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  1. #4461
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
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    Fenrir

    Quote Originally Posted by nasoo View Post
    ah that make some sense. Thank alot..

    last question.
    so i my macro i have to go
    /ma Trigger
    /ja controltrigger
    /ma Reset Defense
    ?
    Example/analogy:

    Spell "Thunder V"
    Type = BlackMagic
    Skill = ElementalMagic

    Spell "Reset"
    Type = Trigger
    Skill = ControlTrigger

    You don't use anything like "/ja ControlTrigger", as that has no meaning. ControlTrigger is an attribute value that a spell can have, not a spell itself.


    To use any trigger spell, you enter: /ma TriggerSpellName [TriggerSpellOptions]

    So:
    /ma Reset Defense
    ~ Resets all defense layers
    /ma Reset SteppedDefense
    ~ Removes the top defense layer
    /ma Reset PhysicalDefense
    ~ Removes the physical defense layer
    /ma Reset MagicalDefense
    ~ Removes the magical defense layer
    /ma Reset All
    ~ Resets all variables (that it knows about) to defaults

    etc.

  2. #4462
    Special at 11:30 or w/e
    Sweaty Dick Punching Enthusiast

    Join Date
    Feb 2012
    Posts
    10,263
    BG Level
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    FFXIV Character
    Kalmado Espiritu
    FFXIV Server
    Gilgamesh
    FFXI Server
    Sylph
    Blog Entries
    4

    I'm trying to make a Thf xml and my SA, TA rules I have made do not seem to be correct. Spoiler'd is how I have it set. What is the correct way?

    Spoiler: show
    Code:
        <if buffActive="Trick Attack">
                            <action when="engaged" type="equip" set="TA" />
                    </if>
                    <elseif buffActive="Sneak Attack">
                            <action when="engaged" type="equip" set="SA" />
                    </elseif>
                    <if status="engaged">
                            <action when="aftercast" type="equip" set="TP" />
                    </if>

  3. #4463
    Melee Summoner
    Join Date
    Apr 2012
    Posts
    25
    BG Level
    1

    Quote Originally Posted by Motenten View Post
    Example/analogy:

    Spell "Thunder V"
    Type = BlackMagic
    Skill = ElementalMagic

    Spell "Reset"
    Type = Trigger
    Skill = ControlTrigger

    You don't use anything like "/ja ControlTrigger", as that has no meaning. ControlTrigger is an attribute value that a spell can have, not a spell itself.


    To use any trigger spell, you enter: /ma TriggerSpellName [TriggerSpellOptions]

    So:
    /ma Reset Defense
    ~ Resets all defense layers
    /ma Reset SteppedDefense
    ~ Removes the top defense layer
    /ma Reset PhysicalDefense
    ~ Removes the physical defense layer
    /ma Reset MagicalDefense
    ~ Removes the magical defense layer
    /ma Reset All
    ~ Resets all variables (that it knows about) to defaults

    etc.
    Understood, Tested your code last night work great. Thx again for the script u uploaded

  4. #4464
    Smells like Onions
    Join Date
    Mar 2012
    Posts
    7
    BG Level
    0

    Hi all,
    problem with my 1st spellcast for smn
    i try to create using a base and adding what i need
    unfortunately i cannot let his wokm in a proper way.

    i searched a way to let the elemental staves were automatically taken based on the spell i cast (just an example, if i cast stoneskin, automatically use earth staff) but something is not working.

    dose someone explain me where i made wrong?
    thanks

    sorry i made this just because i do not have 10 posts for pasting the url....

    pastebin.com/dLtV9Bfb

  5. #4465
    Chram
    Join Date
    Sep 2007
    Posts
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    Fenrir

    You'll want to ask in the Spellcast help thread. Also, put your xml on pastebin and link to that, rather than copying it into your post.

  6. #4466
    Chram
    Join Date
    Sep 2007
    Posts
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    Fenrir

    Incorrect entry for main weapon:
    Code:
                    <set name="Standard">
                        <main>$Austere's staff</main>

    $PElement is never defined, nor is it ever assigned a value. This will always fail.
    Code:
                <if advanced='"$PElement" == "%DayElement"'>
                    <action type="equip" when="aftercast|idle">
                        <hands lock="yes">Caller's Bracers +1</hands>
                    </action>         
                </if>

    $ElementalStaves is never defined, nor is it ever assigned a value. This will always fail.
    Code:
            <if Advanced="$ElementalStaves=1">
                <var cmd='set ElementalStaff "$%SpellElementStaff"' />
                <equip>
                    <main>$ElementalStaff</main>
                </equip>
            </if>
    The first <if> doesn't do anything; I don't expect this to work well.
    Code:
            <if Spell="Air Spirit" Advanced='"%Weather"="Wind x2" OR "%DayElement"!="Ice" AND "%WeatherElement"="Wind" OR "%DayElement"="Wind" AND "%WeatherElement"="None"'/>
            <else>
                <!--Checks if Weather Element is stronger than Day Element-->
                <if Advanced='"%WeatherElement"!="None" AND ("%Weather"="%WeatherElement x2" OR $%WeatherElementStrength!=$%DayElementStrength-1 OR "%WeatherElement"="Fire" AND "%DayElement"!="Water")'>
                    <action Type="ChangeSpell" Spell="%WeatherElement Spirit"/>
                </if>
                <else>
                    <action Type="ChangeSpell" Spell="%DayElement Spirit"/>
                </else>
            </else>
    The very last line of the rules says to equip the Standard set again, overriding anything you've done in the spellcast. This may only apply to precast.
    Code:
            <action Type="Equip" Set="Standard"/>


    Also suggest updating your code to 2.30 format: http://windower.net/plugins/spellcastupdatexml.php

  7. #4467
    My #1
    Join Date
    Nov 2009
    Posts
    95
    BG Level
    2
    FFXI Server
    Quetzalcoatl

    Code:
    		<if spell="Tachi: Shoha|Tachi: Kasha">
    			<action type="castdelay" delay=".1"/>
    				<if buffactive="Sekkanoki">
    					<equip when="precast" set="SekkaShoha"/>
    				</if> 
    		<else> 
    			<equip when="precast" set="Shoha"/> 
    		</else> 
    		</if>
    		<elseif spell="Tachi: Kaiten">
    			<action type="castdelay" delay=".1"/>
    				<if buffactive="Berserk">
    					<equip when="precast" set="BerserkKaiten"/>
    			</if>
    		<else> 
    			<equip when="precast" set="Kaiten"/> 
    		</else> 
    		</elseif>
    		<if spell="Tachi: Shoha|Tachi: Kasha" TPGT="290">
    			<equip>
    				<rear lock="true">Vulcan's Pearl</rear>
    			</equip>
    		</if>
    Need help applying the relic +2 feet for sam 2hour. needs to be on during ws

    Thanks

  8. #4468
    Radsourceful

    Join Date
    Jul 2007
    Posts
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    FFXI Server
    Bismarck

    Code:
    <if buffactive="Meikyo Shisui" commandprefix="/weaponskill">
    <equip when="precast|midcast"><feet lock="True">Sam Feet +2</feet></equip>
    </if>
    That'll equip them for all WS during Meikyo, but not right when you hit Meikyo, and they'll be removed between WS. Is that the behavior you're looking for?

  9. #4469
    Smells like Onions
    Join Date
    Mar 2012
    Posts
    7
    BG Level
    0

    Quote Originally Posted by Motenten View Post
    ...
    thanks a lot for your help!
    still have some problems recovering my last staff used
    changed my spellcast as per your suggestions but something is still not working...
    thanks for all your help

    pastebin.com/GWhvK3rZ

  10. #4470
    Chram
    Join Date
    Sep 2007
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    Fenrir

    Apparently the converter didn't cover everything. A few other types of lines you can change:

    <action type="Var" cmd="set LastStaff $%SpellElementStaff" />
    to
    <var cmd="set LastStaff $%SpellElementStaff" />

    <action type="AddToChat">Setting last staff equipped: $LastStaff</action>
    to
    <addtochat>Setting last staff equipped: $LastStaff</addtochat>


    And all these entries:
    <command when="precast">sc var set Carbuncle 1</command>

    can simply be done as
    <var cmd="set Carbuncle 1" />

    unless you specifically need it to not be set until after the spellcast rules are processed. Though again, the variables are never defined in the <vars> section, nor are they ever used, so I'm not sure what their purpose is.

    This rule:
    Code:
            <action type="equip" when="midcast">
                <main lock="true">$%SpellElementStaff</main>
            </action>
    Is set unconditionally. That means it will attempt to set the staff you equip when you use any JA as well, and JAs don't have any element associated with them. So it will try to equip $NoneStaff and fail.

    This entire section:

    Code:
            <if Spell="Carbuncle">
                <equip when="precast|midcast|aftercast" set="Carbuncle" />
                <command when="precast">sc var set Carbuncle 1</command>
            </if>
            <elseif Spell="Titan">
                <equip when="precast|midcast|aftercast" set="Titan" />
                <command when="precast">sc var set Titan 1</command>
            </elseif>
            <elseif Spell="Garuda">
                <equip when="precast|midcast|aftercast" set="Garuda" />
                <command when="precast">sc var set Garuda 1</command>
            </elseif>
            <elseif Spell="Shiva">
                <equip when="precast|midcast|aftercast" set="Shiva" />
                <command when="precast">sc var set Shiva 1</command>
            </elseif>
            <elseif Spell="Ifrit">
                <equip when="precast|midcast|aftercast" set="Ifrit" />
                <command when="precast">sc var set Ifrit 1</command>
            </elseif>
            <elseif Spell="Leviathan">
                <equip when="precast|midcast|aftercast" set="Leviathan" />
                <command when="precast">sc var set Leviathan 1</command>
            </elseif>
            <elseif Spell="Ramuh">
                <equip when="precast|midcast|aftercast" set="Ramuh" />
                <command when="precast">sc var set Ramuh 1</command>
            </elseif>
            <elseif Spell="Fenrir">
                <equip when="precast|midcast|aftercast" set="Fenrir" />
                <command when="precast">sc var set Fenrir 1</command>
            </elseif>
            <elseif Spell="Diabolos">
                <equip when="precast|midcast|aftercast" set="Diabolos" />
                <command when="precast">sc var set Diabolos 1</command>
            </elseif>

    Can be done with:

    Code:
            <if type="SummonerPact">
                <equip when="precast|midcast|aftercast" set="%Spell" />
                <var cmd="set %Spell 1" />
            </if>

    You didn't specify what else is not actually working, so that's all I can offer right now without getting into nitpicky stuff.

  11. #4471
    Smells like Onions
    Join Date
    Mar 2012
    Posts
    7
    BG Level
    0

    Quote Originally Posted by Motenten View Post
    You didn't specify what else is not actually working, so that's all I can offer right now without getting into nitpicky stuff.
    yes sorry, maybe i was not clear not specifying well...


    when i change elemental staves to cast a spell (e.g. i have my austere, casting stonesking) the staff change to earth but do not return back to the wind after the spell is casted.
    i0m sorry but as told is my first spellcast and i'm trying to create it from the basic and taking as examples as other ones...
    so this i thuink is why so many things are wrong... i'm sorry ^^

    i'll contnue read the tutorials but it's quite difficult to write it if u're not used to the language :D

  12. #4472
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    That's because you never specify an aftercast except for certain explicit spells. You do have this rule set:

    Code:
            <if advanced='"$varComments"="1"'>
                <action type="AddToChat">Setting last element evoked: $LastElement</action>
            </if>
            <else>
                <if advanced='"$varComments"="1"'>
                    <action type="AddToChat">Recovering last staff equipped: $LastStaff</action>
                </if>
                <action type="equip" when="aftercast">
                    <main>$LastStaff</main>
                </action>
            </else>
    Which could possibly make it work, except that it will only do the aftercast equip if $varComments is not equal to 1. Since varComments is 1, it never gets run.

  13. #4473
    Smells like Onions
    Join Date
    Mar 2012
    Posts
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    BG Level
    0

    Ok so i need to change my $varComments to 0?

  14. #4474
    Chram
    Join Date
    Sep 2007
    Posts
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    FFXI Server
    Fenrir

    Err.. That would fix it, but it wouldn't solve it. You need to figure out what you want $varComments to be doing, and probably separate out the logic of the comments from the logic of what you're equipping.

  15. #4475
    THFONRY
    Join Date
    Aug 2007
    Posts
    226
    BG Level
    4
    FFXI Server
    Odin

    Any help here, I get this error when nuking:
    Outdated XML (regex) or (buffactive) must be updated

    Nukes still go through and gear seems to still switch, but its annoying having that message pop on on every cast.

    http://pastebin.com/ts26yiFJ

    From what I've been able to look up, I'm pretty sure its this line, but attempts to fix it myself didn't go too well, was 3am and well I was too tired to think tbh.

    Code:
      <if Advanced='(!((regex)%Weather=^.* x2$(/regex) AND "%WeatherElement" = "%SpellElement" AND "$%SpellElementObi" != "\$%SpellElementObi") OR !("%WeatherElement" = "%spellElement")) AND ("%SpellElement" = "%DayElement" AND "$BLMAF2Pants" = "1") AND ("%skill"="ElementalMagic")'>
    What should I edit fix/edit in this line and anywhere else in XML. Thanks in advance/

  16. #4476
    Aja
    Aja is offline
    Relic Weapons
    Join Date
    Jul 2008
    Posts
    384
    BG Level
    4
    FFXI Server
    Asura

    Code:
            <variables>
                <var name="echolucky">1</var>
            </variables>
    
    <if advanced='"$echolucky"="1"'>
                <if spell="choral*|samurai*|scholar*">
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 6</command>
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 6</command>
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 6</command>
                </if>
                <elseif spell="healer*|monk*|drachen*|gallant*|dancer*">
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 7</command>
                </elseif>
                <elseif spell="ninja*|hunter*|chaos*|puppet*|beast*|warlock*">
                    <command>input /echo ((%spell)) Lucky: 4 * Unlucky: 8</command>
                    <command>input /echo ((%spell)) Lucky: 4 * Unlucky: 8</command>
                    <command>input /echo ((%spell)) Lucky: 4 * Unlucky: 8</command>
                </elseif>
                <elseif spell="Fighter*|Wizard*|Rogue*|Evoker*|Cor*">
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 9</command>
                </elseif>
    			<elseif spell="Tactician*">
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 8</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 8</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 8</command>
    			</elseif>
    			<elseif spell="Courser*">
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
    			</elseif>
    			<elseif spell="Caster*">
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 2 * Unlucky: 7</command>
    			</elseif>
    			<elseif spell="Bolter*">
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
                    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 9</command>
    			</elseif>
    			<else spell="Miser*">
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 7</command>
                    <command>input /echo ((%spell)) Lucky: 5 * Unlucky: 7</command>
    			</else>
            </if>
    For some reason these echos don't work anymore...

  17. #4477
    Radsourceful

    Join Date
    Jul 2007
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    Bismarck

    Quote Originally Posted by ssjjfar View Post
    Any help here, I get this error when nuking:
    Outdated XML (regex) or (buffactive) must be updated

    Nukes still go through and gear seems to still switch, but its annoying having that message pop on on every cast.

    http://pastebin.com/ts26yiFJ

    From what I've been able to look up, I'm pretty sure its this line, but attempts to fix it myself didn't go too well, was 3am and well I was too tired to think tbh.

    Code:
      <if Advanced='(!((regex)%Weather=^.* x2$(/regex) AND "%WeatherElement" = "%SpellElement" AND "$%SpellElementObi" != "\$%SpellElementObi") OR !("%WeatherElement" = "%spellElement")) AND ("%SpellElement" = "%DayElement" AND "$BLMAF2Pants" = "1") AND ("%skill"="ElementalMagic")'>
    What should I edit fix/edit in this line and anywhere else in XML. Thanks in advance/
    Replace

    (regex)%Weather=^.* x2$(/regex)

    with

    (bool)regex("%Weather","^.* x2$")

  18. #4478
    New Merits
    Join Date
    Jul 2011
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    245
    BG Level
    4
    FFXIV Character
    Already Banned
    FFXIV Server
    Hyperion
    FFXI Server
    Quetzalcoatl

    What would be a good alternative for <addtochat> in spellcast? Cause I'm tired of <addtochat> blanking my log.

  19. #4479
    Relic Shield
    Join Date
    Oct 2006
    Posts
    1,599
    BG Level
    6
    FFXI Server
    Odin

    Quote Originally Posted by Landsoul View Post
    What would be a good alternative for <addtochat> in spellcast? Cause I'm tired of <addtochat> blanking my log.
    2 posts up.
    Code:
    <command>input /echo ((%spell)) Lucky: 3 * Unlucky: 7</command>

  20. #4480
    Requiescat in pace.
    Join Date
    Dec 2008
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    BG Level
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    FFXI Server
    Lakshmi

    Quote Originally Posted by Landsoul View Post
    What would be a good alternative for <addtochat> in spellcast? Cause I'm tired of <addtochat> blanking my log.
    Is it addtochat that's causing that? I thought it was silence.

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