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  1. #4401
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    Alright, I just finished Anni so I went to build a spellcast for it. Some of the ones I found on pastebin had a lot of crap I was completely unfamiliar with, so I built a shell and made it usable so I can start my trials, but I've no idea how to do the following or if it can be done:

    1. Preshot gear
    1a. Shot gear dependant on subjob AND previous weaponskill (eg. use Coronach /SAM, specific shot/tp build vs using Last Stand /WAR)

    2. Recognize weapon (Arma vs. Anni vs. bow)
    2a. Same deal as 1a, TP gear dependent upon WS/SJ/Weapon used

    Looking through other SC's, I have a feeling this section:
    Code:
    	<if status="idle">
    		<equip when="TP|idle|aftercast" set="idle" />
    	</if>
    	<elseif status="engaged">
    		<equip when="engaged|aftercast" set="TP" />
    	</elseif>
    Will not work as with other jobs, but it's in there now so that the SC itself is usable. If anyone has any idea and can help out, much appreciated! If you give an example of how to do each, I can generally fix the rest from there and test it out.

    Link to spellcast: http://pastebin.com/ujLpXk8E

  2. #4402
    New Merits
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    I'm looking how to make a rule for switching to tp / tp restraint after wsing or engaging. Currently i apply an if statement everytime i launch a ws only makes the code kinda long and was wondering if there's an easier way to do it?

    HTML Code:
            <if buffactive="Restraint">
              <action type="equip" delay="1.3" when="aftercast" set="6-hit">
                <hands>Ravager's Mufflers +2</hands>
              </action>
              <addtochat when="aftercast">:: [Warrior 6-hit w/ Restraint set] ::</addtochat>
            </if>
            <else>
              <action type="equip" delay="1.3" when="aftercast" set="6-hit"/>
              <addtochat when="aftercast">:: [Warrior 6-hit set] ::</addtochat>
            </else>
    Here's a pastebin link to my spellcast.

    http://pastebin.com/6cT7vTtV

  3. #4403
    An exploitable mess of a card game
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    Quote Originally Posted by Churchill View Post
    Alright, I just finished Anni so I went to build a spellcast for it. Some of the ones I found on pastebin had a lot of crap I was completely unfamiliar with, so I built a shell and made it usable so I can start my trials, but I've no idea how to do the following or if it can be done:

    1. Preshot gear
    1a. Shot gear dependant on subjob AND previous weaponskill (eg. use Coronach /SAM, specific shot/tp build vs using Last Stand /WAR)

    2. Recognize weapon (Arma vs. Anni vs. bow)
    2a. Same deal as 1a, TP gear dependent upon WS/SJ/Weapon used

    Looking through other SC's, I have a feeling this section:
    Code:
    	<if status="idle">
    		<equip when="TP|idle|aftercast" set="idle" />
    	</if>
    	<elseif status="engaged">
    		<equip when="engaged|aftercast" set="TP" />
    	</elseif>
    Will not work as with other jobs, but it's in there now so that the SC itself is usable. If anyone has any idea and can help out, much appreciated! If you give an example of how to do each, I can generally fix the rest from there and test it out.

    Link to spellcast: http://pastebin.com/ujLpXk8E
    1. Preshot is going to be the same as precast

    <if commandprefix="/range">
    <equip when="precast" set="PreshotGear" />
    <equip when="midcast set="Shot gear" />
    </if>

    For different shots based on the WS you last used and subjob, you can do:

    Variable Section:

    Code:
    <var name="LastWSUsed">None</var>
    Rules Section:
    Code:
    <if type="WeaponSkill">
    	<var cmd="set LastWSUsed %Spell" />
    </if>
    <if commandprefix="/range">
    	<equip when="precast" set="PreshotGear" />
    	<if subjob="SAM">
    		<if advanced='"$LastWSUsed"="Coronach"'>
    			<equip when="midcast" set="CoronachTPGear" />
    		</if>
    		<else>
    			<equip when="midcast" set="SubSAMTPGear" />
    		</else>
    	</if>
    	<else>
    		<if advanced='"$LastWSUsed"="Last Stand"'>
    			<equip when="midcast" set="LastStandTPGear" />
    		</if>
    		<else>
    			<equip when="midcast" set="OtherTPGear" />
    		<else>
    	</else>
    </if>
    Quote Originally Posted by Landsoul View Post
    I'm looking how to make a rule for switching to tp / tp restraint after wsing or engaging. Currently i apply an if statement everytime i launch a ws only makes the code kinda long and was wondering if there's an easier way to do it?

    HTML Code:
            <if buffactive="Restraint">
              <action type="equip" delay="1.3" when="aftercast" set="6-hit">
                <hands>Ravager's Mufflers +2</hands>
              </action>
              <addtochat when="aftercast">:: [Warrior 6-hit w/ Restraint set] ::</addtochat>
            </if>
            <else>
              <action type="equip" delay="1.3" when="aftercast" set="6-hit"/>
              <addtochat when="aftercast">:: [Warrior 6-hit set] ::</addtochat>
            </else>
    Here's a pastebin link to my spellcast.

    http://pastebin.com/6cT7vTtV
    Code:
    <!-- VARIABLES SECTION -->
    <var name="Restraint(Active)">BlankSet</var>
    
    <!-- SET SECTION -->
    <set name="Restraint">
    	<hands>Ravager's Mufflers +2</hands>
    </set>
    <set name="BlankSet" />
    <!-- RULES SECTION -->
    <if buffactive="Restraint">
    	<var cmd="set Restraint(Active) Restraint" />
    </if>
    <else>
    	<var cmd="set Restraint(Active) BlankSet" />
    </else>

  4. #4404
    An exploitable mess of a card game
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    Just a note that I fixed the BlankSet code. Should not have mufflers there.

  5. #4405
    Chram
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    Fenrir

    Should probably clarify how it should be used. Given the above:

    Code:
      <equip when="Aftercast" Set="6-hit|Restraint(Active)" />
    would be the equip rule you'd use after you determined if Restraint was up.

  6. #4406
    An exploitable mess of a card game
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    Ya it's set="6-Hit|$Restraint(Active)"

  7. #4407
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    @Yugl: Before I get hot into fixing mine, are those post-WS variables going to remain in effect until the next WS? For example, if it puts it on after Coronach, then I shoot (Precast) -> ? - does the "?" become set=TP or does it become the correct set=postWS?

  8. #4408
    An exploitable mess of a card game
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    Remains in effect until the next WS. The first rule changes the variable to whatever WS is used.

  9. #4409
    Chram
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    Fenrir

    @Churchill:

    I'd go about it by creating sets like this:

    TP-$Weapon-$LastWeaponskill-$Subjob

    And set variables appropriately. $Weapon is determined by <if EquipRange="Armageddon">, etc. Assuming just the two guns, have Armageddon, Annihilator, everything else (Bow). $LastWeaponskill is set on use (eg: Coronach, Last Stand, Other). $Subjob is subjob (Sam, other).


    <set name="TP-Armageddon-None-Sam" />
    <set name="TP-Armageddon-Last Stand-Sam" />
    <set name="TP-Annihilator-Coronach-Other" />
    <set name="TP-Bow-Other-Sam" />
    etc.

    Various bits of code you might want to use:
    Code:
        <if TP="0">
            <!-- Reset in case of zoning or missed weaponskill or whatever. -->
            <var cmd="set LastWeaponskill None" />
        </if>
        
        
        <if Subjob="Sam">
            <var cmd="set Subjob Sam" />
        </if>
        <else>
            <var cmd="set Subjob Other" />
        </else>
        
        
        <if EquipRange="Armageddon">
            <var cmd="set Weapon Armageddon" />
        </if>
        <elseif EquipRange="Annihilator">
            <var cmd="set Weapon Annihilator" />
        </elseif>
        <else>
            <var cmd="set Weapon Bow" />
        </else>
        
        
        <if type="Weaponskill">
            <if Spell="Coronach">
                <var cmd="set LastWeaponskill Coronach" />
            </if>
            <elseif Spell="Last Stand">
                <var cmd="set LastWeaponskill Last Stand" />
            </elseif>
            <else>
                <var cmd="set LastWeaponskill Other" />
            </else>
        </if>
        
        
        <if type="Misc">
            <if spell="Ranged">
                <equip when="midcast" set="TP-$Weapon-$LastWeaponskill-$Subjob" />
            </if>
        </if>

  10. #4410
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    oi.

    I finished Yugl's suggestion: http://pastebin.com/V2EaheKg
    It parses out, but I'm not sure if it works because my gear isn't set to change any differently from the base set yet. It does WS's, preshot, and shot gear from the base set though.

    Mot, I don't understand most of what I did for what Yugl told me to do, what exactly is the benefit/what is each set of code doing? Maybe it's because summer is coming but I looked at your suggestion and drew a blank

  11. #4411
    Chram
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    Quote Originally Posted by Churchill View Post
    oi.

    I finished Yugl's suggestion: http://pastebin.com/V2EaheKg
    It parses out, but I'm not sure if it works because my gear isn't set to change any differently from the base set yet. It does WS's, preshot, and shot gear from the base set though.

    Mot, I don't understand most of what I did for what Yugl told me to do, what exactly is the benefit/what is each set of code doing? Maybe it's because summer is coming but I looked at your suggestion and drew a blank
    The main difference is that Yugl's doesn't account for your second query (control based on which weapon is used), and that would expand out his <if> checks a fair bit. Setting things up using the variables moves the complexity into the sets you make, and it's easier to wildcard off set names to reduce redundancy while still keeping the control logic complete.

    Oh, and the None category for last weaponskill, to account for things like zoning, missed weaponskills or gear being stripped by mob TP moves, since there's a fairly good chance that you're going to need slightly different amounts of TP than you would for after a weaponskill.

    Other than that it's just an issue of design preference. I prefer to prevent interdependancies as much as possible, so I set up several small checks, one for each variable. It seems 'cleaner' than nesting <if> checks. Mine also evaluates categories pre-demand, whereas Yugl's evaluates on-demand; that part is almost entirely personal preference for the type of code Spellcast handles.


    Edit: Also, looking at your code, you have three separate checks for <if commandprefix="/range">, all of them different. You need to fix that, consolidate to a single check. Also various other things, like using multiple <if> instead of <elseif> (actually, several points where it's logically bad rather than just inefficient), and (personal preference) using commandprefix="/range" instead of Spell="Ranged".

  12. #4412
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    What am I setting in the variables section to make yours work then?

    Also, I'm assuming every set needs to look like this, hence complexity in sets vice trying to mix/match?
    Code:
    		<set name="TP-Annihilator-None-WAR" />
    			<head>Sylvan Gapette +2</head>
    			<neck>Houyi's Gorget</neck>
    			<lear>Flame Pearl</lear>
    			<rear>Volley Earring</rear>
    			<body>Kudzu Aketon</body>
    			<hands>Syl. Glvltte. +2</hands>
    			<lring>Rajas Ring</lring>
    			<rring>Tyrant's Ring</rring>
    			<back>Sylvan Chlamys</back>
    			<waist>Goading Belt</waist>
    			<legs>Sylvan Bragues +2</legs>
    			<feet>Scout's Socks +2</feet>
    		</set>

  13. #4413
    Requiescat in pace.
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    Lakshmi

    Quote Originally Posted by Churchill View Post
    Alright, I just finished Anni
    GDI church stop making the rest of us look bad.

  14. #4414
    An exploitable mess of a card game
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    Yep, but you can shortcut using * in your set names.

    <TP-Annihilator-*-WAR">

    Your XML will use that set in any case where you're using Annihilator and are sub WAR.

    Now, a good note you will want to know is that <equip set="Blah"> does a set-by-set check. Sounds complex? Not really.

    Lets say you have <equip set="Fire" />

    The spellcast starts at the top of your sets list and goes through them one-by-one. The first set to match that criterion is the set spellcast uses. So lets say you have:

    <set name="Fir*">
    and
    <set name="Fire">

    The set that spellcast picks depends on which one comes first.

  15. #4415
    Chram
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    Yugl makes a good point, and we can actually simplify things quite a bit.

    Quote Originally Posted by Churchill
    What am I setting in the variables section to make yours work then?
    You'd only need one variable:
    Code:
        <var name="LastWeaponskill">None</var>

    And instead of the rules I listed above, simplify things down to this (in amonst your other rules, so <elseif> where appropriate):
    Code:
        <!-- Reset in case of zoning or missed weaponskill or whatever.
             Put this near the top of the rules. -->
        <if TP="0">
            <var cmd="set LastWeaponskill None" />
        </if>
    
        <if type="Weaponskill">
            <var cmd="set LastWeaponskill %Spell" />
            <equip when="Precast" set="WS-%Spell" />
        </if>
    
        <if type="Misc">
            <if spell="Ranged">
                <equip when="midcast" set="TP-%EquipRange-$LastWeaponskill-%Subjob" />
            </if>
        </if>

    And have the following sets:
    Code:
    <set name="TP-Armageddon-None-Sam"></set>
    <set name="TP-Armageddon-Wildfire-Sam"></set>
    <set name="TP-Armageddon-Last Stand-Sam"></set>
    <set name="TP-Armageddon-*-Sam"></set>
    <set name="TP-Armageddon-None-*"></set>
    <set name="TP-Armageddon-Wildfire-*"></set>
    <set name="TP-Armageddon-Last Stand-*"></set>
    <set name="TP-Armageddon-*-*"></set>
    
    <set name="TP-Annihilator-None-Sam"></set>
    <set name="TP-Annihilator-Coronach-Sam"></set>
    <set name="TP-Annihilator-Last Stand-Sam"></set>
    <set name="TP-Annihilator-*-Sam"></set>
    <set name="TP-Annihilator-None-*"></set>
    <set name="TP-Annihilator-Coronach-*"></set>
    <set name="TP-Annihilator-Last Stand-*"></set>
    <set name="TP-Annihilator-*-*"></set>
    
    <!-- Assumed default bow? -->
    <set name="TP-*-None-Sam"></set>
    <set name="TP-*-*-Sam"></set>
    <set name="TP-*-None-*"></set>
    <set name="TP-*-*-*"></set>
    The use of the * wildcard means it will trap all the 'Other' values I was setting up earlier. So, using Slug Shot with Annihilator while subbing /War (or /whm, or whatever) will be caught by "TP-Annihilator-*-*". The specific weaponskills you list can have their own unique sets (or you can get rid of them entirely if they're the same as the generic entry), and of course you can use BaseSet to reduce some of the redundancy further.

  16. #4416
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    How does this look? It loads, so no errors.

    http://pastebin.com/6m9UCP16

    Assuming that isn't messed up, the only other thing I can think of is how to set up a lock so that when barrage is active it uses no Preshot gear and only loads the barrage set. (In case of Rapid Shot activation)

  17. #4417
    An exploitable mess of a card game
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    Change
    Code:
    <!--Preshot-->
                    <if Spell="Ranged">
                            <equip when="Precast" set="Preshot" />
                            <action Type="CastDelay" Delay="0.25" />
                            <equip when="midcast" set="TP-$Weapon-$LastWeaponskill-$Subjob" />
                    </if>
    To

    Code:
    <!--Preshot-->
                    <if Spell="Ranged">
    <if notBuffActive="Barrage">
                            <equip when="Precast" set="Preshot" />
    </if>
                            <action Type="CastDelay" Delay="0.25" />
                            <equip when="midcast" set="TP-$Weapon-$LastWeaponskill-$Subjob" />
                    </if>
    Edit: sec lemme fix this.

  18. #4418
    Chram
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    Fenrir

    Remember, sets are searched in the order listed in the .xml file. Your very first weaponskill set is:

    Code:
                    <set name="WS-*-*-*">
                            <head>Sylvan Gapette +2</head>
                            <neck>Light Gorget</neck>
                            <lear>Flame Pearl</lear>
                            <rear>Clearview Earring</rear>
                            <body>Sylvan Caban +2</body>
                            <hands>Seiryu's Kote</hands>
                            <lring>Stormsoul Ring</lring>
                            <rring>Jalzahn's Ring</rring>
                            <back>Libeccio Mantle</back>
                            <waist>Light Belt</waist>
                            <legs>Thaumas Kecks</legs>
                            <feet>Sylvan Bottln. +2</feet>
                    </set>
    The wildcards will trap *every* possible weaponskill combination, and none of the other sets will ever be used. You need to list them as specific sets first, and wildcard sets after.

    Code:
                    <if status="idle">
                            <equip when="TP|idle|aftercast" set="idle" />
                    </if>
    There's no such thing as a "TP" time period. Remove that.

    Code:
        <if TP="0">
            <!--In case of zone/miss WS-->
            <var cmd="set LastWeaponskill None" />
        </if>
    This needs to be before your <if Spell="Ranged"> rule, otherwise it will never take proper effect.

    Code:
    <!--RNG/SAM--> 
            <if Subjob="SAM">
                    <var cmd="set Subjob SAM" />
            </if>
            <else>
                    <var cmd="set Subjob Other" />
            </else>
    As I said, in the last post I made, you don't need this anymore.

    Actually, it looks like you wrote in the rules from my second-to-last post, and not the revisions I gave you in my last post.

    You also have two entries for type="Weaponskill", which will cause issues. Wait a minute.. ugh.. looks like some truly painfully bad logic in place there. You have two complete sets of rule checks for subjob, equipment, and weaponskill, apparently under the misapprehension that one of them will apply when you're /sam and the other will apply when you're /war. That's not the way it works, at all.

    I'm going to have to write out a step-by-step explanation, it looks like.

  19. #4419
    Chram
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    Fenrir

    When you write a spellcast script, it only reads through the xml once for each action you take. As such, you need to write it so that things are examined and set in an order that actually makes sense. EG: If you need to use a variable, you need to be sure that the variable is set -before- you use it.

    You also have to realize that -everything- that passes a conditional check will be run, unless you happen to make use of a <return /> statement, which stops all processing immediately. When you set multiple <if> checks, every single one of them will be tested, even if that doesn't make sense based on what's already happened.

    For example:
    Code:
    <if type="Weaponskill">
        ~do weaponskill stuff
    </if>
    
    <if type="JobAbility">
        ~do job ability stuff
    </if>
    
    <if type="Weaponskill">
        ~do other weaponskill stuff
    </if>
    Now what happens when you use a weaponskill? Well, <if type="Weaponskill"> is obviously true, so it will execute the first <if> block. It will then do a check to see if the action is type="JobAbility", even though we already know that that can't be the case (it already passed the <if type="Weaponskill"> check). That's an inefficiency in the programming; it should instead use <elseif type="JobAbility"> so that it only gets checked if the first one failed.

    But then we have a second entry for type="Weaponskill". This isn't skipped just because of a different comment above it. The action is a weaponskill, so this *also* gets executed, and may override or change or corrupt whatever was done in the first check.


    What you need to do is lay out exactly the flow of logic that you want to happen, to control what gets equipped when, and then build the rules around it. Here's the basic logic flow:

    1) If I use a JA, equip appropriate JA gear.
    2) If I use a weaponskill, equip appropriate weaponskill gear.
    3) If I use /ra, equip appropriate TP gear.
    4) When I'm done, equip appropriate idle gear.


    We then expand each of those for more detail.

    1) Appropriate JA gear is stored in sets named JA_%Spell (actually, will revise that to JA-%Spell). Equip that.
    2) ~~ I have no idea why you're naming the weaponskill sets with a format of WS-*-%Spell-*, when you don't refer to the first or third wildcard slots when equipping the slots. Revising:
    2a) Appropriate weaponskill gear is stored in sets named WS-%Spell. Equip that. Will need to rename sets to match.
    2b) We also want to know what the last weaponskill used was, for TP phase. Store that in a var.
    3) Appropriate TP gear depends on weapon used, subjob, and last weaponskill used.
    3a) For precast, equip the Preshot set, unless Barrage is active, then load the Barrage set.
    3b) In case of TP reset (zoning, etc), reset the LastWeaponskill var to None if we have 0 TP, to prevent incorrect set choice.
    3c) Equip TP gear as described a few posts ago: TP-%EquipRange-%Subjob-$LastWeaponskill (note: changed order to put the predefined variables first, and the user-defined variable last; feel free to readjust it yourself if you have a preferential order)
    4) Equip appropriate set for TP or Idle, depending on whether we were engaged, and revert to those same sets on aftercast.

    Note: I would have made it such that Barrage didn't cause an aftercast to reset gear, and just left it in place for the next ranged shot, but that would break if you did Barrage, Weaponskill, /ranged. As such, it's manually set during ranged.


    And with all that written out, writing the actual code rules is trivial:

    Code:
        <if type="JobAbility">
            <equip when="Precast" set="JA-%Spell" />
        </if>
        <elseif type="Weaponskill">
            <var cmd="set LastWeaponskill %Spell" />
            <equip when="Precast" set="WS-%Spell" />
        <elseif>
        <elseif Spell="Ranged">
            <if BuffActive="Barrage">
                <equip when="Precast" set="Barrage" />
            </if>
            <else>
                <equip when="Precast" set="Preshot" />
            </else>
            
            <if TP="0">
                <var cmd="set LastWeaponskill None" />
            </if>
            
            <equip when="Midcast" set="TP-%EquipRange-%Subjob-$LastWeaponskill" />
        </elseif>
        
        
        <if status="Idle">
            <equip when="Idle|Aftercast" set="Idle" />
        </if>
        <elseif status="Engaged">
            <equip when="Engaged|Aftercast" set="TP" />
        </elseif>
    And that's it. Barely 30 lines, about as simple a set of spellcast rules as you're likely to find.

    In addition to renaming the weaponskill sets and TP sets, you can also rename and simplify your JA sets:
    Code:
        <set name="JA-Shadowbind">
            <hands>Htr. Bracers +1</hands>
        </set>
        
        <set name="JA-Sharpshot">
            <legs>Hunter's Braccae</legs>
        </set>
        
        <set name="JA-Bounty Shot">
            <hands>Syl. Glovltte. +2</hands>
        </set>
        
        <!-- All other JAs -->
        <set name="JA-*">
        </set>
    I changed the separator to a dash for conformity with the formatting of the other sets, and got rid of the huge list of named sets that's not needed, replacing them with a simple glob wildcard (remember, it catches everything that starts with "JA-" that doesn't have a set defined above it in the file).

  20. #4420
    Banned.

    Join Date
    Jul 2007
    Posts
    10,330
    BG Level
    9

    I feel like my asshole just got tore open, sec, making revisions.

    Edit:

    For this line
    Code:
        <if status="Idle">
            <equip when="Idle|Aftercast" set="Idle" />
        </if>
        <elseif status="Engaged">
            <equip when="Engaged|Aftercast" set="TP" />
        </elseif>
    Would I need to specify something other than TP? For example, TP-%EquipRange-%Subjob ? To go to base TP set upon engaged? Or can I also include the $LastWeaponskill as it should check and find none? Or not at all for that matter

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