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  1. #4201
    Masamune
    Guest

    Hello

    me too is updating my bst.xml and trying to add the killer aspect to set changing into my xml. So 1st step i'm trying to do is to adapt a regex code i had for blu correlation since long time:

    The idea is pretty simple: player set manually the family type of the mobs he will be fighting, so spellcast will use sets using correlation for enhanced blumagic damage against that mobtype.

    Code:
    <variables>
    <!-- Manual Definition in ponyplay of MobType currently fought, with //sc set var MobType Beast OR
    Lizard OR Vermin OR Bird OR Amorph OR Arcana OR Undead OR Demon OR Dragon OR Luminian OR Luminion -->
    	<var Name="MobType"></var>
    <!-- These 2 variables define correlation between MobTypes and SpellTypes -->
    	<var Name="SpellTypeListStrong">Beast{|1000 Needles|Bad Breath|Pinecone Bomb|Queasyshroom|Seedspray|Soporific|Sprout Smack|Uppercut|Wild Oats|}Lizard{|Asuran Claws|Awful Eye|Blank Gaze|Chaotic Eye|Claw Cyclone|Foot Kick|Heat Breath|Lowing|Ram Charge|Sheep Song|Voracious Trunk|}Vermin{|Frost Breath|Geist Wall|Infrasonics|Regurgitation|}Plantoid{|Cannonball|Cursed Sphere|Death Scissors|Filamented Hold|Mandibular Bite|Power Attack|Sickle Slash|Spiral Spin|}Aquan{|Blood Drain|Feather Tickle|Helldive|Jet Stream|Jettatura|Sound Blast|Yawn|}Amorph{|Maelstrom|Screwdriver|Venom Shell|}Bird{|Corrosive Ooze|Death Ray|Digest|MP Drainkiss|Sandspin|}Arcana{|Blood Saber|Dimensional Death|Poison Breath|Spinal Cleave|Stinking Gas|Terror Touch|}Undead{|Blizstrahl|Bludgeon|Cold Wave|Ice Break|Mysterious Light|Self-Destruct|Smite of Rage|}Dragon{|Eyes On Me|Frenetic Rip|Frightful Roar|Hecatomb Wave|Mind Blast|}Demon{|Body Slam|Radiant Breath|}Luminion{|Disseverment|Temporal Shift|Vertical Cleave|}Luminian{|Actinic Burst|}</var>
    	<var Name="SpellTypeListWeak">Beast{|Frost Breath|Geist Wall|Infrasonics|Regurgitation|}Lizard{|Cannonball|Cursed Sphere|Death Scissors|Filamented Hold|Mandibular Bite|Power Attack|Sickle Slash|Spiral Spin|}Vermin{|1000 Needles|Bad Breath|Pinecone Bomb|Queasyshroom|Seedspray|Soporific|Sprout Smack|Uppercut|Wild Oats|}Plantoid{|Asuran Claws|Awful Eye|Blank Gaze|Chaotic Eye|Claw Cyclone|Foot Kick|Heat Breath|Lowing|Ram Charge|Sheep Song|Voracious Trunk|}Aquan{|Corrosive Ooze|Death Ray|Digest|MP Drainkiss|Sandspin|}Amorph{|Blood Drain|Feather Tickle|Helldive|Jet Stream|Jettatura|Sound Blast|Yawn|}Bird{|Maelstrom|Screwdriver|Venom Shell|}</var>
    
    </variables>
    
    <rules>
    	<if advanced='regex("$SpellTypeListStrong",".*$MobType\{[^\}]+\|%Spell\|.*")'>
    		<equip When="midcast">
    			<head>Magus Keffiyeh +1</head>	<!-- Equip AF1 head for Monster correlation effect -->
    		</equip>
    		<addtochat Color="206">----- Using Magus Keffiyeh for Correlation Effect ! -----</addtochat>
    	</if>
    	<elseif advanced='regex("$SpellTypeListWeak",".*$MobType\{[^\}]+\|%Spell\|.*")'>
    		<addtochat Color="206">----- Take Care ! %Spell is weak against %target ($MobType) ! -----</addtochat>
    	</elseif>
    </rules>
    .... into that:
    Code:
    <variables>
    	<!-- Manual Definition in ponyplay of MobType currently fought, with //sc set var MobType Beast OR
    	Lizard OR Vermin OR Bird OR Amorph OR Arcana OR Undead OR Demon OR Dragon OR Luminian OR Luminion -->
    	<var Name="MobType"></var>
    	
    	<!-- Ecosystems -->
    	<!-- DO NOT change anything ! These 2 variables define correlation between Mob Families -->
    	<var Name="MobTypeListStrong">Beast{|Flytrap Familiar|Presto Julio|Voracious Audrey|Funguar Familiar|Discreet Louise|Flowerpot*|Homunculus|Amigo Sabotender|}Lizard{|Gorefang Hobs|Crafty Clyvonne|Bloodclaw Shasra|Hare Familiar|Lucky Lulush|Tyrant'seared Steffi|Sheep Familiar|Nursery Nazuna|Lullaby Melodia|Tiger Familiar|Saber Siravarde|}Vermin{|Crude Raphie|Swift Sieghard|Eft Familiar|BugeyedBroncha|Ambusher Allie|Lizard Familiar|Audacious Anna|Coldblood Como|}Plantoid{|Antlion Familiar|Chopsuey Chucky|Beetle Familiar|Panzer Galahad|Mite Familiar|Lifedrinker Lars|Mayfly Familiar|Mailbuster Cetas|Shellbuster Orob|Dipper Yuly|}Aquan{|Faithful Falcorr|Dapper Mac|}Amorph{|Slippery Silas|Crab Familiar|Courier Carrie|}Bird{|Gooey Gerard|Fatso Fargann|}Arcana{||}Undead{||}Dragon{||}Demon{||}</var>
    	<var Name="MobTypeListWeak">Beast{|Crude Raphie|Swift Sieghard|Eft Familiar|BugeyedBroncha|Ambusher Allie|Lizard Familiar|Audacious Anna|Coldblood Como|}Lizard{|Antlion Familiar|Chopsuey Chucky|Beetle Familiar|Panzer Galahad|Mite Familiar|Lifedrinker Lars|Mayfly Familiar|Mailbuster Cetas|Shellbuster Orob|Dipper Yuly|}Vermin{|Flytrap Familiar|Presto Julio|Voracious Audrey|Funguar Familiar|Discreet Louise|Flowerpot*|Homunculus|Amigo Sabotender|}Plantoid{|Gorefang Hobs|Crafty Clyvonne|Bloodclaw Shasra|Hare Familiar|Lucky Lulush|Tyrant'seared Steffi|Sheep Familiar|Nursery Nazuna|Lullaby Melodia|Tiger Familiar|Saber Siravarde|}Aquan{|Gooey Gerard|Fatso Fargann|}Amorph{|Faithful Falcorr|Dapper Mac|}Bird{|Slippery Silas|Crab Familiar|Courier Carrie|}</var>
    </variables>
    
    <rules>
    	<!-- Correlation checks -->
     	<if Advanced='regex("$MobTypeListStrong",".*$MobType\{[^\}]+\|%PetName\|.*")'>
    		<addtochat Color="206">----- Good Job ! %PetName is strong against %target ($MobType) ! -----</addtochat>
    	</if>
    	<elseif Advanced='regex("$MobTypeListWeak",".*$MobType\{[^\}]+\|%PetName\|.*")'>
    		<addtochat Color="206">----- Take Care ! %PetName is weak against %target ($MobType) ! -----</addtochat>
    	</elseif>
    </rules>
    Sadly i failed to adapt, and my understanding of regex is pretty limited ;; (from memory i got this code from a very old xml on windower forums few years ago)

    --------------------------- EDIT -------------------------------

    Actually i rewrote the whole concept :

    Spoiler: show
    Code:
    <variables>
    	<!-- Manual Definition in ponyplay of MobType currently fought, 
    	with //sc set var MobType Beasts OR Lizards OR Vermins OR Birds OR Amorphs OR Aquans OR Plantoids -->
    	<var Name="MobType">Unspecified</var>
    	
    	<var Name="StrongVS"></var>
    	<var Name="Killer">No</var>
    </variables>
    
    <rules>
    	...
    	<elseif Spell="Call Beast" EquipAmmo="*Broth|*Grease|*Soil|*Humus|*Sap|*Water">
    		<castdelay delay=".5" />
    		<equip Set="CallBeast" />
    		<!-- ReadyTPmoves macro settings for Ready and KillerEffect-->
    		<if EquipAmmo="L. Carrot Broth"> <!-- Lucky Lulush -->
    			<var cmd='set Ready1 "Foot Kick"'/>
    			<var cmd='set Ready2 "Snow Cloud"'/>
    			<var cmd='set Ready3 "Whirl Claws"'/>
    			<var cmd='set Ready4 "Wild Carrot"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</if>
    		<elseif EquipAmmo="D. Herbal Broth"> <!-- Nursery Nazuna -->
    			<var cmd='set Ready1 "Lamb Chop"'/>
    			<var cmd='set Ready2 "Sheep Charge"'/>
    			<var cmd='set Ready3 "Sheep Song"'/>
    			<var cmd='set Ready4 "Rage"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Wool Grease"> <!-- Dipper Yuly -->
    			<var cmd='set Ready1 "Spiral Spin"'/>
    			<var cmd='set Ready2 "Sudden Lunge"'/>
    			<var cmd='set Ready3 "Noisome Powder"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="Lucky Broth"> <!-- Faithfull Falcorr -->
    			<var cmd='set Ready1 "Back Heel"'/>
    			<var cmd='set Ready2 "Jettatura"'/>
    			<var cmd='set Ready3 "Choke Breath"'/>
    			<var cmd='set Ready4 "Fantod"'/>
    			<var cmd="set StrongVS Aquans"/>
    		</elseif>
    		<elseif EquipAmmo="Burning Carrion Broth"> <!-- Gorefang Hobs -->
    			<var cmd='set Ready1 "Razor Fang"'/>
    			<var cmd='set Ready2 "Claw Cyclone"'/>
    			<var cmd='set Ready3 "Roar"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Rzr. Brain Broth"> <!-- Bloodclaw Shasra -->
    			<var cmd='set Ready1 "Blaster"'/>
    			<var cmd='set Ready2 "Chaotic Eye"'/>
    			<var cmd='set Ready3 "Charged Whisker"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Svg. Mole Broth"> <!-- Bugeyed Broncha -->
    			<var cmd='set Ready1 "Nimble Snap"'/>
    			<var cmd='set Ready2 "Numbing Noise"'/>
    			<var cmd='set Ready3 "Cyclotail"'/>
    			<var cmd='set Ready4 "Geist Wall"/>
    			<sc var set Ready5 "Toxic Spit"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Cl. Wheat Broth"> <!-- Gooey Gerard. -->
    			<var cmd='set Ready2 "Purulent Ooze"'/>
    			<var cmd='set Ready3 "Corrosive Ooze"'/>
    			<var cmd="set StrongVS Birds"/>
    		</elseif>
    		<elseif EquipAmmo="Shadowy Broth"> <!-- Crude Raphie -->
    			<var cmd='set Ready2 "Aqua Breath"'/>
    			<var cmd='set Ready3 "Tortoise Stomp"'/>
    			<var cmd='set Ready4 "Hardened Shell"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Deepbed Soil"> <!-- Discreet Louise -->
    			<var cmd='set Ready1 "Frog Kick"'/>
    			<var cmd='set Ready2 "Silence Gas"'/>
    			<var cmd='set Ready3 "Numbshroom"'/>
    			<var cmd='set Ready4 "Queesyshroom"'/>
    			<var cmd='set Ready5 "Spore"'/>
    			<var cmd='set Ready6 "Dark Spore"'/>
    			<var cmd='set Ready7 "Shakeshroom"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Vermihumus"> <!-- Flowerpot Merle -->
    			<var cmd='set Ready1 "Head Butt"'/>
    			<var cmd='set Ready2 "Wild Oats"'/>
    			<var cmd='set Ready3 "Scream"'/>
    			<var cmd='set Ready4 "Leaf Dagger"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Briny Broth"> <!-- Dapper Mac -->
    			<var cmd='set Ready1 "Beak Lunge"'/>
    			<var cmd='set Ready2 "Wing Slap"'/>
    			<var cmd="set StrongVS Aquans"/>
    		</elseif>
    		<elseif EquipAmmo="Carrot Broth"> <!-- Hare Familiar -->
    			<var cmd='set Ready1 "Foot Kick"'/>
    			<var cmd='set Ready2 "Dust Cloud"'/>
    			<var cmd='set Ready3 "Whirl Claws"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Herbal Broth"> <!-- Sheep Familiar -->
    			<var cmd='set Ready1 "Lamb Chop"'/>
    			<var cmd='set Ready2 "Sheep Charge"'/>
    			<var cmd='set Ready3 "Sheep Song"'/>
    			<var cmd='set Ready4 "Rage"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Meat Broth"> <!-- Tiger Familiar -->
    			<var cmd='set Ready1 "Razor Fang"'/>
    			<var cmd='set Ready2 "Claw Cyclone"'/>
    			<var cmd='set Ready3 "Roar"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Humus"> <!-- Flowerpot Bill -->
    			<var cmd='set Ready1 "Head Butt"'/>
    			<var cmd='set Ready2 "Wild Oats"'/>
    			<var cmd='set Ready3 "Dream Flower"'/>
    			<var cmd='set Ready4 "Leaf Dagger"'/>
    			<var cmd='set Ready5 "Scream"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Grass. Broth"> <!-- Flytrap Familiar -->
    			<var cmd='set Ready1 "Gloeosuccus"'/>
    			<var cmd='set Ready2 "Palsy Pollen"'/>
    			<var cmd='set Ready3 "Soporific"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif> 
    		<elseif EquipAmmo="Carrion Broth"> <!-- Lizard Familiar -->
    			<var cmd='set Ready1 "Blockhead"'/>
    			<var cmd='set Ready2 "Tail Blow"'/>
    			<var cmd='set Ready3 "Fireball"'/>
    			<var cmd='set Ready4 "Secretion"'/>
    			<var cmd='set Ready5 "Infrasonics"'/>
    			<var cmd='set Ready6 "Brain Crush"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Mole Broth"> <!-- Eft Familiar -->
    			<var cmd='set Ready1 "Nimble Snap"'/>
    			<var cmd='set Ready2 "Numbing Noise"'/>
    			<var cmd='set Ready3 "Cyclotail"'/>
    			<var cmd='set Ready4 "Geist Wall"/>
    			<sc var set Ready5 "Toxic Spit"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Tree Sap"> <!-- Beetle Familiar -->
    			<var cmd='set Ready1 "Power Attack"'/>
    			<var cmd='set Ready2 "Rhino Attack"'/>
    			<var cmd='set Ready3 "Hi-Freq Field"'/>
    			<var cmd='set Ready4 "Rhino Guard"'/>
    			<var cmd='set Ready5 "Spoil"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="Antica Broth"> <!-- Antlion Familiar -->
    			<var cmd='set Ready1 "Mandibular Bite"'/>
    			<var cmd='set Ready2 "Venom Spray"'/>
    			<var cmd='set Ready3 "Sandblast"'/>
    			<var cmd='set Ready4 "Sandpit"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="Fish Broth"> <!-- Crab Familiar -->
    			<var cmd='set Ready1 "Big Scissors"'/>
    			<var cmd='set Ready2 "Metallic Body"'/>
    			<var cmd='set Ready3 "Bubble Shower"'/>
    			<var cmd='set Ready4 "Bubble Curtain"'/>
    			<var cmd="set StrongVS Amorphs"/>
    		</elseif>
    		<elseif EquipAmmo="Blood Broth"> <!-- Diremite Familiar -->
    			<var cmd='set Ready1 "DoubleClaw"'/>
    			<var cmd='set Ready2 "Filamented Hold"'/>
    			<var cmd='set Ready3 "Spinning Top"'/>
    			<var cmd='set Ready4 "Grapple"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="F. Carrot Broth"> <!-- Keeneared Steffi -->
    			<var cmd='set Ready1 "Foot Kick"'/>
    			<var cmd='set Ready2 "Dust Cloud"'/>
    			<var cmd='set Ready3 "Whirl Claws"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="S. Herbal Broth"> <!-- Lullaby Melodia -->
    			<var cmd='set Ready1 "Lamb Chop"'/>
    			<var cmd='set Ready2 "Sheep Charge"'/>
    			<var cmd='set Ready3 "Sheep Song"'/>
    			<var cmd='set Ready4 "Rage"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Rich Humus"> <!-- Flowerpot Ben -->
    			<var cmd='set Ready1 "Head Butt"'/>
    			<var cmd='set Ready2 "Wild Oats"'/>
    			<var cmd='set Ready3 "Dream Flower"'/>
    			<var cmd='set Ready4 "Leaf Dagger"'/>
    			<var cmd='set Ready5 "Scream"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="W. Meat Broth"> <!-- Saber Siravarde -->
    			<var cmd='set Ready1 "Razor Fang"'/>
    			<var cmd='set Ready2 "Claw Cyclone"'/>
    			<var cmd='set Ready3 "Roar"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="Seedbed Soil"> <!-- Funguar Familiar -->
    			<var cmd='set Ready1 "Frog Kick"'/>
    			<var cmd='set Ready2 "Silence Gas"'/>
    			<var cmd='set Ready3 "Numbshroom"'/>
    			<var cmd='set Ready4 "Queesyshroom"'/>
    			<var cmd='set Ready5 "Spore"'/>
    			<var cmd='set Ready6 "Dark Spore"'/>
    			<var cmd='set Ready7 "Shakeshroom"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Q. Bug Broth"> <!-- Shellbuster Orob -->
    			<var cmd='set Ready2 "Venom"'/>
    			<var cmd='set Ready3 "Cursed Sphere"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="C. Carrion Broth"> <!-- Coldblood Como -->
    			<var cmd='set Ready1 "Tail Blow"'/>
    			<var cmd='set Ready2 "Brain Crush"'/>
    			<var cmd='set Ready3 "Fireball"'/>
    			<var cmd='set Ready4 "Secretion"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Fish Oil Broth"> <!-- Courier Carrie -->
    			<var cmd='set Ready1 "Big Scissors"'/>
    			<var cmd='set Ready2 "Metallic Body"'/>
    			<var cmd='set Ready3 "Bubble Shower"'/>
    			<var cmd='set Ready4 "Bubble Curtain"'/>
    			<var cmd="set StrongVS Amorphs"/>
    		</elseif>
    		<elseif EquipAmmo="Alchemist Water"> <!-- Homunculus -->
    			<var cmd='set Ready1 "Head Butt"'/>
    			<var cmd='set Ready2 "Wild Oats"'/>
    			<var cmd='set Ready3 "Dream Flower"'/>
    			<var cmd='set Ready4 "Leaf Dagger"'/>
    			<var cmd='set Ready5 "Scream"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="N. Grass. Broth">  <!-- Voracious Audrey -->
    			<var cmd='set Ready1 "Gloeosuccus"'/>
    			<var cmd='set Ready2 "Palsy Pollen"'/>
    			<var cmd='set Ready3 "Soporific"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif> 
    		<elseif EquipAmmo="L. Mole Broth"> <!-- Ambusher Allie -->
    			<var cmd='set Ready1 "Nimble Snap"'/>
    			<var cmd='set Ready2 "Numbing Noise"'/>
    			<var cmd='set Ready3 "Cyclotail"'/>
    			<var cmd='set Ready4 "Geist Wall"'/>
    			<var cmd='set Ready5 "Toxic Spit"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Scarlet Sap"> <!-- Panzer Galahad -->
    			<var cmd='set Ready1 "Power Attack"'/>
    			<var cmd='set Ready2 "Rhino Attack"'/>
    			<var cmd='set Ready3 "Hi-Freq Field"'/>
    			<var cmd='set Ready4 "Rhino Guard"'/>
    			<var cmd='set Ready5 "Spoil"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="C. Blood Broth"> <!-- Lifedrinker Lars -->
    			<var cmd='set Ready1 "DoubleClaw"'/>
    			<var cmd='set Ready2 "Filamented Hold"'/>
    			<var cmd='set Ready3 "Spinning Top"'/>
    			<var cmd='set Ready4 "Grapple"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="F. Antica Broth"> <!-- Chopsuey Chucky -->
    			<var cmd='set Ready1 "Mandibular Bite"'/>
    			<var cmd='set Ready2 "Venom Spray"'/>
    			<var cmd='set Ready3 "Sandblast"'/>
    			<var cmd='set Ready4 "Sandpit"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="Sun Water"> <!-- Amigo Sabotender -->
    			<var cmd='set Ready1 "Needleshot"'/>
    			<var cmd='set Ready3 "1000 Needles"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Cng. Brain Broth"> <!-- Crafty Clyvonne -->
    			<var cmd='set Ready1 "Blaster"'/>
    			<var cmd='set Ready2 "Chaotic Eye"'/>
    			<var cmd="set StrongVS Lizards"/>
    		</elseif>
    		<elseif EquipAmmo="C. Plasma Broth"> <!-- Fatso Fargann -->
    			<var cmd='set Ready1 "Drainkiss"'/>
    			<var cmd='set Ready2 "Suction"'/>
    			<var cmd='set Ready3 "Acid Mist"'/>
    			<var cmd='set Ready4 "TP Drainkiss"'/>
    			<var cmd="set StrongVS Birds"/>
    		</elseif>
    		<elseif EquipAmmo="C. Grass. Broth"> <!-- Presto Julio -->
    			<var cmd='set Ready1 "Gloeosuccus"'/>
    			<var cmd='set Ready2 "Palsy Pollen"'/>
    			<var cmd='set Ready3 "Soporific"'/>
    			<var cmd="set StrongVS Beasts"/>
    		</elseif>
    		<elseif EquipAmmo="Gob. Bug Broth"> <!-- Mailbuster Cetas -->
    			<var cmd='set Ready2 "Venom"'/>
    			<var cmd='set Ready3 "Cursed Sphere"'/>
    			<var cmd="set StrongVS Plantoids"/>
    		</elseif>
    		<elseif EquipAmmo="Bubbling Carrion Broth"> <!-- Audacious Anna -->
    			<var cmd='set Ready1 "Blockhead"'/>
    			<var cmd='set Ready2 "Tail Blow"'/>
    			<var cmd='set Ready3 "Fireball"'/>
    			<var cmd='set Ready4 "Secretion"'/>
    			<var cmd='set Ready5 "Infrasonics"'/>
    			<var cmd='set Ready6 "Brain Crush"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Mlw. Bird Broth"> <!-- Swift Sieghard -->
    			<var cmd='set Ready1 "Ripper Fang"'/>
    			<var cmd='set Ready2 "Scythe Tail"'/>
    			<var cmd='set Ready3 "Chomp Rush"'/>
    			<var cmd="set StrongVS Vermins"/>
    		</elseif>
    		<elseif EquipAmmo="Wormy Broth"><!-- Slippery Silas -->
    			<var cmd="set StrongVS Amorphs"/>
    		</elseif>
    		<command When="aftercast">wait 1; input /echo Ready Macros are :</command>
    		<command When="aftercast">wait 1; input /echo 1=$Ready1 - 2=$Ready2 - 3=$Ready3 - 4=$Ready4 - 5=$Ready5 - 6=$Ready6 - 7=$Ready7</command>
    		<if Advanced='"$MobType"="$StrongVS"'>
    			<var cmd="set Killer Yes"/>
    			<command When="aftercast">wait 1; input /echo Good job! %PetName is strong vs $MobType ! (KillerEffect activated)</command>
    		</if>
    	</elseif>
    	...
    </rules>


    so now can make sets depending on if KillerEffect is active or not for your current Pet (mixed with Xilk Ready macro autoset)

    Autodetection of MobType is obviously not possible given the large possibilities, so still have to be manual.

  2. #4202
    Fishing Guru
    Join Date
    Jan 2007
    Posts
    4,722
    BG Level
    7

    Help, I'm clearly doing something pretty simple wrong here. I literally just want it to cast refresh in a certain set and any other enhancing magic in a different set:

    Code:
    <!--- Spells: Enhancing Magic --->
            <if skill="EnhancingMagic">
               <if spell="Refresh*">
            <equip when="precast" set="Precastrdm" />
                    <equip when="$Castwhen" set="refreshset" />
                </if>
                <elseif>
            <equip when="precast" set="Precastrdm" />
                    <equip when="$Castwhen" set="Enhancing" />
                </elseif>
            </if>

  3. #4203
    Salvage Bans
    Join Date
    Mar 2010
    Posts
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    use else, not elseif.

  4. #4204
    Masamune
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    Corrected and simplified:
    Code:
    <!--- Spells: Enhancing Magic --->
    <if skill="EnhancingMagic">
         <equip set="Precastrdm" />
         <if spell="Refresh*">
              <equip when="$Castwhen" set="refreshset" />
         </if>
         <else> <equip when="$Castwhen" set="Enhancing" /> </else>
    </if>
    Take care with your var CastWhen: if =Precast, yur set "refreshset/Enhancing" wil overwite precastrdm

  5. #4205
    Masamune
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    Anyone knows how to write an auto-reward rule for a dualboxed BSTmule who will just stay afk (all i want is its pet power) please ?

  6. #4206
    Chram
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    Quote Originally Posted by Kalmado View Post
    In the Spellcast folder, how do you set up xml's for two different characters, but for the same job?
    Or create two directories: <char1> and <char2>, then put job.xml in each directory.

  7. #4207
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    Quote Originally Posted by Masamune View Post
    Anyone knows how to write an auto-reward rule for a dualboxed BSTmule who will just stay afk (all i want is its pet power) please ?

    <set name="Reward">
    <main>Zoraal Ja's Axe</main>
    <sub>Pallas's Shield</sub>
    <ammo>$PFood</ammo>
    <head>Brave's warbonnet</head>
    <body>Beast Jackcoat +1</body>c
    <hands>Ogre Gloves</hands>
    <legs>Monster trousers +2</legs>
    <feet>Monster gaiters +2</feet>
    </set>

    <if spell="|Reward">

    <equip when="precast" set="%Spell" />

    </if>
    There really isn't anything special about a reward macro from any other ja's unless you are doing some extra conditions about swapping zoraal ja's axe in for reward and you only want to swap it when tp is low.


    as far as trying to optimize killer effects goes... I would recommend doing it by the pet you are selecting rather than try to get it to auto-select from the environment. Thats they way I did it anyway. I only go for hte killer effects approach when I can get killer effects very high, and that means when killer instinct is up. I just make it so I keep all my killer effects+ gear on while killer instinct is up.

    I have a comprehensive bst xml you can find via the completed scripts sticky:
    http://www.bluegartr.com/threads/107...-Pastebin.com)

  8. #4208
    Masamune
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    Thanks Xilk, but not what i were asking for. Lemme elaborate:

    Let's say i have a mule with BST job leveled and almost all relevant gears. Spellcast and Autoexec installed and running...

    I go to a NM with both my main char and mule as BSTs. Usually i can solo it, but i got idea to use my mule's pet to speed up the fight.

    So i manually callbeast and fight on both chars... all goes well...

    ...till my mule's pet goes <50% HP, lighting the "HALP CURE" reward signal

    So i have to alt tab constantly to mule's window to hit reward macro.... f#?-.ing annoying. Same goes for Sic/Ready.

    Problem when i'm attempting to write an autoexec rule for autoreward is : how can a rule like <register event="PetHP_someregexlowerthan50%hp">/ja Reward <me></register> recongnize for WHICH character it must be applied ? (sinceboth instances use same autoexec.xml)
    In other words, <me> = main or mule ?

    If i use the var %PetName, sadly it doesnot displays master's name... i was hoping to make rule based on "FaithfullFalcorr(MainCharName)" or "FaithfullFalcorr(MuleCharName)"

    -------------------------------------------------------------------------------------------------------------

    Regarding KillerEffects topic, i sent you a PM few days ago maybe you missed:

    I've noticed you are using cookies when callbeast'ing a jug, those giving same killeraffinity as called jug.
    My questions are :

    1. Those cookies are known to "give" a particular killereffect true but... are they actually enhancing an already existing killereffect ? (stack or not ? any testings?)

    2. Compared to a Pet-Defense oriented set using DT- head/legs, ATT&CRIT Body, and DEF hands/feet, in a situation where killereffect between jug vs mobs can be used (without the JA killerinstinct or cookie!), a set using full killer effects would be more beneficial ?

    Quote Originally Posted by Xilk
    ... I would recommend doing it by the pet you are selecting rather than try to get it to auto-select from the environment. Thats they way I did it anyway.
    You misread my code then, because it's what i do too...

    Quote Originally Posted by Xilk
    ... I only go for the killer effects approach when I can get killer effects very high, and that means when killer instinct is up. I just make it so I keep all my killer effects+ gear on while killer instinct is up.
    Sound like that answers my question 2 as "YES but ONLY WITH KillerInstinct ja active AND cookie up" right ? i'm interested in numbers leading to that answer please. In other terms, i'm asking if there is really a big difference justifying gearsets using killereffect instead of standard gearset ? Otherwise, i wouldnot bother at all lol...

  9. #4209
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    the pet food gives +10 killer effect for 3 min for NQ, and +12 killer effect for 5 min for HQ.
    It will give you +12 whether you have killer effect or not. the cap for killer effects is 50. Thats a 50% intimidation rate on normal mobs. Most Nm's seem to be reducing this by 33% so it caps at 33%.
    In addition to the 50% intimidation rate, you get a 15% boost to damage and 15% reduction in damage taken from Killer instinct. When wearing Ferine Gausape +2 this you get a 25% bonus to damage given and reduction to damage received. These are calculated in 2 different steps resulting in aprox a 40% boost to damage dealt and~ 40% reduction in damage taken.
    I think the boost from killer effects is substantial even w/out the food. but its such a cheap way to make it even better.

    As far as using the same autoexec script dual boxing on the same pc... I expect the work would have to be done in the autoexec script. I don't know any command to check logic for both master and pet... perhaps if you used the player name in a conditional statement.

  10. #4210
    Masamune
    Guest

    Quote Originally Posted by Xilk View Post
    the pet food gives +10 killer effect for 3 min for NQ, and +12 killer effect for 5 min for HQ.
    It will give you +12 whether you have killer effect or not. the cap for killer effects is 50. Thats a 50% intimidation rate on normal mobs. Most Nm's seem to be reducing this by 33% so it caps at 33%.
    In addition to the 50% intimidation rate, you get a 15% boost to damage and 15% reduction in damage taken from Killer instinct. When wearing Ferine Gausape +2 this you get a 25% bonus to damage given and reduction to damage received. These are calculated in 2 different steps resulting in aprox a 40% boost to damage dealt and~ 40% reduction in damage taken.
    I think the boost from killer effects is substantial even w/out the food. but its such a cheap way to make it even better.
    A ok thanks for the numbers, so a "killer set" without food/JA would still have ~DT-25% DMG+25% ? (i consider the ja KillerInstinct only as a bonus since situation where killer is applicable are rare and/or ppl don't merit that, same reasoning for food, not gonna spam that each 3mins...)

    More precisely, in a killer effect applicable situation (WITHOUT ja/food), this set:
    <range>Killer Shortbow</range>
    <head>Ferine Cabasset +2</head> (or Monster Helm +2? Flawless Ribbon?)
    <body>Ferine Gausappe +2</body>
    <legs>Beast Trousers</legs>
    (add Tatami Shield if not /dnc)

    ...is substantially better than:
    <head>Anwig Salade</head> DT-10%
    <body>Mirke Wardecors</body> Pet: Att15 DA2% Crit2%
    <legs>Ferine Quijotes +2</legs> DT-2%

    right ?

    I'm asking because i read this on the ja KillerInstinct BGwiki page:
    Notes
    - Gives +15% Damage dealt, -15% Damage Taken, and 15% Intimidation Circle effect when fighting an appropriate enemy.
    - Despite the description, this is substantially stronger than the Killer effect that pets natively possess
    ... leading me to think the difference between the 2 sets proposed above might be pretty small if at all ?
    Also, this JA description says "grants to pt members your pet's killer effect", but that doesnot say it enhances as well the pet's killereffect itself ? (which is the only thing relevant since it is the pet who is tanking)



    Quote Originally Posted by Xilk View Post
    As far as using the same autoexec script dual boxing on the same pc... I expect the work would have to be done in the autoexec script. I don't know any command to check logic for both master and pet... perhaps if you used the player name in a conditional statement.
    Yea but autoexec seems extremely limited in terms of writing conditions compared to Spellcast, supports only 1 single event per rule ? gotta use regex(which i'm noob)?
    EDIT: actually, don't need autoexec, the code below should work with only mule's xml:
    Code:
    <if Spell="Foxfire">
         <if PetHPPLT="50" Advanced='"$Reward"="ready"'>
              <cmd>input /ja Reward &lt;me&gt; ; wait $RewardTimer+1; input /sc var set Reward ready</cmd>
         </if>
         <elseif Advanced='"$Spur"="ready"'>
              <cmd>input /ja Spur &lt;me&gt; ; wait 181; input /sc var set Spur ready</cmd>
         </elseif>
         <elseif PetTPPGT="100">
              <cmd>input /ja $Ready1 &lt;me&gt;</cmd>
         </elseif>
         <cmd when="aftercast">wait 3; input /Foxfire</cmd>
         <cancelspell/>
    </if>

  11. #4211
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    I'll PM you on the rest of killer effects stuff. Its a bit sidetracked from a spell cast discussion.

  12. #4212
    Aja
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    Code:
    <if type="jobability">
            <if Spell="Charm">
                <equip when="precast" set="Charm" />
            </if>
            <elseif Spell="Reward">
                <castdelay delay=".5" />
                <equip when="precast" set="Reward" />
            </elseif>
            <elseif Spell="Call Beast">
                <castdelay delay=".5" />
                <equip when="precast" set="CB" />
            </elseif>
    		</if>
    		<elseif type="PetCommand">
                <if Spell="Ready">
                    <equip when="precast|midcast" set="Ready" />
                </if>
            <elseif Spell="Tame">
                <equip when="precast" set="Tame" />
            </elseif>
    		<elseif spell="Spur">
    			<equip when="precast|midcast" set="Spur" />
    		</elseif>
            </elseif>
    How do I get spellcast to equip Frn. Manoplas +2 for Ready?

  13. #4213
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    Quote Originally Posted by Aja View Post

    How do I get spellcast to equip Frn. Manoplas +2 for Ready?
    I ended up listing every single ready move command. I did some direct commands on some which the texts replace.

    the Radsources thread has a few pointers for fixing the conflicts between ready moves and blue magic spells.
    Like this:
    Code:
    <if spell="Jettatura|Fantod|Harden Shell">
            <cancelspell/>
            <cmd>input /raw /pet "%spell" &lt;me&gt;;</cmd>
    </if>

  14. #4214
    Masamune
    Guest

    in your set called "Ready" but... a Ready TP move from jugs is NOT Spell="Ready", so your check <if Spell="Ready"> always returns false.
    Also midcast is useless, when=precast also, since the <equip> is by default applied to precast unless specified otherwise.

    To get yur set "Ready" equipping properly, your best bet is to use a variable containing all existing TPmoves from jugs, piped like this:
    Code:
    <var Name="ReadyTPmoves">Wing Slap|*Shell|*Stomp|*Breath|*Ooze|Back Heel|Fantod|Jettatura|Chaotic Eye|Blaster|Charged Whisker|Geist Wall|Numbing Noise|Nimble Snap|Cyclotail|Toxic Spit|Scythe Tail|*Fang|Chomp Rush|Tail Blow|Fireball|Blockhead|Brain Crush|Infrasonics|Secretion|Cursed Sphere|Venom*|Soporific|Gloeosuccus|Palsy Pollen|Suction|*Drainkiss|Acid Mist|*Kick|*shroom|Silence Gas|*Spore|*Claw*|*Cloud|Wild*|*Lunge|Spiral Spin|Noisome Powder|Head Butt|Leaf Dagger|Scream|Lamb Chop|Rage|Sheep*|Roar|*Needle*|Spoil|Rhino*|Power Attack|Hi-Freq Field|Grapple|Spinning Top|Filamented Hold|Sand*|Mandibular Bite</var>
    ... and then yur ready check becomes:
    Code:
    <elseif Spell="Sic|$ReadyTPmoves" Advanced="%PetTP &gt; 100">
    	<if Spell="Jettatura|Fantod|Hardened Shell">
    		<cancelspell/>
    		<cmd>input /raw /pet "%Spell" &lt;me&gt;</cmd>
    	</if>
    	<castdelay delay=".5" />
    	<equip Set="SicReady" />
    </elseif>

  15. #4215
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    small fyi... its harden shell not hardened shell

    but your example is more thorough than mine.

  16. #4216
    Aja
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    Thanks^^ I tried putting all the actual names in too and didn't see it work. But I'll try it again. :D

  17. #4217
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    Quote Originally Posted by Aja View Post
    Thanks^^ I tried putting all the actual names in too and didn't see it work. But I'll try it again. :D
    you might want type="PetCommand" instead of JobAbility. Both might work, but I'm not at home to double check.

  18. #4218
    Radsourceful

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    Radsources has the type for ready commands listed as MONSTER instead of petcommand. You'll still have the conflict for the shared blu spells as noted above, but it simplifies the rule somewhat compared to listing every valid pet ability.

  19. #4219
    Aja
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    Code:
    <elseif type="PetCommand">
    			<if spell="Spur">
    				<equip when="precast" set="Spur" />
    			</if>
    			<elseif Spell="$ReadyTPmoves">
    				<if Spell="Jettatura|Fantod|Hardened Shell">
    					<cancelspell/>
    					<cmd>input /raw /pet "%Spell" &lt;me&gt;</cmd>
    				</if>
    			<castdelay delay=".5" />
    				<equip Set="Ready" />
    			</elseif>
            </elseif>
    So I added this and the variable. Still not equipping the hands though. =/ I usually don't have this much trouble with rules but I am lost. Should I just remove the PetCommand thing and just have it under JobAbility?

  20. #4220
    Masamune
    Guest

    yur rules looks correct, sound to me you used the new resources from radec who changed the type of ready tp moves into MONSTER.
    Consequence, your check <elseif type=PetCommand> returns always false.

    Did i guess right ?

    solution<:
    don't use radsources
    or
    replace PetCommand with MONSTER, and put Spur elsewhere

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