Correct! I put the Ready thing into it's own MONSTER and now it works. I think it didn't work before because I didn't put it in all caps. Thanks :D
Correct! I put the Ready thing into it's own MONSTER and now it works. I think it didn't work before because I didn't put it in all caps. Thanks :D
Not sure where to ask help for in BG, but this is kinda related to spellcast:
in my NIN spellcast, I have rules based on nightime/daytime. Problem spellcast need to be read when time hit 18:00 or 6:00, which it doesnot automatically.
So i went to my Autoexec.xml and wrote :
they works but... now i want to unregister them when i jobchange to any job other than nin, so i need something like:Code:<register silent="true" event="jobchange_nin/*">input //ae registerq 23456</register> <register silent="true" id="23456" event="time_18.00|time_6.00"">Foxfire</register>
Can someone find a solution for the bolded part please ? EDIT: found the answer buried deep in windower forums, see bolded part corrected.Code:<register silent="true" event="(regex)jobchange_(?!NIN).*(/regex)">input //ae unregister 23456</register>
Could try putting a line after that one that registers the relevant AE rules when changing to NIN. Then change the line you have to say "Any change in class."
Change to any class (Even NIN) => Unregister
Change to NIN => Register
Thks Yugl but found solution see edited post above.
If I have a variable holding multiple values such as various weapon names for a given delay, how do I get that to pass an advanced comparison?
like..
<var name="delay480">Borealis|Fulgurante</var>
<if advanced='(bool)regex("$delay480",".*%equipmain.*" )'>
<command>echo Using something with 480 delay!</command>
</if>
Ah, have to use regex. Thanks!
In theory (based only on my understanding of regexes in general, not Spellcast's in particular), you could have something like:
And it would work fine. Essentially, the variable (Delay450Weapons) is acting as a pattern match (as written, it's a standard alternation regex pattern), and you're testing the first parameter (%EquipMain) against that pattern. You do not need any surrounding elements on %EquipMain, such as beginning/ending of the line, or text before or after it in the variable you're testing against (such as what Radec used).Code:<var name="Delay450Weapons">Hagun|Soboro Sukehiro|Yukitsugu</var> <if advanced='(bool)regex("%EquipMain", "$Delay450Weapons")'> ~stuff </if>
Note: this depends on use of the regex form above, which I've seen a couple people use, and which is different from the form documented on the Windower site. I cannot find any documentation validating the above form, though I seem to remember a post long ago with a changelog that described changes to regexes. I cannot find that post when searching the Windower forums.
Both ways posted work. I don't see a need for the .* in Radec's version for this comparison, opting to leave that out for now.
Trying to lock Aoido's cothurnes +2 into my feet slot when I have Mazurka buff active. Is below the incorrect way to accomplish this? Swaps to my idle set containing a different pair of feet when spell completes.
Code:<if Spell="*Mazurka*"> <equip when="precast"> <feet lock="yes">Aoidos' Cothrn. +2</feet> </equip> </if> <if buffactive="Mazurka"> <feet lock="yes">Aoidos' Cothrn. +2</feet> </if>
Under if spell="mazurka" change the when="precast" to when="all"
Also need <equip> </equip> around the 2nd lock
fantastic, thanks!
I'd forgotten that EquipMain is both a predefined variable and a valid rule. That should work.
Basically, I have sub-groups set up in my beta DRK xml with various relevant 99 cap delays so that users with multiple weapons can just plug their gear into the relevant groups and let Spellcast handle the rest automatically. Might revise it given that I'm looking at 9 such sub-groups and most users will only use 2-3 at a time, but I'm not quite to the point where I'm ready to revisit that yet.
Is it possible with spellcast to split a variable? What I want to do is pass a variable such as m1m2p1 or m.m2.p1 and have it split into 3 variables (m1, m2, p1) that I can then use to run predefined commands with.
You can do <var name="blah">s1|s2|s3</var>
Not sure if that is what you're asking.
Trying to get something going for my SCH. This sometimes works, but often breaks. It's really annoying.
Code:<?xml version="1.0" ?> <spellcast> <config RequireVersion="2.22" /> <variables> <!-- These are the staffs to use for each element --> <var name="CureStaff">Arka IV</var> <var name="IceStaff">Vourukasha I</var> <var name="DarkStaff">Xsaeta I</var> <var name="ThunderStaff">Apamajas I</var> <var name="LightStaff">Apollo's Staff</var> <var name="WindStaff">Vayuvata I</var> <var name="FireStaff">Atar I</var> <var name="EarthStaff">Terra's Staff</var> <var name="WaterStaff">Neptune's Staff</var> <!-- These are the waist gears to use for each element --> <var name="EarthObi">Dorin Obi</var> <var name="ThunderObi">Rairin Obi</var> <var name="WaterObi">Suirin Obi</var> <var name="FireObi">Karin Obi</var> <var name="IceObi">Hyorin Obi</var> <var name="WindObi">Furin Obi</var> <var name="LightObi">Korin Obi</var> <var name="DarkObi">Anrin Obi</var> <!-- Secret --> <var name="OreCape">Oretania's Cape</var> <var name="KaiCape">Kaikias' Cape</var> <var name="HecHead">Hecate's Crown</var> <var name="AugGlo">Augur's Gloves</var> </variables> <sets> <group name="Cherry" default="yes"> <set name="SCH_Idle"> <main>Terra's Staff</main> <sub>Oneiros Grip</sub> <ammo>White Tathlum</ammo> <head>Wivre Hairpin</head> <body>Savant's Gown +2</body> <hands>Serpentes Cuffs</hands> <legs>Savant's Pants +2</legs> <feet>Serpentes Sabots</feet> <neck>Twilight Torque</neck> <waist>Slipor Sash</waist> <back>Umbra Cape</back> <lear>Moonshade Earring</lear> <rear>Savant's Earring</rear> <lring>Dark Ring</lring> <rring>Dark Ring</rring> </set> <set name="SCH_Haste"> <ammo>Incantor Stone</ammo> <head>Zelus Tiara</head> <legs>Nebula Slops +1</legs> <feet>Augur's Gaiters</feet> <waist>Goading Belt</waist> <rear>Loquacious Earring</rear> </set> <set name="SCH_FC"> <ammo>Incantor Stone</ammo> <head>Argute Mortarboard</head> <legs>Nebula Slops +1</legs> <feet>Augur's Gaiters</feet> <lear>Moonshade Earring</lear> <rear>Loquacious Earring</rear> <rring>Tamas Ring</rring> </set> <set name="SCH_MAB"> <ammo>Ombre Tathlum</ammo> <head>$HeadVarMAB</head> <body>Savant's Gown +2</body> <hands>$HandsVarMAB</hands> <legs>Galvanic Slops</legs> <feet>Savant's Loafers +2</feet> <neck>Saevus Pendant</neck> <waist>$WaistVarMAB</waist> <back>$BackVarMAB</back> <lear>Novio Earring</lear> <rear>Hecate's Earring</rear> <lring>$LeftRing</lring> <rring>$RightRing</rring> </set> <set name="SCH_INT"> <ammo>Ombre Tathlum</ammo> <head></head> <body>Savant's Gown +2</body> <hands>Savant's Bracers +2</hands> <legs>Savant's Pants +2</legs> <feet>Savant's Loafers +2</feet> <neck>Savant's Chain</neck> <waist>Argute Belt</waist> <back>Kaikias' Cape</back> <lear>Moonshade Earring</lear> <rear>Loquacious Earring</rear> <lring>Icesoul Ring</lring> <rring>Icesoul Ring</rring> </set> <set name="SCH_MND"> <head></head> <body>Savant's Gown +2</body> <hands>Savant's Bracers +2</hands> <legs>Savant's Pants +2</legs> <feet>Mahatma Pigaches</feet> <neck>Savant's Chain</neck> <waist>Argute Belt</waist> <back>Kaikias' Cape</back> <lear>Moonshade Earring</lear> <rear>Loquacious Earring</rear> <lring>Aquasoul Ring</lring> <rring>Aquasoul Ring</rring> </set> <set name="SCH_Stoneskin"> <ammo>Incantor Stone</ammo> <main>Terra's Staff</main> <sub>Vivid Strap</sub> <head>Zelus Tiara</head> <body>Savant's Gown +2</body> <hands>Augur's Gloves</hands> <legs>Haven Hose</legs> <feet>Augur's Gaiters</feet> <neck>Stone Gorget</neck> <waist>Siegel Sash</waist> <back>Umbra Cape</back> <lear>Moonshade Earring</lear> <rear>Earthcry Earring</rear> </set> <set name="SCH_PC"> <ammo>Incantor Stone</ammo> <head>Argute Mortarboard</head> <legs>Nebula Slops +1</legs> <feet>Augur's Gaiters</feet> <lear>Moonshade Earring</lear> <rear>Loquacious Earring</rear> <rring>Tamas Ring</rring> <main>$CureStaff</main> <sub>Pax Grip</sub> <body>Nefer Kalasiris</body> <hands>Augur's Gloves</hands> <neck>Fylgja Torque +1</neck> <waist>$WaistVarCure</waist> <back>$BackVarCure</back> <lring>Aquasoul Ring</lring> </set> <set name="SCH_Cure"> <main>$CureStaff</main> <sub>Pax Grip</sub> <ammo>White Tathlum</ammo> <head>$HeadVarCure</head> <body>Nefer Kalasiris</body> <hands>Augur's Gloves</hands> <legs>Savant's Pants +2</legs> <feet>Mahatma Pigaches</feet> <neck>Fylgja Torque +1</neck> <waist>$WaistVarCure</waist> <back>$BackVarCure</back> <lear>Novia Earring</lear> <rear>Roundel Earring</rear> <lring>Aquasoul Ring</lring> <rring>Tamas Ring</rring> </set> <set name="SCH_Enhancing"> <main>Terra's Staff</main> <sub>Vivid Strap</sub> <ammo>White Tathlum</ammo> <head>Savant's Bonnet +2</head> <body>Savant's Gown +2</body> <hands>$HandsVarEnh</hands> <legs>Portent Pants</legs> <feet>Savant's Loafers +2</feet> <neck>Enhancing Torque</neck> <waist>Siegel Sash</waist> <back>Merciful Cape</back> <lear>Moonshade Earring</lear> <rear>Loquacious Earring</rear> </set> <set name="SCH_Misc"> <main>Atar I</main> <main>Vourukasha I</main> <main>Vayuvata I</main> <main>Apamajas I</main> <main>Arka IV</main> <main>Xsaeta I</main> <main>Neptune's Staff</main> <head>Argute M.board</head> <head>Svnt. Bonnet +2</head> <hands>Svnt. Bracers +2</hands> <feet>Svnt. Loafers +2</feet> <waist>Pythia Sash</waist> <back>Twilight Cape</back> <back>Romanus Cape</back> <back>Oretania's Cape</back> <neck>Saevus Pendant</neck> <lring>Zodiac Ring</lring> <rear>Loquac. Earring</rear> <sub>Reign Grip</sub> <rring>Strendu Ring</rring> <sub>Wizzan Grip</sub> <hands>Augur's Gloves</hands> <head>Hecate's Crown</head> </set> </group> </sets> <rules> <!-- Beginning of Black Mage Rules --> <if mainjob="SCH"> <action type="equip" when="Aftercast|Idle" set="SCH_Idle" /> <!-- This block includes the rules for Elemental Obi and Uggalepih Pendant Checks --> <if advanced='"%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement"'> <action type="var" cmd="set WaistVarMAB $%SpellElementObi" when="precast" /> <action type="var" cmd="set WaistVarCure $%SpellElementObi" when="precast" /> <action type="var" cmd='set BackVarMAB "Twilight Cape"' when="precast" /> <action type="var" cmd='set BackVarCure "Twilight Cape"' when="precast" /> <action type="var" cmd="set DarkWaist $%SpellElementObi" when="precast" /> </if> <else> <action type="var" cmd='set BackVarMAB "Romanus Cape"' when="precast" /> <action type="var" cmd='set WaistVarMAB "Argute Belt"' when="precast" /> <action type="var" cmd='set WaistVarCure "Pythia Sash"' when="precast" /> <action type="var" cmd='set BackVarCure "$OreCape"' when="precast" /> </else> <if advanced='"%SpellElement" = "%WeatherElement" AND "BuffActive" = "Klimaform"'> <action type="var" cmd='set FeetVarMAB "Svnt. Loafers +2"' when="precast" /> </if> <else> <action type="var" cmd='set FeetVarMAB "Svnt. Loafers +2"' when="precast" /> </else> <if advanced='"%SpellElement" = "%DayElement"'> <if Area="Abysse*"> <action type="var" cmd='set LeftRing "Zodiac Ring"' when="precast" /> <action type="var" cmd='set RightRing "Icesoul Ring"' when="precast" /> </if> <else> <action type="var" cmd='set LeftRing "Zodiac Ring"' when="precast" /> <action type="var" cmd='set RightRing "Strendu Ring"' when="precast" /> </else> </if> <else> <if Area="Abysse*"> <action type="var" cmd='set RightRing "Icesoul Ring"' when="precast" /> <action type="var" cmd='set LeftRing "Icesoul Ring"' when="precast "/> </if> <else> <action type="var" cmd='set RightRing "Icesoul Ring"' when="precast" /> <action type="var" cmd='set LeftRing "Strendu Ring"' when="precast" /> </else> </else> <if NotBuffActive="Ebullience"> <action type="var" cmd='set HeadVarMAB "$HecHead"' when="precast" /> </if> <else> <action type="var" cmd='set HeadVarMAB "Svnt. Bonnet +2"' when="precast" /> </else> <if NotBuffActive="Rapture"> <action type="var" cmd='set HeadVarCure "Zelus Tiara"' when="precast" /> </if> <else> <action type="var" cmd='set HeadVarCure "Svnt. Bonnet +2"' when="precast" /> </else> <if NotBuffActive="Perpetuance"> <action type="var" cmd='set HandsVarEnh "$AugGlo"' when="precast" /> </if> <else> <action type="var" cmd='set HeadVarEnh "Svnt. Bracers +2"' when="precast" /> </else> <if NotBuffActive="Immanence"> <action type="var" cmd='set HandsVarMAB "Svnt. Bracers +2"' when="precast" /> </if> <else> <action type="var" cmd='set HeadVarMAB "Svnt. Bracers +2"' when="precast" /> </else> <!-- This block includes the rules for Elemental Obi and Uggalepih Pendant Checks --> <if skill="DarkMagic"> <action type="equip" when="precast" set="SCH_INT"> <main>$%SpellElementStaff</main> <sub>Wizzan Grip</sub> </action> </if> <if skill="ElementalMagic"> <action type="equip" when="precast" set="SCH_FC"> <main>$%SpellElementStaff</main> <sub>Vivid Strap</sub> </action> <action type="equip" when="midcast" set="SCH_MAB"> <main>$%SpellElementStaff</main> <sub>Wizzan Grip</sub> </action> </if> <if skill="EnfeeblingMagic"> <if spell="Gravity|Poison II|Sleep|Sleep II|Bind|Sleepga|Sleepga II|Blind|Break"> <action type="equip" set="SCH_INT" when="precast" /> <action type="equip" when="precast"> <main>$%SpellElementStaff</main> <sub>Wizzan Grip</sub> </action> </if> <if spell="Slow|Silence|Paralyze"> <action type="equip" set="SCH_MND" when="precast" /> <action type="equip" when="precast"> <main>$%SpellElementStaff</main> <sub>Reign Grip</sub> </action> </if> </if> <if spell="Cure|Cure II|Cure III|Cure IV|Curaga|Curaga II"> <action type="equip" when="precast" set="SCH_PC" /> <action type="equip" when="midcast" set="SCH_Cure" /> </if> <if spell="Stoneskin"> <action type="equip" when="precast" set="SCH_FC" /> <action type="equip" when="midcast" set="SCH_Stoneskin" /> </if> <if spell="Bar*|Phalanx|Embrava|Adloquium"> <action type="equip" when="precast" set="SCH_Enhancing" /> </if> <if spell="Haste|Erase"> <action type="equip" when="precast" set="SCH_Haste" /> </if> </if> </rules> </spellcast>
1. My initial scan shows use of apostrophes where you need quotes (I see this issue with the action cmd stuff). Not sure about older versions, but 2.3 does not need precast since the rules appear before the equip changes. So an example:
Should becomeCode:<action type="var" cmd='set BackVarMAB "Romanus Cape"' when="precast" />
You also don't need quotes around the item. The way <var cmd="set Blah blah"> works is that the first word after "set" becomes the variable. All characters after the first word (Except the initial 'space') become a part of the variable.Code:<var cmd="set BackVarMAB Romanus Cape" />
<var cmd="set variable 1 2 3" /> will make <var name="variable">1 2 3</var>
2. More scanning shows that you have BuffActive within an advanced rule. BuffActive is a check itself, but you cannot use BuffActive within an advanced rule.
BecomesCode:<if advanced='"%SpellElement" = "%WeatherElement" AND "BuffActive" = "Klimaform"'>
3. Since this is a SCH XML, you can remove <if mainjob="SCH">Code:<if Buffactive="Klimaform" advanced='"%SpellElement" = "%WeatherElement"'>
been using akreys war spellcast for a while now and ran into a problem while fighting glavoid last night. After my first ws, I was unable to WS with macros or using the menu, unloading spellcast allowed me to WS again but loading it again I was unable. I had to shutdown and restart before I could ws and the same happened, 1 WS then nothing. Farming KI's before hand I had no problems, I have had this problem twice before, once during Legion and one time in Limbus, but I'm sure they randomly fixed themselves during the event.
http://pastebin.com/ZrJFD0rL
pretty sure the only thing changed is adding mekira oto day use and adding my gear