Your spellcast plugin is out of date, latest version is 2.30 rc16, which is very stable.
Previous versions used to randomly unload or crash the game for me.
Your spellcast plugin is out of date, latest version is 2.30 rc16, which is very stable.
Previous versions used to randomly unload or crash the game for me.
Quick specific spellcast question. Can you change variables in game w/o edding and reloading the .XML?
Yes:
/sc var list - shows you all the variables currently set, and their current values
/sc var set varname newvalue - sets the variable "varname" to "newvalue" (creates the variable if it doesn't exist)
/sc var inc varname - increases "varname"'s value by 1
/sc var dec varname - decreases "varname"'s value by 1
/sc var rem varname - deletes the variable "varname" entirely
Anyone else having trouble bringing up the windower website?
I am. All the plugins end in 404.
It comes up, just very slowly. Most likely due to the integration of the wiki and forum portions of the site.
Can someone post a RDM script that idles mp gear until buffs are used and then switch to -pdt/-mdt idle set? I've seen a couple, but cbf messing around with conversion etc.
have your sets and put this
<if BuffActive="whatever">
<action type="equip" set="hello" />
etc.
orrrrrrrr am i missing something
Sounds about right, though I've seen them with like gear changes based on certain amounts of MP for max MP conservation..though I don't think that's super important at this time for me..
How's this look?
<if BuffActive="Refresh|Rerais*|Protec*|Shel*|Blink|Ha ste">
<action type="equip" set="Standard" />
<else>
<action type="equip" set="MaxMP" />
</else>
</if>
Hmm doesn't seem to be working
<if MPPAftercastLT="X"> might be what you're looking for. Checks to see if your MP will be under X percent after that spell is cast. Take out the 2nd P and it will check for an actual MP value instead of a percentage. It makes more sense to me to have the check for idling in max MP vs. -PDT/MDT be based on your actual MP than based on buffs. If buffs are down when you have 120MP, then you don't gain anything from idling in a max MP set.
Yeah, that should work out fine.
Hmm..not seeming to be working..does it need to be a part of an <if spell="xxx"> code or can it be standalone how I have it?
It would have to be part of something. For example, I have something along the lines of:
If I were to add the check that you want to my file, I would put it as the very last thing before I close the <if commandprefix="/magic">. That way it would be the last thing checked on any spell that doesn't have a /return as part of it (which is really just my Composure stuff).Code:<if commandprefix="/magic"> <action type="equip" when="precast" set="FastCast" /> <!--Composure junk> <!--stuff for various spells, etc. Main part of my .xml> </if>
Also, unless you named your sets crazy, this equips your maxmp set when your mp is low, standard when mp is higher. Either use MPAftercastGT or swap the set names.Code:<if MPAftercastLT="712"> <action="equip" set="MaxMP" /> </if> <else> <action="equip" set="Standard" /> </else>
Edit: Also as posted above, consider using MPPAftercast (MP Percent), if you are on a different SJ or in a level capped area it'll still function. Keep in mind it is calculated based on maxMP you have when you start the spell, not what you cast or idle in.
Could also do...
<if area="sacrarium" mpaftercastgt="lower number">
etc etc
for every case.
haha I had just glanced over the syntax and didn't even notice the sets were flippy floppied. Could just change the LT to GT.
I have an extensive request for help on reducing the amount of junk in my PLD XML right now.
Currently I have several different groups, each essentially all with the same item sets EXCEPT for the idle set. To change between groups I have a few binds (to go from say, kiting idle to shield/PDT idle to Atonement idle). Is there I way I can set up variables to change my default aftercast idle set so I can combine all these groups into one and just have the mutliple idles all the same group instead? It would eliminate the need for repeated sets copied across multiple groups. Every time I get a new piece of gear it's a real pain the ass to make sure it gets referenced across all the copied groups.