nevermind
nevermind
Do the official Windower resource files now have the dummy /trigger spells or is that still Radsources-exclusive?
Windower now uses radsources. Technically, they were added in by the latter.
Is there an "unless" rule? or do i have to do "if not"?
<elseif> works like that, no?
Spoiler: show
Nvm, that works; now to figure out why CTR doesn't work.
http://pastebin.com/hapW4vRR
Spoiler: show
Edit: My guess is that you can't wildcard variables as I thought you could. That is going to make this FC rule miserable for cures... and storing variables....
Can I indicate that I want to use shihei instead of the universal tool for Uts?
No.
There's no need to do so regardless since the game prioritizes spell-specific tools as long as you have them in your inventory.
I assume the use would be "even if I don't have shihei, don't use moku---'s; I'll get out more shihei soon"
I'd rather have the shadows than the gil, though an addtochat stating that you're out of a tool would be a neat idea if you don't use Find or whatever that plugin is. Not possible to my knowledge though, with Spellcast at least.
Hmm... Ok, not entirely sure what's going on here. Been having issues with variations of this rule and var configuration.
3980:<0> entering ParseEquipAction for PrecastCode:<var name="Engaged">$Melee</var> <var name="Melee">TP-$Subjob-$Buffs-$Acc</var> <var name="Subjob">SAM</var> <var name="Buffs">LowBuff</var> <var name="Acc">LowAcc</var> <equip set="$%status|$RefreshNeck|$Armor|$Movement%status|$Twilight" />
3980:<0> Loading set: TP-SAM-$Buffs-$Acc
Ugh, nevermind. Forgot about vars and alphabetical order. Guess I'll tack on a Z to the beginning of Buffs and Acc. While I'm here though - $Subjob works in the Melee definition, but %Subjob does not. Why is this? I'd initially set my sets up as
<set name="TP-SAM-LowBuff-LowAcc"></set>
<set name="TP-%Subjob-LowBuff-LowAcc"></set>
for x-hit considerations and would like to keep that structure if possible. The alternative is easy enough to write, but I like the elegance of this design.
The current obi/twilight cape rules I have swap them in for all spells, even when they aren't relevant (IE: buffs, etc.), how can I set it up to only have them load on cures/nukes/elemental WS? And is there anyway I can have it default to my normal nuking/whatever belt if obi isn't in inventory?
%SpellTargetType="MONSTER" (Or "Enemy"? I don't remember which).
<equip set="$%status|$RefreshNeck|$Armor|$Movement%status |$Twilight" />
Here, $%status resolves to TP-%Subjob-LowBuff-LowAcc if I use %Subjob instead of $Subjob. However, in the set "TP-%Subjob-LowBuff-LowAcc", %Subjob is properly assigned the value of my subjob, so currently it's looking for TP-%Subjob-LowBuff-LowAcc and instead finding TP-SAM-LowBuff-LowAcc (because I have designated sets for /SAM due to x-hit changes) and TP-BLM-LowBuff-LowAcc (the %Subjob sets are a catchall for any other sub and I'm currently /BLM). As such, it never finds the correct set regardless of subjob.
The solution as I see it is to create a variable $Subjob to replace %Subjob in the equip rule, change the set name to "TP-Other-LowBuff-LowAcc", and add
to my Update rules, or write an AutoExec rule to the same effect.Code:<if Subjob="SAM"> <var cmd="set Subjob SAM"/> </if> <else> <var cmd="set Subjob Other"/> </else>
I meant the $Buffs $ Acc issues, my bad.
Spellcast doesn't like it when a variable calls another variable whose name precedes the first variable in alphabetical order. I don't know why off the top of my head. The solution is simply to rename one or both variables such that they are in proper alphabetical order.
EDIT: If it's some sort of issue with processing order then that could explain my problem with predefined variables. If the predefined variables precede all user-defined variables then the issues are one and the same.
Ah, interesting. That would explain why this didn't work when I first tried to embed one variable with another. It's a bit late into the process, but I might consider using this and ordering them by number. Thanks!~
If I want to add to not take off Rvg. Mufflers +2 when Restraint is up, but when it's not use other WS hands?PHP Code:<if type="weaponskill">
<if spell="Ukko's Fury">
<action type="castdelay" delay=".2"/>
<if buffactive="Mighty Strikes|Blood Rage">
<equip when="precast" set="ukko-max"/>
<addtochat when="precast">:: [Warrior Ukko's Fury Full Buff set] ::</addtochat>
</if>
<elseif buffactive="Berserk|Attack Boost">
<equip when="precast" set="ukko-berserk"/>
<addtochat when="precast">:: [Warrior Ukko's Fury set w/ Berserk] ::</addtochat>
</elseif>
<else>
<equip when="precast" set="ukko-normal"/>
<addtochat when="precast">:: [Warrior Ukko's Fury set without Berserk] ::</addtochat>
</else>
<action type="aftercastdelay" delay="1.3"/>
<equip when="aftercast" set="5-hit"/>
<addtochat when="aftercast">:: [Warrior 5-hit set] ::</addtochat>
</if></if>
<var name="Restraint">BlankSet</var>
<if buffactive="Restraint">
<var cmd="set Restraint Restraint" />
</if>
<else>
<var cmd="set Restraint BlankSet" />
</else>
Make a set called Restraint (Put gloves there) and a set called BlankSet (Put no gear there)
Add to the WS equip line:
<equip set="Ukko-Blah|$Restraint" />