is your only choice).

  4. #3764
    New Spam Forum
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    Ragnarok

    Quote Originally Posted by Yugl View Post
    Well, I didn't know that. Good to know though (And I guess the second option is your only choice).
    Quite a while ago back at the 75 cap my brother and I were trying to figure out how to make his stoneskin macro not bork 140 hp every time he casted it. So we thought we could just make custom sets with gear in a certain order but it didn't work, eventually we got confirmation from one of the windower devs that the order is static.

    I'm not sure if this is always the case but it seems to me that mine only messes up when I don't do full swaps. ie only swap a couple pieces. If I make a set that has 14 swaps in it, then I guess it gives the game enough time between ring1 and ring2 that it doesn't bork but if all I'm doing is the rings then the 2 equip commands are sent so rapidly that it doesn't have time to realize it and tries to gear the same ring on each finger. I wish we could use a unique item id rather than a name for spellcast for these situations.

  5. #3765
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    The same conclusion I came to as well. I managed to get around this when I made my first Mega-BLU XML, but I forgot to incorporate that within later versions.

  6. #3766
    Flowery Twats
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    I know for convert on Rdm I made a simple script, equipping the gear in a certain order (equipping HP+ first, then HP>MP, so I wouldn't lose HP swapping set) and then just have my in-game macro as:
    /console exec convert.txt
    /ja convert <me>

    But I'd really like to avoid making scripts for every instance of having identical rings/earrings equipped, and then learn how to make spellcast run scripts from the xml ._.

  7. #3767
    New Spam Forum
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    Ragnarok

    You can also use a command equip in the rules section of spellcast and even add a .1 or more delay to ensure it puts on but in either case gear locking won't work and you'd have to set up some excessively complicated variable system and put each one behind a wall of checks to ensure locking is effective.

  8. #3768
    Cerberus
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    Siren

    Can anyone that has a Blu XML post it? I'm creating one and would like to see how some have theirs written. Yugl's is too complicated for me!

  9. #3769
    Fake Numbers
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    Asura

    Anyone mind sharing their DRK XML?

  10. #3770
    BG's most likeable Québécois
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    Here is my BLM XML
    http://pastebin.com/3iVm75Kk

    I got 2 problems wiht it

    When i cast exemple sleep it says There is no enfeebling set in group main (but i said i nmy rules to use the set enfeeb-int

    Also even tho my rule is there Stoneskin doesn't equip stoneskin set on cast

    any idea why?

  11. #3771
    An exploitable mess of a card game
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    Not sure why the spellcast would say Enfeebling, but your rules currently have "If skill is enfeebling magic and spell is X-X', then equip Enfeebling-MND" but nothing else. In other words, that "elseif" is outside the enfeebling magic umbrella due to a misplaced "if" component.

    What you have:
    Code:
            <if Skill="EnfeeblingMagic">
                <if Spell="Slow|Paralyze|Silence">
                    <equip when="midcast" set="Enfeeb-MND" />
                </if>
            </if>
            <elseif Spell="Burn|Frost|Choke|Rasp|Shock|Drown|Sleep*">
                <equip when="midcast" set="Enfeeb-INT" />
            </elseif>
    Since sleep is enfeebling magic, your XML will never equip gear because the XML will close off the path after "If Skill is Enfeebling." You also have unnecessary nests like "If Enhancing and SS, then equip SS"; however the ONLY spell you have within enhancing is SS.

    Anyways, the problem is that you have a part that says <If drain/aspir> <else do w/e> and within that <else> you have a ton of <if> statements. One of those is <if *Magic>. Within that, you have a <if Elemental Magic> <else> portion. Within the <else> you have <equip set="Standard|%Skill"> rule. That is what is creating the problem.

    Code:
                <if Skill="*Magic">
                    <if Skill="ElementalMagic">
                        <if Spell="Frost|Drown|Rasp|Burn|Shock|Choke">
                            <equip when="precast|midcast" Set="HighResist" />
                        </if>
                        <else>
                            <if SpellTargetName="Tiamat|Genbu|Suzaku|Seiryu|Byakko|Kirin|Jormungand|Vrtra|Cerberus|Khimaira|Tyger|Jailer of Love|Sarameya" NotBuffActive="Elemental Seal">
                                <equip when="precast|midcast" Set="HighResist" />
                            </if>
                            <else>
                                <if SpellTargetName="Fafnir|Nidhogg|Aspidochelone|King Behemoth|Tinnin|Ouryu" NotBuffActive="Elemental Seal">
                                    <equip when="precast|midcast" Set="MidResist" />
                                </if>
                                <else>
                                    <if mode="or" Area="Dynamis *|Hazhalm*" SpellTargetName="Lambton Worm|Sandworm|Guivre|King Arthro|Serket">
                                        <if NotBuffActive="Elemental Seal">
                                            <equip when="precast|midcast" Set="LightResist" />
                                        </if>
                                        <else>
                                            <equip when="precast|midcast" Set="FullDamage" />
                                        </else>
                                    </if>
                                    <else>
                                        <equip when="precast|midcast" Set="FullDamage" />
                                    </else>
                                    <if advanced ="%MoonPCT &gt;80">
                                        <equip when ="midcast">
                                            <neck>Artemis' Medal</neck>
                                        </equip>
                                    </if>
                                    <if advanced ="%MoonPCT &lt;80">
                                        <if MPPAfterCastLT="50" Advanced="$UggPendant==1">
                                            <equip when="midcast">
                                                <neck lock="yes">Uggalepih Pendant</neck>
                                            </equip>
                                        </if>
                                    </if>
                                    <if advanced ="%MoonPCT &gt;30">
                                        <equip when ="midcast">
                                            <neck>Artemis' Medal</neck>
                                        </equip>
                                    </if>
                                </else>
                                <!-- check for Sorc Ring if mid or low resist mob. HP values to compare to are in variables above. -->
                                <if advanced='$Ring == 1'>
                                    <!-- make sure we have an HP variable set for current subjob -->
                                    <if Advanced='"$%SubJobRingHP" !="$%SubJobRingHP"'>
                                        <if Advanced='%HP &gt; $%SubJobRingHP'>
                                            <!-- if you have too much HP at the time of casting, equip minus hp -->
                                            <equip when="precast" set="MinusHP" />
                                        </if>
                                    </if>
                                    <else>
                                        <!-- if no HP amount is specified for the current subjob, just always equip minushp as precast -->
                                        <if advanced='$Ring == 1'>
                                            <if HPPGT="76" >
                                                <equip when="precast" set="MinusHP" />
                                            </if>
                                        </if>
                                    </else>
                                    <equip when="midcast">
                                        <lring>Sorcerer's Ring</lring>
                                    </equip>
                                </if>
                            </else>
                        </else>
                    </if>
                    <else>
                        <equip when="precast|midcast" Set="Standard|%Skill" />
                    </else>
                </if>
                <else>
                    <equip when="precast|midcast" Set="Standard" />
                </else>
    That is where the issue is.

  12. #3772
    BG's most likeable Québécois
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    Thanks Yugl and last part i can't make Sorc ring work

    this is my rule

    Code:
     <if advanced='$Ring == 1'> 
    			        <if HPPLT="76">
    				  <action type="equip" when="midcast">  
    			        <lring>Sorcerer's Ring</lring> 
    			    	  </action>
    					  <else>
    					   <action type="equip" when="precast" set="MinusHP">
    					   </action>
    					   <action type="equip" when="midcast">  
    			        <lring>Sorcerer's Ring</lring> 
    			    	  </action>
    					   </else>
    				  </if>
    			     </if>

    And my HPminus set

    Code:
    <set name="MinusHP" BaseSet="Standard">
    			<lear>Astral earring</lear>
    		    <rear>Physical earring</rear>
     		    <hands>Errant cuffs</hands>
    		    <rring>Bifrost ring</rring>
    			<lring>Serket Ring</lring>
    			<legs>Mahatma Slops</legs>
    			<body>Dalmatica</body>
    		    <back>Ixion cape</back>
    		    <ammo>Tiphia sting</ammo> 
    		    <waist>Penitent's rope</waist>
    		    <feet>Errant pigaches</feet>
                </set>

  13. #3773
    Masamune
    Guest

    Quote Originally Posted by Ratatapa View Post
    my HPminus set

    Code:
    <set name="MinusHP" BaseSet="Standard">
    			<lear>Astral earring</lear>
    		    <rear>Physical earring</rear>
     		    <hands>Errant cuffs</hands>
    		    <rring>Bifrost ring</rring>
    			<lring>Serket Ring</lring>
    			<legs>Mahatma Slops</legs>
    			<body>Dalmatica</body>
    		    <back>Ixion cape</back>
    		    <ammo>Tiphia sting</ammo> 
    		    <waist>Penitent's rope</waist>
    		    <feet>Errant pigaches</feet>
                </set>
    Can simplify with less gears:
    Code:
    <set name="MinusHP"> <!-- need -355HP for elvaan BLM/rdm with 6 HP merits -->
         <head>Zenith Crown</head> <!-- -50 -->
         <neck>Morgana's Choker</neck> <!-- -40 -->
         <lear>Graiai Earring</lear> <!-- -45 -->
         <lring>Bifrost Ring</lring> <!-- -70 -->
         <hands>Weald Gages</hands> <!-- -50 -->
         <feet>Conduit Shoes</feet> <!-- -70 -->
    </set>
    Should be enough to put you in orange HP ?

  14. #3774
    BG's most likeable Québécois
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    I didn't explain well hehe.

    Problem is my First part doesn't switch to minus HP.


    But if my HP is already at 76% or less Sorc ring works

  15. #3775
    Masamune
    Guest

    Sorcerer Ring rule

    Code:
                            <!-- check for Sorc Ring if mid or low resist mob. HP values to compare to are in variables above. -->
                            <if advanced='"$SorcRing" = "1"'>
                                <!-- make sure we have an HP variable set for current subjob -->
                                <if Advanced='"$%SubJobRingHP" != "\$%SubJobRingHP"'>
                                    <if Advanced='"%HP" &gt; "$%SubJobRingHP"'>
                                        <!-- if you have too much HP at the time of casting, equip minus hp -->
                                        <equip set="MinusHP"/>
                                    </if>
                                </if>
                                <else>
                                    <!-- if no HP amount is specified for the current subjob, just always equip minushp as precast -->
                                    <equip set="MinusHP"/>
                                </else>
                                <equip when="midcast">
                                    <rring>Sorcerer's Ring</rring>
                                </equip>
                            </if>
    or actually a simpler variant:
    Code:
                            <!-- check for Sorc Ring if mid or low resist mob. -->
                            <if advanced='"$SorcRing" = "1"'>
                                <if HPPGT="75"> <!-- if you have too much HP at the time of casting, equip minus hp -->
                                    <equip set="MinusHP"/>
                                </if>
                                <equip when="midcast">
                                    <rring>Sorcerer's Ring</rring>
                                </equip>
                            </if>
    In all cases, make sure your nuking set is MIDCAST and not precast (or else MinusHP and/or FastCast sets will overwrite your nuking sets)
    Also, 2nd variant is assuming your Idle set has same MaxHP as your nuking set.

  16. #3776
    BG's most likeable Québécois
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    Thanks it works :D

  17. #3777
    Yoshi P
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    Arthas

    Is there a way I can have SC use a certain piece of gear for a set if it's available, but another if it's not? Like if I throw said gear in satchel to prevent it being used.

  18. #3778
    An exploitable mess of a card game
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    Only if you do two equips rules and have the second rule use a set that has the alternative gear. SC cannot detect a piece of gear not being within your inventory.

  19. #3779
    Salvage Bans
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    Leviathan

    Couldn't you just bracket the sets? Making the first gear set in the bracket the default set containing the gear you would want if the other gear wasn't in your inventory, and make the second set in he bracket be the gear changes? Much like you do with your idle and engaged rules? If you don't have the gear in your inventory it wont change it, so you could do something like;

    Code:
    <equip set="baseset|othergear" />

  20. #3780
    xXNyteFyreXx420Sharingan
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    Fenrir

    That's not how layered sets work. All gearsets are constructed prior to any /equip commands firing. Spellcast will build the first set, then overwrite it with any items in the second set, then equip the final combined set. Take a look at your debug logs sometime, it's quite easy to see.

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