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  1. #441
    Relic Horn
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    Xanthe Celaeno
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    Quote Originally Posted by Severance View Post
    Thanks Residue.

    So now it's just getting my WS to work, with a Aggressor up/down variable. I copied Sath's code above with regards to rules, but it doesn't seem to like it? lol. It's not changing gear at all, pre or post cast.

    Below is my code, without my feeble attempt because I'm pretty certain it's wrong.

    Sets: Aggressor Up = Raging Rush/Kings Justice. Aggressor Down = RR/KJ. Postcast = fight.

    Spoiler: show

    Code:
    <?xml version="1.0" ?>
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
    	<config
    		Debug="false"
    		HideErrors="true"
    		NormalSet="main"
    		EngagedSet="fight"
    		ShowGearSwaps="false"
    		ShowSpellInfo="false" 
    		DefaultPostcast="fight" 
    	/>
        <sets>
            <group name="WAR" default="yes">
                <set name="main">
                    <ammo>Fire Bomblet</ammo>
                    <head>Walahra Turban</head>
                    <neck>Orochi Nodowa</neck>
                    <lear>Ethereal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Askar Manopolas</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreadors Ring</rring>
                    <back>Cuchulain's Mantle</back>
                    <waist>Swift Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Hermes' Sandals</feet>
                </set>
                <set name="fight" baseset="main">
                    <ammo>Fire Bomblet</ammo>
                    <head>Walahra Turban</head>
                    <neck>Fortitude Torque</neck>
                    <lear>Ethereal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Askar Korazin</body>
                    <hands>Dusk Gloves</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cuchulain's Mantle</back>
                    <waist>Swift Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Aurum Sabatons</feet>
                </set>
                <set name="Raging Rush" baseset="fight">
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Soil Gorget</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Hecatomb Mittens</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Triumph Ring</rring>
                    <back>Cuchulain's Mantle</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="RR" baseset="fight">
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Soil Gorget</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Hecatomb Mittens</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cuchulain's Mantle</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="Steel Cyclone" baseset="fight">
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Snow Gorget</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
    		<hands>Alkyoneus's Bracelets</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Triumph Ring</rring>
                    <back>Amemet Mantle +1</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Warrior's Cuisses</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="Kings Justice" baseset="fight">
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Soil Gorget</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
    		<hands>Hecatomb Mittens</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Triumph Ring</rring>
                    <back>Amemet Mantle +1</back>
                    <waist>Warrior's Stone</waist>
                    <legs>Warrior's Cuisses</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="KJ" baseset="fight">
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Soil Gorget</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
    		<hands>Hecatomb Mittens</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Cuchulain's Mantle</back>
                    <waist>Warrior's Stone</waist>
                    <legs>Warrior's Cuisses</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="Haste" baseset="fight">
                    <head>Walahra Turban</head>
                    <hands>Dusk Gloves</hands>
    		<waist>Swift Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Aurum Sabatons</feet>
                </set>
            </group>
        </sets>
        <rules>
    <rule Spell="Raging Rush"><action type="equip" when="PreCast" set="Raging Rush" /><action type="equip" when="PostCast" set="fight" /></rule>
    <rule Spell="Steel Cyclone"><action type="equip" when="PreCast" set="Steel Cyclone" /><action type="equip" when="PostCast" set="fight" /></rule>
    <if spell="King's Justice"><if buffactive="aggressor"><equip when="PreCast" set="Kings Justice" /><equip when="PostCast" set="fight" /></if><else><equip when="PreCast" set="KJ" /><equip when="PostCast" set="fight" /></else></if>
    <rule spell="Utsusemi*"><action type="equip" when="MidCast" set="Haste" /></rule>
        </rules>
    </spellcast>


    My rule had been:
    Spoiler: show

    Code:
    <if spell="Raging Rush">
         <if buffactive="aggressor">
              <equip when="PreCast" set="Raging Rush" />
              <equip when="PostCast" set="fight" />
         </if>
         <else>
              <equip when="PreCast" set="RR" />
              <equip when="PostCast" set="fight" />
         </else>
    </if>
    <if spell="King's Justice">
         <if buffactive="aggressor">
              <equip when="PreCast" set="Kings Justice" />
              <equip when="PostCast" set="fight" />
         </if>
         <else>
              <equip when="PreCast" set="KJ" />
              <equip when="PostCast" set="fight" />
         </else>
    </if>


    Where am I going wrong?
    What spellcast version? The <equip> syntax won't work unless you're using beta 2.30.

    Your spellcast XML is riddled with errors, most likely due to copy/pasting from multiple sources without really understanding how any of it works. Because you have HideErrors set to true you are not being notified of anything that is wrong. First, you cannot define default sets in the <config> tag. Second, you seem to miss the point of inheritance (base sets) in your set definitions and are redundantly defining equipment in sets. Third, your rules section uses improper and inconsistent formatting leading to unreachable conditions.

    Here is your XML, corrected. I took the liberty of renaming some sets to add some clarity. Main >> Idle, Fight >> Engaged, King's Justice >> King's Justice Aggressor, KJ >> King's Justice, Raging Rush >> Raging Rush Aggressor, RR > Raging Rush.
    Code:
    <?xml version="1.0" ?>
    <spellcast>
    	<config
    		RequireVersion="2.30"
    		Debug="False"
    		ShowGearSwaps="False"
    		ShowSpellInfo="False" 
    	/>
        <sets>
            <group Name="WAR" Default="Yes">
                <set Name="Idle">
    				<ammo>Fire Bomblet</ammo>
    				<head>Walahra Turban</head>
    				<neck>Orochi Nodowa</neck>
    				<lear>Ethereal Earring</lear>
    				<rear>Brutal Earring</rear>
    				<body>Ares's Cuirass</body>
    				<hands>Askar Manopolas</hands>
    				<lring>Rajas Ring</lring>
    				<rring>Toreadors Ring</rring>
    				<back>Cuchulain's Mantle</back>
    				<waist>Swift Belt</waist>
    				<legs>Byakko's Haidate</legs>
    				<feet>Hermes' Sandals</feet>
                </set>
                <set Name="Engaged" BaseSet="Idle">
    				<neck>Fortitude Torque</neck>
    				<body>Askar Korazin</body>
    				<hands>Dusk Gloves</hands>
    				<feet>Aurum Sabatons</feet>
                </set>
                <set Name="Raging Rush" BaseSet="Engaged">
    				<head>Hecatomb Cap</head>
    				<neck>Soil Gorget</neck>
    				<lear>Merman's Earring</lear>
    				<body>Ares's Cuirass</body>
    				<hands>Hecatomb Mittens</hands>
    				<rring>Toreador's Ring</rring>
    				<waist>Warwolf Belt</waist>
    				<feet>Hecatomb Leggings</feet>
                </set>
                <set Name="Raging Rush Aggressor" BaseSet="Raging Rush">
    				<rring>Triumph Ring</rring>
                </set>
                <set Name="Steel Cyclone" BaseSet="Engaged">
    				<head>Hecatomb Cap</head>
    				<neck>Snow Gorget</neck>
    				<lear>Merman's Earring</lear>
    				<body>Ares's Cuirass</body>
    				<hands>Alkyoneus's Bracelets</hands>
    				<rring>Triumph Ring</rring>
    				<back>Amemet Mantle +1</back>
    				<waist>Warwolf Belt</waist>
    				<legs>Warrior's Cuisses</legs>
    				<feet>Hecatomb Leggings</feet>
                </set>
                <set Name="King's Justice" BaseSet="Engaged">
    				<head>Hecatomb Cap</head>
    				<neck>Soil Gorget</neck>
    				<lear>Merman's Earring</lear>
    				<body>Ares's Cuirass</body>
    				<hands>Hecatomb Mittens</hands>
    				<rring>Ulthalam's Ring</rring>
    				<waist>Warrior's Stone</waist>
    				<legs>Warrior's Cuisses</legs>
    				<feet>Hecatomb Leggings</feet>
                </set>
                <set Name="Kings Justice Aggressor" BaseSet="King's Justice">
    				<rring>Triumph Ring</rring>
    				<back>Amemet Mantle +1</back>
                </set>
                <set Name="Haste" BaseSet="Engaged" />
            </group>
        </sets>
        <rules>
    		<equip When="Idle" Set="Idle" />
    		<equip When="Engaged" Set="Engaged" />
    			
    	<!-- AfterCast Set based on engaged status -->	
    		<if Status="Engaged">
    			<equip When="AfterCast" Set="Engaged" />
    		</if>
    		<else>
    			<equip When="AfterCast" Set="Idle" />
    		</else>
    
    	<!-- Weapon Skills -->	
    		<if Spell="Raging Rush">
    			<if BuffActive="Aggressor">
    				<equip When="PreCast" Set="Raging Rush Aggressor" />
    			</if>
    			<else>
    				<equip When="PreCast" Set="Raging Rush" />
    			</else>
    		</if>
    		<elseif Spell="Steel Cyclone">
    			<equip When="PreCast" Set="Steel Cyclone" />
    		</elseif>
    		<elseif Spell="King's Justice">
    			<if BuffActive="Aggressor">
    				<equip When="PreCast" Set="Kings Justice Aggressor" />
    			</if>
    			<else>
    				<equip When="PreCast" Set="King's Justice" />
    			</else>
    		</elseif>
    		
    	<!-- Spells -->		
    		<elseif Spell="Utsusemi*">
    			<equip When="MidCast" Set="Haste" />
    		</elseif>
        </rules>
    </spellcast>
    Note that you won't actually change any gear when using Utsusemi since your Haste set is identical to your Engaged set.

  2. #442
    Salvage Bans
    Join Date
    Nov 2005
    Posts
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    We should get married. The old one was built off a friends, so I'll be sure to send him this. Thanks much!!

    Pretty sure I'm using Spellcast 2.22, so I'll go find the 2.3 beta.

    Edit: It doesn't like the following, which I got told about just above...
    Code:
    <if Area="* Remnants">
    			<action type="equip">
    				<lring lock>Ulthalam's Ring</lring>
    			</action>
    		</if>
    Specifically, the Lock LRing line.

    Would this work, with the l.ring in a new set called Salvage?
    Code:
            <if SpellTargetName="Mamool Ja Lurker|Mamool Ja Infiltrator" NotBuffActive="Focus" when="Engaged">
                <equip set="Accuracy" />
            </if>
    	<if area="* Remnants" when="Engaged">
    	    <equip set="Salvage" />
    	</if>

  3. #443
    Relic Horn
    Join Date
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    Xanthe Celaeno
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    Quote Originally Posted by Severance View Post
    We should get married. The old one was built off a friends, so I'll be sure to send him this. Thanks much!!

    Pretty sure I'm using Spellcast 2.22, so I'll go find the 2.3 beta.

    Edit: It doesn't like the following, which I got told about just above...
    Code:
    <if Area="* Remnants">
    	<action type="equip">
    		<lring lock>Ulthalam's Ring</lring>
    	</action>
    </if>
    Specifically, the Lock LRing line.

    Would this work, with the l.ring in a new set called Salvage?
    Code:
            <if SpellTargetName="Mamool Ja Lurker|Mamool Ja Infiltrator" NotBuffActive="Focus">
                <equip when="Engaged" Set="Accuracy" />
            </if>
    	<if Area="* Remnants">
    	    <equip when="Engaged" Set="Salvage" />
    	</if>
    Or is it status="Engaged"?
    You're on the right track now. Here's the code I use for equipping Ulthalam's Ring during Salvage/Assault. Just switch it to whichever finger you use it on. The code will keep it equipped full-time.
    Code:
    <if area="Leujaoam Sanctum|Mamool Ja training Grounds|Lebros Cavern|Periqia|Ilrusi Atoll|Nyzul Isle|The Ashu Talif|* Remnants">
             <equip When="PreCast|MidCast|AfterCast|Resting|Engaged|Idle">
                <rring Lock="True">Ulthalam's Ring</rring>
             </equip>
          </if>

  4. #444
    Salvage Bans
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    Quetzalcoatl

    Why is spellcast crashing POL when I escape / tele? D:

  5. #445
    Radsourceful

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    Bismarck

    Likely is attempting an equip swap while you're zoning - fastcast and a difference in midcast and aftercast sets puts the aftercast change during the zone.

  6. #446
    Salvage Bans
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    Quetzalcoatl

    So I guess the best thing to do is add a code like this for Warp/Tele/Escape?:

    Code:
    <if spell="Warp*|Tele*|Escape">
     <action type="command" when="precast">
                            input /raw  /ma "%Spell" &lt;me&gt;
                    </action>
    </if>

  7. #447
    Old Merits
    Join Date
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    Valefor

    Quote Originally Posted by Nishida View Post
    So I guess the best thing to do is add a code like this for Warp/Tele/Escape?:

    <if spell="Warp">
    <action type="command" when="precast">
    input /raw /ma "Warp" &lt;me&gt;
    </action>
    That won't work, you would need to cancel spell can then exec the command.

    its far easier to:
    Code:
     
    <if Spell="Escape|Warp|Warp II|Retrace|Teleport-*|Reraise|Tractor"> <action type="return" /> </if>
    Put that near the top of you rules section (ideally the very top) and it will basically stop spellcast 'reading' any further.

  8. #448
    Salvage Bans
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    Quote Originally Posted by Argettio View Post
    That won't work, you would need to cancel spell can then exec the command.

    its far easier to:
    Code:
     
    <if Spell="Escape|Warp|Warp II|Retrace|Teleport-*|Reraise|Tractor"> <action type="return" /> </if>
    Put that near the top of you rules section (ideally the very top) and it will basically stop spellcast 'reading' any further.
    Awesome..thanks! ^^

  9. #449
    Radsourceful

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    Bismarck

    Similar idea, but...

    Code:
    <if Spell="Escape|Warp|Retrace|Teleport*"> <action type="return" /> </if>
    I won't be casting warp2 or tractor on myself, and rr won't cause a zoning issue, so you can equip conservemp/haste gear for those.

    Edit: Could include a condition for only returning if retrace is on yourself as well, but probably more work than it is worth.

  10. #450
    Sinner
    Join Date
    Dec 2006
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    I keep getting the error 'Error: Spellcast - Failed to load plugin - (126) Module not found.'

    I get this error for SSorganizer, chatmon, and spellcast, but every other plugin works beautifully... others I don't care so much about but I've grown accustomed to spellcast, any help? I've tried deleting everything windower related and resetting up from scratch to see if it was thinking it was in the wrong folder but that doesn't seem to be the case =/

    Edit: Before it gets mentioned, I'm not stupid, it's in the plugins folder, and I couldn't find anything helpful on windower site either.

  11. #451
    Melee Summoner
    Join Date
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    I'd been holding off on doing and upgrade to Spellcast (sitting @ 2.21 atm and have relatively few problems with it), but based on the fact that 2.30 has been in beta for months should we assume it's now 'released'? Or is a non-beta version really in the works?

    -Yatu

  12. #452
    Ridill
    Join Date
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    Sath Fenrir
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    So...I loved 2.2 SC however I recently upgraded to 2.3. The problem I'm having is that when I zone sometimes, change jobs, or etc, my xml unloads and I have to constantly type //sc file default.

    Am I doing something wrong? That doesn't seem right.

  13. #453
    Viq
    Viq is offline
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    I'm too lazy to look around, but aren't you the person that has posted XML files with multiple jobs in them (WAR and PLD?) If so, just split them up into WAR.xml and PLD.xml. Spellcast will pick the right one automatically when you change jobs, and it makes finding errors substantially easier.

  14. #454
    Ridill
    Join Date
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    So 2 separate files then? Should I have a separate file for every job?

  15. #455
    Viq
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    Yeah, having one file per job is a pretty good way to handle it. If you are on a job that doesn't have a specific file, then Spellcast will go to the default file. Also, if you want to seperate things further you could do PLD_NIN.xml and PLD_RDM.xml for example. Then Spellcast will pick the file to use based on your main/sub combination, but most people just handle SJ specific rules within a single file for that main job, as far as I know.

  16. #456
    perplexing perpetrator of in perpetuity
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    Quote Originally Posted by SathFenrir View Post
    So 2 separate files then? Should I have a separate file for every job?
    yeah


    if you have 2 jobs in 1 XML just make a copy and name it to PLD.xml or WAR.xml whichever you don't have currently

  17. #457
    Cerberus
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    Quote Originally Posted by SathFenrir View Post
    So 2 separate files then? Should I have a separate file for every job?
    And if you have mules that you use SC on, you can use "name""job".xml as well to further seperate them.

    Also, for common things, you can make an include file and link your xml files to that, to further clean up your xml files (but I'd wait until you get your job xmls seperated before trying this)

  18. #458
    Relic Weapons
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    Ok so i am using IneptVagrant's Ranger XML from the user submitted XML page cause it is just god awesome. I made a few tweaks but nothing major. I ran into this problem:

    this code:
    Code:
    		<if type="Weaponskill" advanced='"$USReady"!="false"' nottplt="100" status="Engaged">
    			<changespell spell="Unlimited Shot" />
    			<cmd>ae regonceq 23010 gainbuff_Unlimited_Shot input /equip ammo "$USammo"\;wait .5\;%spell %spelltargetraw</cmd>
    			<cmd>ae regonceq 23011 gainbuff_Unlimited_Shot sc var set USReady false\;wait 178\;sc var set USReady true</cmd>
    			<return />
    		</if>
    returns this:
    Code:
    3140:<0> Casting Spell: /raw /jobability "Unlimited Shot" <t>
    The point is to use unlimited shot every time it is up when i WS. The code runs flawlessly if i use unlimited shot manually. But when i go strait to WS unlimited shot will try to input as <t> which will make it fail and the WS will never go off cause unlimited shot will not go off.

    I have checked resources and the spellcast pages to try and fix this but i cant seam to find the answers.

  19. #459
    Two Bards, One Cup
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    Ragnarok

    It uses <t> on Unlimited Shot because the Weapon Skill's target is <t>. I don't believe ChangeSpell uses any logic on determining what target is correct. Try using the ChangeTarget command after ChangeSpell and see how it works. I cannot test this myself at the moment, so I am not sure it works.

  20. #460
    Viq
    Viq is offline
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    Quote Originally Posted by Jayhawk View Post
    It uses <t> on Unlimited Shot because the Weapon Skill's target is <t>. I don't believe ChangeSpell uses any logic on determining what target is correct. Try using the ChangeTarget command after ChangeSpell and see how it works. I cannot test this myself at the moment, so I am not sure it works.
    This is correct. I ran into the same problem when I was running that guy's RNG .xml initially. The change is very simple:

    Code:
    <if type="Weaponskill" advanced='"$USReady"!="false"' nottplt="100" status="Engaged">
    			<changespell spell="Unlimited Shot" />
    			<changetarget target="&lt;me&gt;" />
    			<cmd>ae regonceq 23010 gainbuff_Unlimited_Shot input /equip ammo "$USammo"\;wait .5\;%spell %spelltargetraw</cmd>
    			<cmd>ae regonceq 23011 gainbuff_Unlimited_Shot sc var set USReady false\;wait 178\;sc var set USReady true</cmd>
    			<return />
    		</if>

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