Works! Thanks Yugl!
I have a question about spellcast. Is there any way to change the precast delay so that it uses the spell or ability immediately instead of having that slight pause?
<castdelay delay="ValueHere" />
That's the line that delays the JA/Spell. Not having that for spells will mean no fast cast equips. Not having that for JAs can sometimes prevent your gear from equipping before the JA activates. Also, use spellcast help thread for questions about mechanics.
well im using Motenten's SCH xml so i saw no delay values anywhere unless i didnt look in the right spot.
Nope, you're right. I'm assuming his XML is just laggy if you notice a delay.
Also, is there an easy way to insert rules into an include for Mekira-oto? I've been making a WAR xml based off Motenten's MNK spellcast and plan on using Mekira rules for a few other jobs as well.
Assuming you want to use the helm for ANY WS:
<var name="Mekira-Oto">BlankSet</var>
<set name="Mekira-Oto">
<head>Mekira-Oto</head>
</set>
<if spell="Blah1|Blah2|Blah3" Day="Firesday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</if>
<elseif spell="Blah1|Blah2|Blah3 Day="Earthsday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Watersday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Windsday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Iceday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Lightningday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Lightsday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<elseif spell="Blah1|Blah2|Blah3 Day="Darksday">
<var cmd="set Mekira-Oto Mekira-Oto" />
</elseif>
<else>
<var cmd="set Mekira-Oto BlankSet" />
</else>
And within your WS equip rule, have:
<equip set="WS|$Mekira-Oto" />
You can even use this rule for other equipment if you add a variable/set for them as well.
ty for the help Yugl.
I have a question for Motenten about this include below
<include name="FastCastVars">
<!-- Override these with actual amounts available in gear for the given job.
Include merits (eg: whm Cure Cast Time), but not Fast Cast traits (eg: rdm). -->
<var name="CureFastCast">0</var>
<var name="HealFastCast">0</var>
<var name="EnhanceFastCast">0</var>
<var name="ElementalFastCast">0</var>
<var name="GeneralFastCast">0</var>
If i need to edit these variables do i add them to the job XML itself or in the include file?
I can tell you that you'll want to add them to the XML rather than the include. If you add to the include, you'll end up using those values for all classes with the include. For instance, Cure Fast Cast is ~20% for WHM, so you'll want to change that for CureFastCast on WHM, but not other classes.
Do i just place the fast cast variables im editing after the include line in the variables section or should anywhere in the variables be fine for that?
Place after the include.
Wondering if anyone can post a bare-bones WHM XML for me. I don't need all the bells and whistles of the one in the main thread..this is just for a mule healbot. I just need gear swaps for cures / resting / buffs..nothing fancy.
Also, while I'm at it, I wouldn't mind a toned down BST XML. Basically all the XMLs in the main thread are soooo fine tuned and inclusive that they're very overwhelming for people that are either unfamiliar with spellcast, or people like myself who haven't used spellcast in forever.
He takes the fancy and he likes it.
Also search pastebin whm.xml, found 10 cheapos at a glance.
Didn't know I could do that, haha. Thanks!
Edit:
Fancy is definitely nice, and I love all the functionality, but until I can successfully edit the xml and know what the hell I'm doing I don't really want to bother with it. I have a heavy one I can reference and I will tweak as I go.
Grabbed Yugl's most recent BLU xml, swapped gear sets as needed, and changed the includes title for mine, added needed includes etc, and spellcast won't open it. Debug states:
[4:32:37 AM] 38664:<0> Reloading file
[4:32:37 AM] 38664:<0> Loading filename: BLU.xml
[4:32:37 AM] 38664:<16> [ERROR] XML Parsing Error line 0 - Failed to open file
[4:32:37 AM] 38664:<0> Writing to Console: SpellCast: XML Parsing Error: line 0 - Failed to open file
[4:32:37 AM] 38664:<0> [ERROR] Document is not valid.
[4:32:37 AM] 38664:<0> Writing to Console: SpellCast: Your document failed to load. Please view the error above, and once it is corrected type /sc reload
I have no clue what's broken.
http://pastebin.com/QFDYGYzn XML
http://pastebin.com/3Vn1XYFz Includes
Did you name the include Yugl-Include.xml?
Edit: Also, that include looks old. Check my pastebin (Same link as the BLU XML) for the newest one.
No, it's includes.xml, and I just changed the pointers as needed.
Edit: Grabbed certain rules I didn't have before from there, I'll probably just grab the whole thing and change the pointers in my other xmls.
Before it said failed to load it yelled at me about not having the LVLrestriction and Powder Boots rules in my xml, added them, new error as stated above.
Check the edit. The Include you have was old and should be named Yugl-Include (We added this later to differentiate between my XML and Motenten's XML).