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  1. #4621
    Relic Horn
    Join Date
    Mar 2009
    Posts
    3,183
    BG Level
    7
    FFXI Server
    Ramuh

    I tried to reduce Nighfyre DRK.xml to just magic. At start i was just using it w/o melee sets edited but sometimes i couldnt fire off WS (from either windower macro or game menu). I deleted pretty much everything related to melee/ws and now I cant use any JA or WS :/

    Code:
    <?xml version="1.0" ?>
    <spellcast>
    	<config
    		RequireVersion="2.45"
    		ShowGearSwaps="False"
    		Debug="False"
    		ShowSpellInfo="False"
    	/>
    	<!-- Nightfyre's DRK XML template v1.11
    	
    	AutoExec data for this file:
    	<autoexec>
    		<register event="gainbuff_Aftermath|losebuff_Aftermath|gainbuff_Haste|losebuff_Haste|gainbuff_Last*|losebuff_Last*|gainbuff_Embrava|losebuff_Embrava|gainbuff_March|losebuff_March">Update</register>
    		<register event="hpp_*|mpp_*">Update</register>
    		<register event="tp_0">Update</register>
    	</autoexec>
    	
    	No include.xml is needed for this file.
    	
    	Changelog for v1:
    		25 May 2012
    			-Fixed some issues caused by a var name that had been left unchanged in the previous update.
    			-Changed Dread Spikes set name so that the set will equip properly.
    		24 May 2012
    			-Fixed Apoc Aftermath group rules.
    			-Fixed attack toggle.
    			-Fixed idle set rules.
    			-Added Anrin Obi rule for Drain/Aspir.
    			-Automated changing between different idle sets.
    			-Automated group switching for different weapons.
    			-Tweaked spell/JA rules to prevent untimely gearswaps due to AutoExec triggers and improve aftercast swap timing.
    			-Changed Mekira-oto handling to accomodate the above change. If you have Mekira head/+1, insert it in the Mekira set in the DRK group.
    			-Split Fast Cast sets, one for Dark Magic and one for everything else.
    			-Added a rule to equip Abyss Burgeonet +2 for Dark Seal.
    			-Removed Weapon Bash rule due to inconsistent reports of issues occurring with the rule. A new version will be added
    				in the future.
    			-Changed Trigger10 and Trigger12 to Trigger20 and Trigger22 due to an issue where Spellcast does not recognize those
    				spells correctly. This change will be reverted once Spellcast is updated to resolve this issue.
    			-Revised PDT variable naming to more accurately reflect its purpose as a partial defensive toggle. Variable is now
    				named "TPDefensive", with active state Defensive and inactive state Off. TP set names have been altered as a result of this change.
    		13 May 2012
    			-Bug fixes
    		11 May 2012
    			-Bug fixes
    		10 May 2012
    			-Release
    			
    	-->
    	<sets>
    		<group name="DRK" default="yes">
    		<set name="None" />
    		<set name="Movement">
    			<legs>Blood Cuisses</legs>
    		</set>
    		<set name="Twilight">
    			<head>Twilight Helm</head>
    			<body>Twilight Mail</body>
    		</set>
    		<set name="RefreshNeck">
    			<neck>Bale Choker</neck>
    		</set>
    		<set name="IdleTown">
    		</set>
    		<set name="IdleRegen" baseset="IdleTown">
    		</set>
    		<set name="IdleRefresh" baseset="IdleTown">
    		</set>
    		<set name="Resting" baseset="$IdleType">
    		</set>
    		<set name="PDT">
    		</set>
    		<set name="MDT">
    		</set>
    		<set name="Mekira"> <!--If you have Mekira-oto or +1, add it here. Otherwise, leave it blank.-->
    		</set>
    		<set name="FastCastDefault">
    			<lear>Loquacious earring</lear>
    			<legs>Homam Cosciales</legs>
    		</set>
    		<set name="FastCastDarkMagic" baseset="FastCastDefault"> <!--Abyss Burgeonet +2 here, if you use it-->
    			<head>Abyss Burgeonet +2</head>
    		</set>
    		<set name="Endark"> <!--Full Dark Magic skill gear here. Note that initial damage tiers up every 20 dark magic skill.-->
    			<head>Chaos Burgeonet +1</head>
    			<neck>Dark Torque</neck>
    			<hands>Pavor Gauntlets</hands>
    			<legs>Bale Flanchard +2</legs>
    			<back>Chuparrosa Mantle</back>
    		</set>
    		<set name="Stun-Haste">
    			<head>Abyss Burgeonet +2</head>
    			<neck>Dark Torque</neck>
    			<lear>Loquacious earring</lear>
    			<body>Bale Cuirass +2</body>
    			<hands>Bale Gauntlets +2</hands>
    			<lring>Blitz Ring</lring>
    			<back>Chuparrosa mantle</back>
    			<belt>Phasmida belt</belt>
    			<legs>Bale Flanchard +2</legs>
    			<feet>Bale Sollerets +2</feet>		
    		</set>
    		<set name="Stun-Macc" baseset="Endark">
    			<head>Abyss Burgeonet +2</head>
    			<neck>Dark Torque</neck>
    			<lear>Loquacious earring</lear>
    			<body>Bale Cuirass +2</body>
    			<hands>Bale Gauntlets +2</hands>
    			<lring>BLitz Ring</lring>
    			<back>Chuparrosa mantle</back>
    			<belt>Phasmida belt</belt>
    			<legs>Bale Flanchard +2</legs>
    			<feet>Bale Sollerets +2</feet>
    		</set>
    		<set name="Drain*|Aspir*" baseset="Endark"> <!--Hirudenia Earring, Excelsis Ring, etc-->
    			<head>Phorcys Salade</head>
    			<neck>Dark Torque</neck>
    			<lear>Loquacious earring</lear>
    			<rear>Hirudinea Earring</rear>
    			<body>Bale Cuirass +2</body>
    			<hands>Bale Gauntlets +2</hands>
    			<lring>Blitz Ring</lring>
    			<back>Chuparrosa mantle</back>
    			<belt>Phasmida belt</belt>
    			<legs>Bale Flanchard +2</legs>
    			<feet>Bale Sollerets +2</feet>	
    		</set>
    		<set name="Absorb-TP" baseset="Endark">
    			<hands>Bale Gauntlets +2</hands>
    		</set>
    		<set name="Absorb*" baseset="Endark"> <!--Absorb enhancement gear such as Pavor Gauntlets and Chuparrosa Mantle here. Mantle may also belong in Abs-TP set.-->
    			<head>Abyss Burgeonet +2</head>
    			<neck>Dark Torque</neck>
    			<lear>Loquacious earring</lear>
    			<body>Bale Cuirass +2</body>
    			<hands>Pavor Gauntlets</hands>
    			<lring>Blitz Ring</lring>
    			<back>Chuparrosa mantle</back>
    			<belt>Phasmida belt</belt>
    			<legs>Bale Flanchard +2</legs>
    			<feet>Bale Sollerets +2</feet>
    		</set>
    		<set name="Dread"> <!--Dread Spikes gear here.-->
    			<head>Abyss Burgeonet +2</head>
    			<neck>Bloodbeat gorget</neck>
    			<lear>bloodgem earring</lear>
    			<lear>bloodbead earring</lear>
    			<body>Bale Cuirass +2</body>
    			<hands>Torrid Gages</hands>
    			<lring>Bomb Queen Ring</lring>
    			<lring>Meridian Ring</lring>
    			<back>Strendu mantle</back>
    			<belt>Phasmida belt</belt>
    			<legs>Homam Cosciales</legs>
    			<feet>Homam Gambieras</feet>
    		</set>
    		<set name="Bio*" baseset="Absorb*">
    		</set>
    		<set name="Tractor">
    		</set>
    		<set name="OccultAcumen"> <!--Bale Sollerets +2, Oneiros Rope, STP gear go in here-->
    		</set>
    		<set name="Nuking">
    		</set>
    		<set name="EnfeeblingMagic">
    		</set>
    		<set name="Utsusemi">
    		</set>
    		</group>
    	</sets> 
    	<variables clear="true">
    		<var name="IdleRefreshNeck">RefreshNeck</var>
    		<var name="EngagedRefreshNeck">None</var>
    		<var name="RestingRefreshNeck">RefreshNeck</var>
    		<var name="IdleMovement">Movement</var>	
    		<var name="IdleType">IdleTown</var>
    		<var name="RestingType">Resting</var>
    		<var name="NukeStyle">OccultAcumen</var>
    		<var name="StunStyle">Haste</var>
    		<var name="Active">No</var>
    		<var name="AnrinObi">yes</var> <!--Set this to "no" if you don't have/use Anrin Obi-->
    		<var name="%Spell">None</var>
    		<var name="CastingTime"></var>
    		<var name="AfterCastTime"></var>
    		<var name="FastCast"></var>
    		<var name="AbilityFastCast"></var>
    		<var name="DefaultSetFastCast">6</var> <!--Edit these two variables with the amount of Fast Cast in your precast sets-->
    		<var name="DarkMagicSetFastCast">14</var>
    		<var name="OtherFastCast">0</var> <!--If you have some additional source of Fact Cast, you can enter /sc var set FastCastOther #
    												to adjust calculations for that value. Make sure to reset the value to 0 if you later lose that source.-->
    		<var name="DarkSealMerits">5</var> <!--Enter the number of merits you have in Dark Seal here.-->
    		<var name="SCHReduction"></var>
    	</variables>
    	<rules>
    		<!-- Comment out or remove this rule if you don't have/use Balrahn's Ring on DRK. -->
    		<if Area="*Remnants|Periqia|Ilrusi Atoll|Mamool Ja Training Grounds|Lebros Cavern|Leujoaom Sanctum|Nyzul Isle|The Ashu Talif">
    			<equip when="idle|resting"><rring lock="t">Balrahn's Ring</rring></equip>
    		</if>
    				
    		<!-- Variable toggles -->
    		<elseif spell="Trigger4">
    				<if advanced='"$%StatusRefreshNeck"="None"'>
    					<var cmd="set %StatusRefreshNeck RefreshNeck"/>
    					<addtochat>%Status Refresh Neck Active</addtochat>
    				</if>
    				<else>
    					<var cmd="set %StatusRefreshNeck None"/>
    					<addtochat>%Status Refresh Neck Off</addtochat>
    				</else>
    			</elseif>
    			<elseif spell="Trigger5">
    				<if advanced='"$IdleMovement"="None"'>
    					<var cmd="set IdleMovement Movement"/>
    					<addtochat>Idle Gear: Movement Speed Active</addtochat>
    				</if>
    				<else>
    					<var cmd="set IdleMovement None"/>
    					<addtochat>Idle Gear: Movement Speed Off</addtochat>
    				</else>
    			</elseif>
    						
    			<!--AutoExec can't tell the difference between one march and two. Enable this if
    				you've only got one march active so you don't get stuck in the wrong sets.-->
    			
    			<!--Set this to On if you want LR up to automatically use your attack capped sets and
    				LR off to automatically use attack uncapped sets. Note that this will override the
    				Attack toggle, so you'll need to set this to Off if you want to manage attack level manually.-->
    			<elseif spell="Trigger11">
    				<if advanced='"$NukeStyle"="OccultAcumen"'>
    					<var cmd="set NukeStyle Nuking"/>
    					<addtochat>Nuking Gear: Damage</addtochat>
    				</if>
    				<else>
    					<var cmd="set NukeStyle OccultAcumen"/>
    					<addtochat>Nuking Gear: Occult Acumen</addtochat>
    				</else>
    			</elseif>
    			<elseif spell="Trigger22">
    				<if advanced='"$StunStyle"="Haste"'>
    					<var cmd="set StunStyle Macc"/>
    					<addtochat>Stun Gear: Magic Accuracy</addtochat>
    				</if>
    				<else>
    					<var cmd="set StunStyle Haste"/>
    					<addtochat>Stun Gear: Haste</addtochat>
    				</else>
    			</elseif>
    			
    			<if advanced='"$Active" = "No"'>
    				<cmd when="precast">Update</cmd>
    			</if>
    			<cancelspell />
    			<return />
    		
    				
    		<!-- Magic rules -->
    		
    		<elseif commandprefix="/magic|/ninjutsu">
    			<if mode="OR" buffactive="silence|mute|Omerta" SpellTargetDistanceGT="17+$Distance">
    				<cancelspell />
    				<return />
    			</if>
    			<if CastTimeGT="0.5">
    				<if Subjob="RDM">
    					<var cmd="set FastCast 15"/>
    				</if>
    				<else>
    					<var cmd="set FastCast 0"/>
    				</else>
    				<if Skill="DarkMagic">
    					<equip when="precast" set="FastCastDarkMagic"/>
    					<var cmd="setcalc FastCast $FastCast + $DarkMagicSetFastCast"/>
    					<if BuffActive="Dark Seal">
    						<if advanced='(int)$DarkSealMerits=0'/>
    						<elseif advanced='(int)$DarkSealMerits&lt;0 OR (int)$DarkSealMerits&gt;5'>
    							<addtochat>Error in Dark Seal merit value. Defaulting to no casting time reduction. Please correct the value of DarkSealMerits in the vars list.</addtochat>
    						</elseif>
    						<else>
    							<var cmd="setcalc FastCast $FastCast + (($DarkSealMerits - 1) * 10)"/>
    						</else>
    					</if>
    				</if>
    				<else>
    					<equip when="precast" set="FastCastDefault"/>
    					<var cmd="setcalc FastCast $FastCast + $DefaultSetFastCast"/>
    				</else>
    				<if BuffActive="Addle">
    					<var cmd="setcalc FastCast $FastCast - 25"/>
    				</if>
    				<var cmd="setcalc CastingTime %CastTime * (1 - ($FastCast + $OtherFastCast) * 0.01)"/>
    				<if BuffActive="Hasso|Seigan">
    					<var cmd="setcalc CastingTime $CastingTime * 1.5"/>
    				</if>
    				<elseif Subjob="SCH">
    					<if BuffActive="Dark Arts|Addendum: Black" Skill="DarkMagic|ElementalMagic|EnfeeblingMagic">
    						<var cmd="set SCHReduction 0.8"/>
    						<if BuffActive="Alacrity">
    								<var cmd="set SCHReduction 0.5"/>
    						</if>
    					</if>
    					<elseif BuffActive="Dark Arts|Addendum: Black" Skill="HealingMagic|EnfeeblingMagic|EnhancingMagic" NotSpell="*Spikes|Bind|Blind|Break|Dispel|Poison*|Sleep*">
    						<var cmd="set SCHReduction 1.2"/>
    					</elseif>
    					<elseif BuffActive="Light Arts|Addendum: White" Skill="HealingMagic|EnfeeblingMagic|EnhancingMagic" NotSpell="*Spikes|Bind|Blind|Break|Dispel|Poison*|Sleep*">
    						<var cmd="set SCHReduction 0.8"/>
    						<if BuffActive="Celerity">
    								<var cmd="set SCHReduction 0.5"/>
    						</if>
    					</elseif>
    					<elseif BuffActive="Light Arts|Addendum: White" Skill="DarkMagic|ElementalMagic|EnfeeblingMagic">
    						<var cmd="set SCHReduction 1.2"/>
    					</elseif>
    					<var cmd="setcalc CastingTime $CastingTime * $SCHReduction"/>
    				</elseif>
    				<!-- This rule controls when your "aftercast" command fires. Default is 0.3 seconds after your spell fires.
    					Raise or lower the time as needed.-->
    				<var cmd="setcalc AfterCastTime $CastingTime + 0.3"/>
    				<!-- This rule controls when your "midcast" command fires. Default is 0.5 seconds before your spell fires.
    					Raise or lower the time as needed.-->
    				<var cmd="setcalc CastingTime $CastingTime - 0.5"/>
    			</if>
    			<if Skill="DarkMagic">
    				<if spell="Stun">
    					<if buffactive="Hasso|Seigan">
    						<cmd when="precast">cancel 353; cancel 354</cmd>
    					</if>
    					<var cmd="set AfterCastTime 1"/>
    					<cmd when="precast">sc set Stun-$StunStyle</cmd>
    				</if>
    				<else>
    					<cmd when="precast">wait $CastingTime; sc set %Spell</cmd>
    					<if Spell="Drain*|Aspir*">
    						<if advanced='"$AnrinObi"="yes" AND ("%Day"="Darksday" OR "%Weather"="Dark*")'>
    							<cmd when="precast">wait $CastingTime; wait 0.1; input /equip waist "Anrin Obi"</cmd>
    						</if>
    					</if>
    				</else>
    			</if>
    			<elseif Skill="ElementalMagic">
    				<cmd when="precast">wait $CastingTime; sc set $NukeStyle</cmd>
    			</elseif>
    			<elseif Skill="EnfeeblingMagic">
    				<cmd when="precast">wait $CastingTime; sc set EnfeeblingMagic</cmd>
    			</elseif>
    			<if advanced='"$Active"="No"'>
    				<cmd when="precast">sc var set Active Yes; wait $AfterCastTime; sc var set Active No; Update</cmd>
    			</if>
    		</elseif>
    		
    			<!-- Minimizes aftercastdelay so that Update will trigger 1.5 seconds after a JA. -->
    		
    			<aftercastdelay delay="0" />
    			
    			<!-- Job Ability rules -->
    			
    			<if spell="Arcane Circle">
    				<equip when="precast"><feet>Chaos Sollerets</feet></equip>
    			</if>
    			<elseif spell="Dark Seal">
    				<equip when="precast"><head>Abs. Burgeonet +2</head></equip>
    			</elseif>			
    	</rules>
    </spellcast>

    Also when i try to unload this SC windower crashes.

  2. #4622
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Largely the problem is a lot of the <if>'s have been removed.

    If you go through it again from the start and leave every <if> </if> statement, even if it has absolutely nothing in it, ie

    <if spell="Thunder">
    </if>

    then it should work. Right now, all that happens is it checks for trigger spells, then hits a <cancelspell/> at line 251 and exits.

  3. #4623
    New Merits
    Join Date
    Jul 2011
    Posts
    245
    BG Level
    4
    FFXIV Character
    Already Banned
    FFXIV Server
    Hyperion
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by grevenilvec75 View Post
    Does it consistently work/fail for a particular song? Fast casting songs with fast cast gear might give you trouble.
    It constantly fails. It goes like this one song it only equips only precast then it only equips midcast then precast again and then midcast and so on...

    Edit: found a solution by chansing midcast command to <action type="Equip" instead of using <equip

  4. #4624
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    Code:
    	<if notbuffactive="Embrava">
    
    <var cmd="set TPAmmo Hagneia stone" />
    <var cmd="set TPHead Zelus tiara" />
    
    <var cmd="set DDBack Misuuchi kappa"/>
    </if>
    	<if buffactive="Embrava">
    	<var cmd="set TPAmmo Thew bomblet" />
    	<var cmd="set TPHead Phorcys salade" />
    <var cmd="set DDBack Unkai sugemino"/>
    
    </if>
    	<if buffactive="Hasso">
    	<var cmd="set TPLegs Unkai Haidate +2" />
    	<var cmd="set TPBack Unkai sugemino"/>
    	<var cmd="set DDHead Phorcys salade"/>
    	</if>
    	<if notbuffactive="Hasso">
    	<var cmd="set TPLegs Phorcys dirs" />
    	<var cmd="set TPBack Atheling mantle"/>
    	<var cmd="set DDhead Unkai kabuto +2"/>
    	</if>
    This is what I use atm.
    How would I set up rules for when hasso and embrava are up. For example I want to change to Atheling mantle when embrava is up but when hasso is up too I want it to be Unkai sugemino.

  5. #4625
    BG Content
    Join Date
    Jul 2007
    Posts
    22,354
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    I noticed a while ago that none of my Yugl-based XMLs would gearswap properly after logging in, and I think I figured out why (sorry if everyone else already figured this out). It appears there's no default %Status when you log in. It's just blank. "input /echo %Status" results in nothing. If I /heal and get back up, "input /echo %Status" gives me "Idle".

  6. #4626
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Let's see if I can catch up on some stuff....


    Quote Originally Posted by cdreg
    I have obis, zodiac ring, twilight cape, and sorcerer's tonban+1. I would love to edit my BLM spellcast so when I nuke and it matches day of the week and/or weather it swaps those pieces in. I tried looking at Motenten's BLM .xml and its way too advanced for me to understand. Can someone please help me! My current blm .xml is linked in the below pastebin. Thank you in advance, I am sure this will involve some work.
    In Mote-Include.xml, check the includes for "ObiRingCape-%Type"/"ObiRingCape-%Skill" (eg: ObiRingCape-ElementalMagic), near the bottom of the file. It's generally included at the bottom of each skill <if> block in my blm xml.

    Quote Originally Posted by Ophannus
    Anyone else use Mote's SCH xml and notice that sometimes it thinks ebullience is on after you've finished nuking in it, and all subsequent nukes will replace with Nares Cap with AF3+2 bonnet as if ebullience is up even when its not? I also discovered that after I perpetuance a spell, it thinks perp is still on and I end up nuking/buffing with AF3+2 hands instead of like Nares Cuffs.
    Thought I'd already answered your questions, but don't see any in my outbox, so...

    The sch xml uses two factors for JA-enhancing gear: whether the buff is active, and whether a variable is set. This is because if you do a very fast JA+Spell, the buff doesn't show up for BuffActive="blah" at the time the spell is cast. To get around that, a variable is set when the JA is used, so that's checked as well. All variables -should- be reset on any spell cast, so they don't hang around, plus a delayed reset command is issued which should remove the variable relatively quickly; if the strategem is still active at that point, BuffActive will find it.

    As a workaround, I'd suggest adding some <var> commands to clear out the variables when doing a manual reset. That way you can just hit the reset button and clear out any wonkyness if needed. Will still need to dig into what may be causing it.


    Quote Originally Posted by Byrthnoth
    I noticed a while ago that none of my Yugl-based XMLs would gearswap properly after logging in, and I think I figured out why (sorry if everyone else already figured this out). It appears there's no default %Status when you log in. It's just blank. "input /echo %Status" results in nothing. If I /heal and get back up, "input /echo %Status" gives me "Idle".
    Yeah, I encountered that a while back. Made a RunFirstUpdate include that fixes most of the issues that causes; most Status="" checks I make are things you can't simply log in to (eg: Engaged), or, if things are set based on Idle, the default variable values are the same as what they'd be in the Idle case, so nothing is lost.

  7. #4627
    Thumbs up friend!
    Join Date
    Dec 2008
    Posts
    73
    BG Level
    2
    FFXI Server
    Phoenix

    I'm trying to make some rules that turn off displaying head while in engaged (Phorcys salade just looks stupid with samurai gear) and then turn it back on when idle. I'm not sure why the following bit of code isn't working. If I were to use a JA while engaged then it'll turn the head off, and same while idle but I want to do it as soon as the status changes and not have to use a JA/spell

    Thanks.

    HTML Code:
    <if status="engaged">
    	    <action type="command">input /displayhead off</action>
                <equip when="engaged|aftercast" set="Engaged" />
            </if>
            <elseif Area="*Windurst*|*San d'Oria*|*Bastok*|*Jeuno*|*Whitegate|Al Zahbi" NotArea="Dynamis*|*[S]|Abyssea*" NotBuffActive="Besieged">
                <action type="Equip" when="aftercast" set="TownGear" />
    	    <action type="command">input /displayhead on</action>
            </elseif>
    	<else>
                <equip when="idle|aftercast" set="Idle" />
    	    <action type="command">input /displayhead on</action>
            </else>
    Edit: Nvm, just used autoexec to do this and works fine

  8. #4628
    Requiescat in pace.
    Join Date
    Dec 2008
    Posts
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    Lakshmi

    Quote Originally Posted by Byrthnoth View Post
    I noticed a while ago that none of my Yugl-based XMLs would gearswap properly after logging in, and I think I figured out why (sorry if everyone else already figured this out). It appears there's no default %Status when you log in. It's just blank. "input /echo %Status" results in nothing. If I /heal and get back up, "input /echo %Status" gives me "Idle".

    I've noticed this with my own XMLs too. Can you change %status with autoexec? Or are spellcast builtin variables protected?

  9. #4629
    An exploitable mess of a card game
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    Here is the fix Motenten was talking about:

    Code:
    <!-- Make sure things like basic area and status are set as soon as possible. -->
        <include name="RunFirstUpdate">
            <if advanced='"$FirstUpdate"="No"'>
                <var cmd="set FirstUpdate Yes" />
                <addtochat>Ran first update.</addtochat>
                <if CommandPrefix="/trigger">
                    <command>$UpdateCommand;wait 0.5;input /ma %Spell %SpellTargetRaw</command>
                </if>
                <else>
                    <command>$UpdateCommand;wait 0.5;input %CommandPrefix %Spell %SpellTargetRaw</command>
                </else>
                <cancelspell />
                <return />
            </if>
        </include>
    You'll need variables called UpdateCommand and RunFirstUpdate.

    <var name="UpdateCommand">W/eIsUsedToUpdateYourGearIAssume</var>
    <var name="RunFirstUpdate">No</var>

    How this works:
    When you first load an XML, "RunFirstUpdate" will be set to "No." Since that will never be set to "Yes" and this is the FIRST rule within the XML, this will always activate upon the first use of the XML. Next, you have two paths based on what you try to activate first.

    1. If your first action is a trigger spell => Use the update command (I assume that this is what changes your status from blank to idle/engaged etc => wait 0.5 => Redo the trigger spell
    2. Same as (1) except instead of redoing the trigger spell, you redo whatever action you took.

  10. #4630
    CoP Dynamis
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    Cerberus

    Quote Originally Posted by Aemora View Post
    Made this as a Marksmanship Skill-up script. Yeah, it's kinda botting, but SC rox.

    Code:
    <?xml version="1.0" ?>
    <spellcast>
        <sets>
            <set name="ranged">
                <range>Awilda'sGun</range>
                <ammo>Bronze Bullet</ammo>
            </set>
        </sets>
        <rules>
            <if commandprefix="/range|/ra">
                <action type="equip" when="precast|midcast|aftercast" set="ranged" />					
                <command>wait 6; input /range</command>				
            </if>
        </rules>
    </spellcast>
    This is for COR - Awilda's Gun with Bronze Bullets on Worms in Aby-Ule. Goes through 3 stacks of bullets every 30 minutes. Bring a WHM fren along and make a silence spellcast, akin to the one above that just spams Silence, and you can afk* happily to get Skills. With Skill food, went from 250>398 in 8 hrs**. You could create a variable that stops it when you want, but I just /unload spellcast to cancel it.

    *subject to nearby aggro/links and wandering elementals.
    **milage may vary!
    I recently tried this script and it works great until a stack of Bronze Bullets is depleted. For some reason it wont equip a new stack of bullets ... I literally copy/pasted the xml so I dont get it.

  11. #4631
    An exploitable mess of a card game
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    <var cmd="set VarName(Mode) $VarName($VarName(Current#))" /> Doesn't work (Sets VarName(Mode) to $VarName(02))

    <var cmd="set Mode(Physical_Defense) $Mode(Physical_Defense:$Mode(Physical_Defense:Curr ent#))" /> Works

    Edit: Fixed the issue. VarName(Mode) needs to come before the other variables in alphabetical order.

  12. #4632
    Pandemonium
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    Sylph

    Anyone with a strong War spellcast? Mule just got an 80 Ukko and it's War spellcast was based around being a red proc ho in Aby. It's really bad, and honestly I don't want to mess with re-write. Be aware if you link, I will almost certainly PM you with questions as I go through with it, so look forward to that!

  13. #4633
    Salvage Bans
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    Seamus Sunder
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    Working on WAR xml and wanting to make sure I did everything right: http://pastebin.com/t9giqtNE I'm unsure if I wrote the rules properly for Aggressor Up and Down. Would appreciate any feedback!

  14. #4634
    An exploitable mess of a card game
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    Quote Originally Posted by Buffy View Post
    Anyone with a strong War spellcast? Mule just got an 80 Ukko and it's War spellcast was based around being a red proc ho in Aby. It's really bad, and honestly I don't want to mess with re-write. Be aware if you link, I will almost certainly PM you with questions as I go through with it, so look forward to that!
    Completed XML thread is at the top of this section of the forums.

    Quote Originally Posted by Isawa View Post
    Working on WAR xml and wanting to make sure I did everything right: http://pastebin.com/t9giqtNE I'm unsure if I wrote the rules properly for Aggressor Up and Down. Would appreciate any feedback!
    Can code the WS more efficiently.

    <if spell="Raging Rush">
    <if buffactive="Aggressor">
    <equip the aggressor set>
    </if>
    <else>
    <equip the nonaggressor set>
    </else>
    </if>

    You can also remove the <equip when="aftercast" set="fight" /> line from the WSs since you have that under <If status="engaged"> already.

  15. #4635
    Salvage Bans
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    Seamus Sunder
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    Quote Originally Posted by Yugl View Post
    Completed XML thread is at the top of this section of the forums.



    Can code the WS more efficiently.

    <if spell="Raging Rush">
    <if buffactive="Aggressor">
    <equip the aggressor set>
    </if>
    <else>
    <equip the nonaggressor set>
    </else>
    </if>

    You can also remove the <equip when="aftercast" set="fight" /> line from the WSs since you have that under <If status="engaged"> already.
    Nevermind, fixed it. Thanks Yugl!

  16. #4636
    Smells like Onions
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    Just now trying to get into .xmls but unfortunately I don't know whether its possible to make .xmls that work on both JP/NA clients. What I've confirmed so far is that: 1) It seems that the rules in an .xml work fine, except the gear swaps won't work, if you set show gear swap to true, console doesn't appear to recognize the gear; 2) Item ID numbers/EN names/EN abbreviated names do not work on the JP client; 3) JP names do trigger gear swaps (but the idea is to make a universal .xml that'd work for both clients.)

  17. #4637
    An exploitable mess of a card game
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    Go to plugins > Resources > Items (Armor) and see if the names listed there match the armor you've typed.

  18. #4638
    Smells like Onions
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    For example, playing on the JP client, when the xml attempts to change to a gearset:
    <ammo>Incantor Stone</ammo>
    <head>Zelus Tiara</head>
    <neck>Jeweled collar</neck><!--Augment:"Fast Cast" +2 -->
    <lear>ロケイシャスピアス</lear>

    Only the loquacious earring spelled in Japanese will equip. As in this example, the names aren't misspelled but they don't appear to work on different clients. I don't know if its possible to get it to work without re-writing the names for their respective clients, would be nice if you didn't have to.

    For what its worth, having spellcast loaded will allow either client to recognize commands ingame, (ex: /ja Provoke would work as /ja "Provoke" /ja 挑発 on either client)

  19. #4639
    Melee Summoner
    Join Date
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    Could I please get some help with this xml? I'm getting an error on line 190. Which is where the rules are closed. Thanks in advance!

    pastebin.com/mfzMAHRC

  20. #4640
    An exploitable mess of a card game
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    Quote Originally Posted by Selassie View Post
    Could I please get some help with this xml? I'm getting an error on line 190. Which is where the rules are closed. Thanks in advance!

    pastebin.com/mfzMAHRC
    Code:
    <?xml version="1.0" ?>
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
        <config
            requireversion="2.20"
            showgearswaps="False"
            showspellinfo="False"
            />
        <variables clear="True" />
        <sets>
            <group name="NIN" default="yes">
                <set name="IdleDay">
                    <head>Ocelomeh Headpiece +1</head>
                    <neck>Wiglen Gorget</neck>
                    <lear>Ethereal Earring</lear>
                    <rear>Iga Mimikazari</rear>
                    <body>Athos's Tabard</body>
                    <hands>Iga Tekko +2</hands>
                    <lring>Sheltered Ring</lring>
                    <rring>Paguroidea Ring</rring>
                    <back>Boxer's Mantle</back>
                    <waist>Twilight Belt</waist>
                    <legs>Iga Hakama +2</legs>
                    <feet>Danzo Sune-Ate</feet>
                </set>
                <set name="IdleNight" baseset="IdleDay">
                    <feet>Ninja Kyahan</feet>
                </set>
                <set name="TP" baseset="IdleDay">
                    <head>Iga Zukin +2</head>
                    <neck>Iga Erimaki</neck>
                    <rear>Brutal Earring</rear>
                    <lear>Suppanomimi</lear>
                    <body>Ninja Chainmail</body>
                    <hands>Koga Tekko +2</hands>
                    <legs>Byakko's Haidate</legs>
                    <lring>Epona's Ring</lring>
                    <rring>Rajas Ring</rring>
                    <back>Atheling Mantle</back>
                    <waist>Twilight Belt</waist>
                    <feet>Iga Kyahan +2</feet>
                </set>
                <set name="InsideHi">
                    <head>Ocelomeh Headpiece +1</head>
                    <neck>Hope Torque</neck>
                    <rear>Brutal Earring</rear>
                    <lear>Centaurus Earring</lear>
                    <body>Athos's Tabard</body>
                    <hands>Seiryu's Kote</hands>
                    <lring>Epona's Ring</lring>
                    <rring>Stormsoul Ring</rring>
                    <back>Atheling Mantle</back>
                    <waist>Anguinus Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Athos's Boots</feet>
                </set>
                <set name="OutsideHi" baseset="InsideHi">
                    <neck>Rancor Collar</neck>
                    <body>Athos's Tabard</body>
                </set>
                <set name="Metsu">
                    <head>Ocelomeh Headpiece +1</head>
                    <neck>Breeze Gorget</neck>
                    <rear>Brutal Earring</rear>
                    <lear>Centaurus Earring</lear>
                    <body>Toci's Harness</body>
                    <hands>Iga Tekko +2</hands>
                    <lring>Epona's Ring</lring>
                    <rring>Rajas Ring</rring>
                    <back>Atheling Mantle</back>
                    <waist>Cuchulain's Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Dilaram's Sollerets</feet>
                </set>
                <set name="Jin">
                    <head>Ocelomeh Headpiece +1</head>
                    <neck>Breeze Gorget</neck>
                    <rear>Brutal Earring</rear>
                    <lear>Centaurus Earring</lear>
                    <body>Toci's Harness</body>
                    <hands>Iga Tekko +2</hands>
                    <lring>Epona's Ring</lring>
                    <rring>Rajas Ring</rring>
                    <back>Atheling Mantle</back>
                    <waist>Cuchulain's Belt</waist>
                    <legs>Byakko's Haidate</legs>
                    <feet>Athos's Boots</feet>
                </set>
                <set name="Evasion">
                    <head>Usukane Somen</head>
                    <body>Athos's Tabard</body>
                    <back>Boxer's Mantle</back>
                    <neck>Torero Torque</neck>
                    <hands>Iga Tekko +2</hands>
                    <waist>Twilight Belt</waist>
                    <rear>Iga Mimikazari</rear>
                    <lear>Suppanomimi</lear>
                    <lring>Heed Ring</lring>
                    <rring>Rajas Ring</rring>
                    <legs>Iga Hakama +2</legs>
                    <feet>Athos's Boots</feet>
                </set>
                <set name="MDT">
                    <head>Genbu's Kabuto</head>
                    <body>Kirin's Osode</body>
                    <back>Shadow Mantle</back>
                    <neck>Twilight Torque</neck>
                    <hands>Iga Tekko +2</hands>
                    <waist>Twilight Belt</waist>
                    <rear>Iga Mimikazari</rear>
                    <lear>Suppanomimi</lear>
                    <lring>Dark Ring</lring>
                    <rring>Shadow Ring</rring>
                    <legs>Iga Hakama +2</legs>
                    <feet>Suzaku's Sune-Ate</feet>
                </set>
                <set name="Ichi" baseset="Evasion">
                    <head>Iga Zukin +2</head>
                    <feet>Iga Kyahan +2</feet>
                    <hands>Koga Tekko +2</hands>
                    <waist>Twilight Belt</waist>
                    <lear>Loquac. Earring</lear>
                </set>
                <set name="Ni" baseset="Evasion">
                    <head>Iga Zukin +2</head>
                    <feet>Iga Kyahan +2</feet>
                    <hands>Koga Tekko +2</hands>
                    <waist>Twilight Belt</waist>
                    <lear>Loquac. Earring</lear>
                </set>
            </group>
        </sets>
        <rules>
            <if Status="Engaged">
                <if EquipMain="Kikoku|Kannagi|Cermet Sword|Twilight Knife|Shellbuster">
                    <equip when="Engaged|Aftercast" set="TP" />
                </if>
                <!-- Abyssea Weaponskill rules -->
                <if Area="Abyssea*">
                    <if Spell="Blade: Hi">
                        <equip when="Precast" set="InsideHi" />
                    </if>
                </if>
                <!-- Outside Abyssea Weaponskill rules -->
                <else>
                    <if Spell="Blade: Hi">
                        <equip when="Precast" set="OutsideHi" />
                    </if>
                    <if Spell="Blade: Metsu">
                        <equip when="Precast" set="Metsu" />
                    </if>
                    <if Spell="Blade: Jin">
                        <equip when="Precast" set="Jin" />
                    </if>
                </else>
            </if>
            <if EquipMain="Terra's Staff|Honebami|Pitchfork">
                <equip set="TP" when="Engaged|Aftercast" />
            </if>
            <elseif mode="OR" TimeGT="18.00" TimeLT="6.00">
                <equip set="IdleNight" when="Idle|Aftercast" />
            </elseif>
            <else>
                <equip set="IdleDay" when="Idle|Aftercast" />
            </else>
            <if Spell="Utsusemi: Ichi">
                <if BuffActive="Copy*">
                    <midcastdelay delay="3.0" />
                    <command when="midcast">cancel 66</command>
                </if>
            </if>
            <if Spell="Utsusemi: Ni|Stun" >
                <equip when="precast|midcast" set="Ni" />
            </if>
            <if Spell="Migawari*" >
                <equip when="precast|midcast" set="Migawari" />
                <equip when="aftercast">
                    <body>Iga Ningi +2</body>
                </equip>
            </if>
            <if BuffActive="Migawari*">
                <equip when="aftercast|idle|engaged|disengaged">
                    <body lock="yes">Iga Ningi +2</body>
                </equip>
            </if>
            <if Spell="Utsusemi: Ichi|Myoshu*" >
                <equip when="precast|midcast" set="Ichi" />
            </if>
        </rules>
    </spellcast>

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