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  1. #4801
    The Spooniest of Bards
    Join Date
    Nov 2009
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    1,676
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    FFXIV Character
    Lucian Esperance
    FFXIV Server
    Sargatanas
    FFXI Server
    Shiva

    Quote Originally Posted by Sechs View Post
    Creating my first spellcast XML. So far everything is working, but I still have to implement many things.
    Today I'm wondering how to solve something that's probably really simple for people like you.
    The flow of gearswaps for my Scholar, without entering into too many details, is something like this:

    Idle Gear > spell gear > idle gear

    Spell gear is of course different according to the spell being currently cast and to precast/midcast. It's always going to be the same for the same spell, so it's a very simple rule.
    Problem is the "idle gear" part, because it's not always the same, so I couldn't implement it inside the aftercast command.
    Basically my Idle set is different according to my current Grimoire (Dark Arts or Light Arts) and according to wether or not I'm charging Sublimation.
    More examples of how I would like it to work:

    Dark Arts idle set > Blizzard V set > once spell is finished, returns to Dark Arts idle set.

    Sublimation being charged > Blizzard V set > once spell is finished, returns to Subli set > once subli finished charging returns to Dark Arts set

    What kind of rule would I need to automatize this?
    I thought about something like <if buffactive="Sublimation: Activated" and status="idle"> condition, but I'm afraid that status="idle" won't be enough, right?

    You're trying to have an idle set and a sublimation set, correct? And you want it to swap back to the sublimation set if it's still charging, and without any input, swap back to idle (And know what to swap to) if it's charged?

    I use autoexec for that.

    Code:
    <register event="gainbuff_Sublim*Activated" silent="true">sc set Sublimation</register>
        <register event="losebuff_Sublim*Activated" silent="true">sc set Idle</register>
    For the aftercast shenanigans.

    Code:
     <if BuffActive="Sublimation: Activated" >
                <equip set="Sublimation" />
                <var cmd="set SubStatus Sublimation" />
            </if>
            
            <else>
                <equip set="Idle" />
                <var cmd="set SubStatus Idle" />
            </else>
    Code:
            <!--Var: Sublimation Status -->
            <var name="SubStatus">Idle</var>
    Edit: I don't see why you'd need an idle set that varies with Light or Dark arts, unless I'm missing some weird piece of gear? But that would also be a similar rule, probably.

  2. #4802
    Campaign
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    Jul 2007
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    6,633
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    Quote Originally Posted by Fereydoon View Post
    Edit: I don't see why you'd need an idle set that varies with Light or Dark arts, unless I'm missing some weird piece of gear? But that would also be a similar rule, probably.
    I used to need two when I started playing SCH because of my playstyle back then (no spellcast at all, all manually done through macros and keybinds). But tbh I absolutely have no need anymore for a double idle set now, and as a matter of fact I was checking them yesterday, and there's a SINGLE different piece in both sets. It's totally not needed at all, I'll just consolidate it into a single idle set for both grimoires.
    But I still need two different ones for subli and normal idle.

    Never used the autoexec plugin before, that's a fantastic idea, thanks a lot! Gonna give a thorough look at your codes now.

  3. #4803
    Sea Torques
    Join Date
    Jul 2009
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    679
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    Leviathan

    Quote Originally Posted by Fereydoon View Post
    You're trying to have an idle set and a sublimation set, correct? And you want it to swap back to the sublimation set if it's still charging, and without any input, swap back to idle (And know what to swap to) if it's charged?

    I use autoexec for that.

    Code:
    <register event="gainbuff_Sublim*Activated" silent="true">sc set Sublimation</register>
        <register event="losebuff_Sublim*Activated" silent="true">sc set Idle</register>
    For the aftercast shenanigans.

    Code:
     <if BuffActive="Sublimation: Activated" >
                <equip set="Sublimation" />
                <var cmd="set SubStatus Sublimation" />
            </if>
            
            <else>
                <equip set="Idle" />
                <var cmd="set SubStatus Idle" />
            </else>
    Code:
            <!--Var: Sublimation Status -->
            <var name="SubStatus">Idle</var>
    And then you have AE swapping your gear while you are in the middle of casting something else, which isn't terribly helpful. You have to kill the AE trigger while you're casting and reapply it after you're done. You'll still have edge cases where you end up idling in your Sublimation set, but it's better than nuking in refresh gear.

    Quote Originally Posted by Fereydoon View Post
    Edit: I don't see why you'd need an idle set that varies with Light or Dark arts, unless I'm missing some weird piece of gear? But that would also be a similar rule, probably.
    I idle in Owleyes/Siriti while under Light Arts, but always idle in Earth/Terra's Staff under Dark Arts. Chances are good that I'm in "healer mode" under LA and don't need that extra -PDT by default (I still have a PDT set macro), but I'm almost certainly soloing or extremely likely to be pulling hate under DA and Owleyes isn't a very good idle piece in that situation.

    The simplest way is to just look for the buff (Light Arts|Addendum: White) or (Dark Arts|Addendum: Black) and equip based on that. I personally use AE, variables, and basesets to build my idle set, rather than using a series of rules.

    Autoexec:
    Code:
    autoexec registerq 10999 gainbuff_Sublimation:_Activated sc var set IdleSet Sublimation;
    autoexec registerq 11000 losebuff_Sublimation:_Activated sc var set IdleSet Refresh;
    
    autoexec registerq 10001 (regex)losebuff_((Light|Dark)_Arts|Addendum:_(White|Black))(/regex) sc var set Arts No\; sc var set Addendum 0;
    autoexec registerq 10002 gainbuff_Light_Arts sc var set Arts Light\; sc var set Addendum 0\; exec jobs/sch/lightarts.txt;
    autoexec registerq 10003 gainbuff_Dark_Arts sc var set Arts Dark\; sc var set Addendum 0\; exec jobs/sch/darkarts.txt;
    autoexec registerq 10004 gainbuff_Addendum:_White sc var set Arts Light\; sc var set Addendum 1;
    autoexec registerq 10005 gainbuff_Addendum:_Black sc var set Arts Dark\; sc var set Addendum 1;
    //autoexec regonceq jobchange_(regex)jobchange_(?!SCH).*/???(/regex) autoexec unregister 10002\; autoexec unregister 10003;
    SC Variables:
    Code:
    		<var name="IdleSet" nooverwrite="true">Refresh</var>
    		<var name="Arts" nooverwrite="true">No</var>
    SC Groups/Sets:
    Code:
    		<group name="NoArts">
    			<set name="Idle(Refresh)">
    				<main>Owleyes</main>
    				<sub>Genbu's Shield</sub>
    				<head>Wivre Hairpin</head>
    				<body>Savant's Gown +2</body>
    				<hands>Serpentes Cuffs</hands>
    				<legs>Nares Trews</legs>
    				<lear>Moonshade Earring</lear>
    			</set>
    			
    			<set name="Idle(Sublimation)" baseset="Idle(Refresh)">
    				<main>Siriti</main>
    				<sub>Genbu's Shield</sub>
    				<!--<head>Scholar's Mortarboard</head>-->
    				<body>Argute Gown +2</body>
    				<rear>Savant's Earring</rear>
    			</set>
    		</group>
    		
    		<group name="LightArts" inherit="NoArts">
    
    		</group>
    		
    		<group name="DarkArts" inherit="NoArts">
    			<set name="Idle(Refresh)|Idle(Sublimation)">
    				<main>Earth Staff</main>
    				<sub />
    			</set>
    		</group>
    
    		<group name="SCH" default="yes">
    			<set name="Idle(Refresh)" basegroup="$ArtsArts" baseset="Idle(Refresh)" />
    			<set name="Idle(Sublimation)" basegroup="$ArtsArts" baseset="Idle(Sublimation)" />
    			<set name="Idle" baseset="Idle($IdleSet)">
    				<feet>Herald's Gaiters</feet>
    				<neck>Orochi Nodowa</neck>
    				<waist>Argute Belt</waist>
    				<back>Umbra Cape</back>
    				<lring>Dark Ring</lring>
    				<rring>Dark Ring</rring>
    			</set>
    
    			<!-- The rest of your gear sets go here -->
    		</group>
    SC Rules:
    Code:
    		<if spell="Sublimation">
    			<if notbuffactive="Sublimation*">
    				<equip when="Precast|Aftercast" set="Idle|Idle(Sublimation)" />
    			</if>
    			<else>
    				<equip when="Precast|Aftercast" set="Idle|Idle(Refresh)" />
    			</else>
    		</if>
    		<elseif nottype="Scholar">
    			<if nottype="JobAbility">
    				<command when="precast|resting">autoexec unregister 11001</command>
    				<command when="aftercast|idle">autoexec registerq 11001 losebuff_Sublimation:_Activated sc set Idle(Refresh)</command>
    			</if>
    			<equip when="Aftercast|Idle" set="Idle" />
    		</elseif>
    Note that I am avoiding equiping my idleset when I use stratagems (nottype="Scholar"), to prevent collisions with the precast set on my actual spell. My LightArts/DarkArts sets do more than just handle my idleset, so you'll have to use your imagination as to what to put there.

  4. #4804
    Chram
    Join Date
    Sep 2007
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    Fenrir

    What I do with sch:

    Code:
            <!-- Determine whether to wear Sublimation gear -->
            <if BuffActive="Sublimation: Activated" NotSpell="Sublimation">
                <var cmd="set SublimationSet Sublimation" />
            </if>
            <elseif Spell="Sublimation" NotBuffActive="Sublimation*">
                <var cmd="set SublimationSet Sublimation" />
            </elseif>
            <else>
                <var cmd="set SublimationSet None" />
            </else>
    
        ...
    
            <var cmd="set CurrentSet $BaseLayer|$SublimationSet|$PhysicalDefense|$Convert|$Movement" />
    
            <!-- And assign to appropriate sets for idle/aftercast/etc -->
            <xi:include href="Mote-Include.xml" xpointer="//include[@name='HandleEquippingGear']/*" />

    Where CurrentSet is what gets equipped on Aftercast (which gets done in the include link for HandleEquippingGear, but that's an extra complication that doesn't really matter for you). Of particular note is the $SublimationSet layer on top of the base Idle layer (and then allowing for other overrides for a PDT set, a Convert set, and movement gear such as Desert Boots).

    You can also adjust the $BaseLayer value according to which Arts is active, if you're still wanting to do that.

    This doesn't use AutoExec, it only adjusts what you end up idling in after any given action.



    For clarification on what sets I use:

    Code:
                <set name="Idle-Field-*" BaseSet="BasePDT|Refresh">
                    <ammo>Incantor Stone</ammo>
                    <neck>Wiglen Gorget</neck>
                    <lear>Bloodgem Earring</lear>
                    <rear>Loquacious Earring</rear>
                    <waist>Hierarch Belt</waist>
                </set>
    
                <set name="BasePDT">
                    <neck>Wiglen Gorget</neck>
                    <lring>Dark Ring</lring>
                    <rring>Dark Ring</rring>
                    <back>Cheviot Cape</back>
                    <legs>Goliard Trews</legs>
                </set>
    
                <set name="Refresh">
                    <main>Owleyes</main>
                    <sub>Genbu's Shield</sub>
                    <head>Nefer Khat</head>
                    <body>Heka's Kalasiris</body>
                    <hands>Serpentes Cuffs</hands>
                    <feet>Serpentes Sabots</feet>
                </set>
    
                <set name="Sublimation">
                    <neck>Wiglen Gorget</neck>
                    <rear>Savant's Earring</rear>
                    <!-- <body>Argute Gown</body> -->
                    <lring>Sheltered Ring</lring>
                    <rring>Paguroidea Ring</rring>
                </set>

  5. #4805
    Old Merits
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    Ragnarok

    Sorry if this has been answered. I have a question regarding area specific gears. For instance, if I want to incorporate legion pieces in my TP gears, what would be the best way to do this?

    As of right now, I have variable for a couple slots in my TP set, and when area=*legion, I would set the variable to the legion specific gear. However, it does require spellcast to parse at least once, which is obviously not a difficult task as I can just run dummy spell. However, is there a way for the game to change the variable upon changing area? I know it will likely need autoexec which I use together with my spellcast, so any suggestion will be great.

    Thank you.

  6. #4806
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    AutoExec:
    <register silent="true" event="zone_*legion">sc var set Area Legion;sc group $Area</register>

    Spellcast (Variables):
    <var name="Area">Standard</var>

    Spellcast (Sets):
    <group name="Standard">
    Place Normal Sets Here
    </group>
    <group name="Legion">
    Place modifications to sets here
    </group>

    Spellcast (Rules)
    <!-- Automatically change group -->
    <if notgroup="$Area">
    <command>sc group $Area</command>
    </if>
    <!-- Return to Standard Area -->
    <if notArea="*Legion">
    <var cmd="set Area Standard" />
    </if>

  7. #4807
    Old Merits
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    Thank you for the help. However, if I don't want to create a different group and instead elect to just put something like <rring>$LegionRing</rring> in my standard TP set within my standard group, can I just do the following?

    <var name="LegionRing">XXX</var>

    <Group name="Standard">
    <set name="TP">
    <blah blah blah/>
    <rring>$LegionRing</rring>
    </set>
    </group>

    Then nothing else in spellcast.

    In autoexec, I will have:

    <register silent="true" event="zone_*legion">sc var set LegionRing YYY</register>

    <register silent="false" event="zone_*legion">sc var set LegionRing XXX</register>

    Will that work too?

    Also, will autoexec continue to parse that rule over and over or will it only do it once like when change zone? I am concerned that it might keep going infinitely.

    Thank you.

  8. #4808
    Smells like Onions
    Join Date
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    Quetzalcoatl

    Quote Originally Posted by Yugl View Post
    Variables:
    <var name="SkillUp">0</var>

    Rules
    <if advanced='$SkillUp=1'>
    <if Spell="Thundaja">
    <cancelspell />
    <if Buffactive="Enchanting Etude">
    <command>SpiritedEtude</command>
    </if>
    <elseif Buffactive="Spirited Etude">
    <command>LearnedEtude</command>
    </elseif>
    <elseif Buffactive="Learned Etude">
    <command>QuickEtude</command>
    </elseif>
    <elseif Buffactive="Quick Etude">
    <command>VivaciousEtude</command>
    </elseif>
    <elseif Buffactive="Vivacious Etude">
    <command>DextrousEtude</command>
    </elseif>
    <elseif Buffactive="Dextrous Etude">
    <command>SinewyEtude</command>
    </elseif>
    <else>
    <command>EnchantingEtude</command>
    </else>
    </if>

    <command when="aftercast">Thundaja</command>
    </if>

    Thanks for your response! I just tried copy/pasting that into my spellcast file and it didn't work, I'm sure I just don't know the proper way to plug that all in. This is the spellcast file I'm currently using pastebincom/SZxwYZDH), If you would be so kind could you plug your stuff where it needs to go in there and make a new pastebin that I can get it from? Sorry for the trouble but I'm an idiot when it comes to this stuff >.<.

    Also why exactly is "Thundaja" in there lol? Again I know i'm completely ignorant on this stuff but that just seems so out of place lol.

  9. #4809
    Cerberus
    Join Date
    Apr 2008
    Posts
    403
    BG Level
    4

    Me again. Motenten, I downloaded your new-new include and loaded the game up, now I am getting Spellcast: XML Parsing Error: line 0 - Failed to open file. I was able to open an old skillup script using /sc load, so I tried downloading your newest whm template. I copy/pasted all my gear sets into it, leaving all the settings the same as you had them. Still no dice. I tried commenting out all the includes pointers to see if it had something to do with that, but there is still the same error. I uploaded both the new whm template and the previously functioning whm template, including gear sets, into an xml validator and found no errors in both. I downloaded fresh versions of both your whm template and your includes, moved all of my stuff out of the spellcast folder, put your untouched stuff in, and still get the error. I think I broke your spellcast.

  10. #4810
    An exploitable mess of a card game
    Join Date
    Sep 2008
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    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
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    Diabolos

    Quote Originally Posted by Mattfoley1901 View Post
    Thanks for your response! I just tried copy/pasting that into my spellcast file and it didn't work, I'm sure I just don't know the proper way to plug that all in. This is the spellcast file I'm currently using pastebincom/SZxwYZDH), If you would be so kind could you plug your stuff where it needs to go in there and make a new pastebin that I can get it from? Sorry for the trouble but I'm an idiot when it comes to this stuff >.<.

    Also why exactly is "Thundaja" in there lol? Again I know i'm completely ignorant on this stuff but that just seems so out of place lol.
    Code:
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
    	<config />
    	<variables clear="true">
    		<var name="SkillUp">1</var>
    	</variables>
    	<sets>
    		<group default="yes" name="Job">
    			<set name = "Standard" />
    		</group>
    	</sets>
    	<rules>
    		<if advanced='$SkillUp=1'>
    		   <if Spell="Thundaja">
    			  <cancelspell />
    			  <if Buffactive="Enchanting Etude">
    				 <command>SpiritedEtude</command>
    			  </if>
    			  <elseif Buffactive="Spirited Etude">
    				 <command>LearnedEtude</command>
    			  </elseif>
    			  <elseif Buffactive="Learned Etude">
    				 <command>QuickEtude</command>
    			  </elseif>
    			  <elseif Buffactive="Quick Etude">
    				 <command>VivaciousEtude</command>
    			  </elseif>
    			  <elseif Buffactive="Vivacious Etude">
    				 <command>DextrousEtude</command>
    			  </elseif>
    			  <elseif Buffactive="Dextrous Etude">
    				 <command>SinewyEtude</command>
    			  </elseif>
    			  <else>
    				 <command>EnchantingEtude</command>
    			  </else>
    		   </if>
    		   <command when="aftercast">wait 2;Thundaja</command>
    		</if>
    	</rules>
    </spellcast>
    To begin this, cast Enchanting Etude. When you look at the rule, the line at the bottom says to cast Thundaja after any cast (In this case, Enchanting Etude). When you cast Thundaja, you trigger the "If Spell=Thundaja" line. When that line triggers, the next line cancels the casting of Thundaja. The line after that says "If you have the buff 'Enchanting Etude', cast Spirited Etude." Once you finish casting that song, the bottom line triggers again (Thundaja) and the cycle repeats.

  11. #4811
    An exploitable mess of a card game
    Join Date
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    Gouka Mekkyaku
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    Diabolos

    Quote Originally Posted by Nameless View Post
    Thank you for the help. However, if I don't want to create a different group and instead elect to just put something like <rring>$LegionRing</rring> in my standard TP set within my standard group, can I just do the following?

    <var name="LegionRing">XXX</var>

    <Group name="Standard">
    <set name="TP">
    <blah blah blah/>
    <rring>$LegionRing</rring>
    </set>
    </group>

    Then nothing else in spellcast.

    In autoexec, I will have:

    <register silent="true" event="zone_*legion">sc var set LegionRing YYY</register>

    <register silent="false" event="zone_*legion">sc var set LegionRing XXX</register>

    Will that work too?

    Also, will autoexec continue to parse that rule over and over or will it only do it once like when change zone? I am concerned that it might keep going infinitely.

    Thank you.
    The bold stuff is correct. However, Silent="True" just means that console (The black box) won't appear on your screen and tell you that AutoExec has triggered the event. If you want to change the ring back to normal, you will want a spellcast rule that says

    <if notArea="*Legion">
    <var cmd="set LegionRing NameOfRing" />
    </if>

  12. #4812
    Old Merits
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    Ragnarok

    So I am guessing if I don't do silence, it will keep telling me that it changed the variable when I am in legion cuz AE would just keep parsing none stop right? Cuz I kinda want to know when it made the switch too, but if it is just gonna spam the same thing over and over, I will pass.

  13. #4813
    An exploitable mess of a card game
    Join Date
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    AE will only trigger once the event happens. The event being zoning into Legion. Thus, only once.

  14. #4814
    Old Merits
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    Great, thank you very much.

  15. #4815
    Chram
    Join Date
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    Fenrir

    Quote Originally Posted by TybudX View Post
    Me again. Motenten, I downloaded your new-new include and loaded the game up, now I am getting Spellcast: XML Parsing Error: line 0 - Failed to open file. I was able to open an old skillup script using /sc load, so I tried downloading your newest whm template. I copy/pasted all my gear sets into it, leaving all the settings the same as you had them. Still no dice. I tried commenting out all the includes pointers to see if it had something to do with that, but there is still the same error. I uploaded both the new whm template and the previously functioning whm template, including gear sets, into an xml validator and found no errors in both. I downloaded fresh versions of both your whm template and your includes, moved all of my stuff out of the spellcast folder, put your untouched stuff in, and still get the error. I think I broke your spellcast.
    Line 0 error is pretty much always an Include bug. Unfortunately I haven't had time to test on whm myself, but looking over the code I can't see anything immediately wrong. I'll do more careful testing when I can get on whm, but for now all I can say is focus on the Includes to try to track it down.

  16. #4816
    Chram
    Join Date
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    Fenrir

    Quote Originally Posted by TybudX View Post
    Me again. Motenten, I downloaded your new-new include and loaded the game up, now I am getting Spellcast: XML Parsing Error: line 0 - Failed to open file. I was able to open an old skillup script using /sc load, so I tried downloading your newest whm template. I copy/pasted all my gear sets into it, leaving all the settings the same as you had them. Still no dice. I tried commenting out all the includes pointers to see if it had something to do with that, but there is still the same error. I uploaded both the new whm template and the previously functioning whm template, including gear sets, into an xml validator and found no errors in both. I downloaded fresh versions of both your whm template and your includes, moved all of my stuff out of the spellcast folder, put your untouched stuff in, and still get the error. I think I broke your spellcast.
    Line 0 error is pretty much always an Include bug. Unfortunately I haven't had time to test on whm myself, but looking over the code I can't see anything immediately wrong. I'll do more careful testing when I can get on whm, but for now all I can say is focus on the Includes to try to track it down.

  17. #4817
    Cerberus
    Join Date
    Apr 2008
    Posts
    403
    BG Level
    4

    I have it working now. I had so many renamed xmls and back ups I just took everything relating to that character out of the folder, downloaded fresh templates and a new include, then copy pasted my cure and precast gear into the new whm_3. Load up spellcast, cast Cure IV, spell pops off perfect. Put the rest of my gear sets in manually, went over everything again. Works great! I love your xmls. I'm going to give your sch template a try this weekend.

  18. #4818
    Banned.

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    How can I swap out oynos knife when TP is below 30% to switch to thokcha offhand when haste is on me, and macro oynos back in if tp is below 30% and haste isn't on me without pressing any buttons?

    http://pastebin.com/RaAgGdqa

  19. #4819
    Sea Torques
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    Leviathan

    Quote Originally Posted by Shiyo View Post
    How can I swap out oynos knife when TP is below 30% to switch to thokcha offhand when haste is on me, and macro oynos back in if tp is below 30% and haste isn't on me without pressing any buttons?

    http://pastebin.com/RaAgGdqa
    That's AutoExec territory.

  20. #4820
    Banned.

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    Posts
    1,205
    BG Level
    6

    Code:
    	<if tplt="30"> 
    				<if buffactive="Haste"> 
    					<equip when="aftercast"> 
    					<sub>Thokcha</sub> 
                   </equip> 
             </if> 
     
         <else> 
              <equip when="aftercast"> 
                   <sub>Onynos Knife</sub> 
                   </equip> 
              </else> 
         </if>
    Will this work?

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