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  1. #4541
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    Missing a </if> before <!-- Timers for when sleep is wearing off --> comment.

  2. #4542
    New Merits
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    Quote Originally Posted by Yugl View Post
    Missing a </if> before <!-- Timers for when sleep is wearing off --> comment.

    That's what I thought, but when i add that the code above it won't work for the Obi rule. You talking 2 </if> in row? like so?

    Code:
    <if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
            <if     Element="Light">
                <equip when="midcast">
                            <waist lock="yes">Korin Obi</waist>
                           
            </equip>
            </if>
              </if>
            <!-- Timers for when sleep is wearing off. -->
    Unless that Obi weather/day code is wrong, but it did work in a blm xml i have and using.

  3. #4543
    Requiescat in pace.
    Join Date
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    Lakshmi

    should be %SpellEllement instead of Element, I think. And it should probably in an advaced rule.

    Code:
    <if Advanced='("%SpellElement" = "Light")'>
                <equip when=..........
    blah
    blah

  4. #4544
    An exploitable mess of a card game
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    Diabolos

    No, his syntax was right. However, he has ... "AND %SpellElement=1", which means the rule will ONLY work if you have a variable called (Element)Obi and that variable is set to 1. His LightObi variable is set to 0 atm and that's the only element I see. That means the rule will never activate. To fix that, change LightObi's value to 1.

  5. #4545
    New Merits
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    Quote Originally Posted by Yugl View Post
    No, his syntax was right. However, he has ... "AND %SpellElement=1", which means the rule will ONLY work if you have a variable called (Element)Obi and that variable is set to 1. His LightObi variable is set to 0 atm and that's the only element I see. That means the rule will never activate. To fix that, change LightObi's value to 1.
    wow, thanks! I feel like an idiot for not seeing that. I thought I had it set to 1, but was the sleep rule I had set to 1 and just overlooked it.

  6. #4546
    Sea Torques
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    Ragnarok

    Code:
    <if spell="Restoring Breath">
    		<equip when="precast|midcast|aftercast" >
    		<head>Wyrm Armet +2</head>
    		<neck>Lancer's Torque</neck>
    		<body>Wyvern Mail</body>
    		<hands>Ostreger Mitts</hands>
    		<back>Lancer's Pelerine</back>
    		<lear>Lancer's Earring</lear>
    		<legs>Drachen Brais +1</legs>
    		<waist>Glassblower's Belt</waist>
    		<aftercastdelay delay="3.5" />
    		</equip>
    		</if>
    Just making sure this works. HP gear has to stay on for a bit to work iirc

  7. #4547
    An exploitable mess of a card game
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    Diabolos

    You need a aftercast delay and I would just make a set.

    <if Spell="Restoring Breath">
    <equip when="midcast" set="Restoring Breath" />
    <aftercastdelay delay="2.5" />
    </if>

    Adjust the delay value (2.5s) to w/e works best for you.

  8. #4548
    Insert witty title here
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    Jun 2007
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    Phoenix

    Here is what I use for DRG cures. I pulled a good portion of it out of Techno's Dragoon XML from years ago. Works like a charm.
    Code:
    		<var name="HBMidcastDelay">0</var>
    
    			<set name="Healing Breath Trigger">
    				<ammo>Egoist's Tathlum</ammo>
    				<head>Drachen Armet</head>
    				<neck>Dualism Collar</neck>
    				<lear>Bloodgem Earring</lear>
    				<rear>Cassie Earring</rear>
    				<hands>Dusk Gloves +1</hands>
    				<lring>Bloodbead Ring</lring>
    				<rring>Meridian Ring</rring>
    				<back>Strendu Mantle</back>
    				<waist>Glassblower's Belt</waist>
    				<legs>Homam Cosciales</legs>
    				<feet>Wym. Greaves +2</feet>
    			</set>	
    			<set name="Healing Breath Potency">
    				<head>Wyrm Armet</head>
    				<neck>Lancer's Torque</neck>
    				<body>Wyvern Mail</body>
    				<back>Lancer's Pelerine</back>
    				<waist>Glassblower's Belt</waist>
    				<legs>Drachen Brais</legs>
    				<feet>Wym. Greaves +2</feet>
    			</set>
    
    		<if spell="Dia|Poison|Poisona|Blaze Spikes|Protect|Sprout Smack|Head Butt|Cocoon|Bar*">
    			<equip when="precast" set="Healing Breath Trigger" />
    			<var when="precast" cmd="setcalc HBMidcastDelay %CastTime + 0.3" />
    			<midcastdelay delay="$HBMidcastDelay" />
    			<equip when="midcast" set="Healing Breath Potency" />
    			<aftercastdelay delay="2" />
    		</if>
    			<elseif spell="Restoring Breath|Smiting Breath">
    				<midcastdelay delay="1" />
    				<equip when="midcast" set="Healing Breath Potency" />
    				<aftercastdelay delay="4" />
    			</elseif>

  9. #4549
    Flowery Twats
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    Whats all that extra variable/advanced stuff for? Why can't you just go:
    Code:
    		<if spell="Restoring Breath|Smiting Breath">
    			<equip when="precast" set="Healing2" />
    		</if>
    		<if type="BlueMagic|WhiteMagic|BlackMagic">
    			<equip when="precast" set="Healing1" />
    			<equip when="aftercast" set="Healing2" />
    		</if>
    Edit: And just put AF1+1 legs and AF2+2 feet into the trigger set, you don't lose a whole lot of player HP+ in those slots, and wyvern HP% is the only one that takes time to process.

  10. #4550
    Sea Torques
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    May 2010
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    Ragnarok

    Quote Originally Posted by Yugl View Post
    You need a aftercast delay and I would just make a set.

    <if Spell="Restoring Breath">
    <equip when="midcast" set="Restoring Breath" />
    <aftercastdelay delay="2.5" />
    </if>

    Adjust the delay value (2.5s) to w/e works best for you.
    Thanks.

  11. #4551
    An exploitable mess of a card game
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    Quote Originally Posted by noodles355 View Post
    Whats all that extra variable/advanced stuff for? Why can't you just go:
    Code:
    		<if spell="Restoring Breath|Smiting Breath">
    			<equip when="precast" set="Healing2" />
    		</if>
    		<if type="BlueMagic|WhiteMagic|BlackMagic">
    			<equip when="precast" set="Healing1" />
    			<equip when="aftercast" set="Healing2" />
    		</if>
    Edit: And just put AF1+1 legs and AF2+2 feet into the trigger set, you don't lose a whole lot of player HP+ in those slots, and wyvern HP% is the only one that takes time to process.
    Restoring is a instant ability, so aftercast occurs almost immediately afterwards. Since many XMLs use rule that changes back to your TP/Idle gear when aftercast occurs, you end up changing back to TP/Idle gear before the breath occurs. Aftercast delay prevents the gear change just enough so that you keep wearing HB gear.

    As for the specifics:

    <if spell="Dia|Poison|Poisona|Blaze Spikes|Protect|Sprout Smack|Head Butt|Cocoon|Bar*">
    <equip when="precast" set="Healing Breath Trigger" />
    <var when="precast" cmd="setcalc HBMidcastDelay %CastTime + 0.3" />
    <midcastdelay delay="$HBMidcastDelay" />
    <equip when="midcast" set="Healing Breath Potency" />
    <aftercastdelay delay="2" />
    </if>
    From the start of the cast until the end of the cast: HP Gear + Drachen Armet
    Between the end of the cast and the the activation of the spell: HB Gear
    At the end of the spell: TP or Idle gear

    The variable calculates the cast time + 0.3s and then uses that total to delay midcast gear. This allows you to keep using HP gear + Drachen armet when the spell finishes. The aftercast delays the equipping of TP/Idle gear until the healing breath finishes.

  12. #4552
    Flowery Twats
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    Oh that'll explain it. I don't use aftercasts that swap back to my original/idle gear in any of my main spellcasts (I do for my mule whm for obvious reasons).
    I just have an idle/targetnpc macro that I hit afterwards.

  13. #4553
    Smells like Onions
    Join Date
    Mar 2012
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    BG Level
    0

    Ok here is my spellcast
    i can't understand why when i use my 75bp my gears will not return back to my normal as are doing with my normal phisical bp's.
    can you show me where i'm doing wrong and how to correct it?
    thanks

    pastebin.com/9n09WmNx

  14. #4554
    An exploitable mess of a card game
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    Diabolos

    Code:
                    <return />
    This line tells the XML to ignore the rest of the rules and you have that within your 75BP rule.

  15. #4555
    Smells like Onions
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    Mar 2012
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    Quote Originally Posted by Yugl View Post
    Code:
                    <return />
    This line tells the XML to ignore the rest of the rules and you have that within your 75BP rule.
    so silly error!
    thanks a lot now is working!

  16. #4556
    RIDE ARMOR
    Join Date
    May 2012
    Posts
    20
    BG Level
    1

    Staves not switching

    I'm using an include file to avoid having to retype the same stuff over and over since I have multiple mage jobs, however I noticed I'm no longer swapping staves on demand. Here's a pastebin of my summoner xml and include file:

    pastebin.com/nWUUxS8J
    pastebin.com/yJysP3j6
    pastebin.com/ZjBQg1pU

    I really could use some help in getting this working again instead of having to hard-code the full names of the staffs in each xml file.

    What I can't understand is that while this doesn't work for my summoner and red mage, it works fine for my white mage.

  17. #4557
    An exploitable mess of a card game
    Join Date
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    Gouka Mekkyaku
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    Diabolos

    You have variables called Fire-Dark (Elements). So when you use

    <main>$LightStaff</main>

    Spellcast substitutes $Light with Light (Since you have <var name="Light">Light</var>) and leaves the name as LightStaff. To fix this, remove the

    <var name="Fire">Fire</var>
    .
    .
    .
    <var name="Dark">Dark</var>

  18. #4558
    RIDE ARMOR
    Join Date
    May 2012
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    Ah, I did wonder if it was doing that. Didn't know that spellcast could pick up partial names in variables. I'll go toy with it some more. Thank you.

  19. #4559
    Ridill
    Join Date
    Oct 2005
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    Asura

    Isn't there also some thing about spellcast parsing variables in alphabetical order? It's not really an issue in your case, but could be something that comes up for someone depending on how complex they make their xmls.

    But for example:

    $Apple = "Red"
    $Zucchini = "Green"
    $Mandarin = "Orange"

    $MandarinRed = "Hello"
    $MandarinGreen = "Goodbye"

    /echo $Mandarin$Apple would refer to the variable $MandarinRed and ultimately print out "Hello".

    /echo $Mandarin$Zucchini would refer to the string "OrangeGreen" and ultimately print out "OrangeGreen".

    So, if you use variables inside of variables to refer to other variables, just be mindful of that.

  20. #4560
    RIDE ARMOR
    Join Date
    May 2012
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    BG Level
    1

    Thank you, I'll be more careful about that. To be honest I don't know why the variables were still there, they didn't do anything. I think it was from last time when I wasn't using includes and had the NQ staffs.

    Well, now I've stumbled on a new problem, and this is only recent. The bloodpacts aren't triggering when using for example /console 75Nuke, even when I type it in it's not calling it. Was something changed in the past 6 months? Because it worked fine back then.

    Oh silly me, ignore the bit in grey. I was hitting macro buttons for ones that didn't have any spells assigned to them, lol. The rest are working fine.

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