Ok post your total XML and I will see what's up.
Ok post your total XML and I will see what's up.
this is the current mod i have. it keeps refresh on, but not food. would like both active
Spoiler: show
Ok, so it looks like your XML has a special spell that will activate skillups for different types of magic. I'll try using the composure rule from RDM to make you cast Refresh or use food before casting the skillup-spell.
I gave you a bit more code than you need just so you can see where this goes.Code:<!--- Setup First Run Notification ---> <if advanced='"$FirstSetup" == "1"'> <action type="command">bind ^escape input /echo Exiting.;unload spellcast;unbind ^escape;</action> <action type="AddToChat" color="121">-- SkillUp.Xml v1.1 ---</action> <action type="AddToChat" color="121">Press CTRL+Escape at anytime to unload spellcast and exit SkillUp.Xml</action> <action type="var" cmd="set FirstSetup 0" /> </if> <!-- Keep food and refresh up --> <if notBuffactive="Refresh"> <command>wait 5;%Spell %SpellTargetRaw;</command> <command>input /magic "Refresh" <me></command> <cancelspell /> <return /> </if> <elseif notBuffactive="Food"> <command>wait 6;%Spell %SpellTargetRaw;</command> <command>input /item "NameOfFoodHere" <me></command> <cancelspell /> <return /> </elseif> </if> <!--- Summoning Magic Skill-Up Segment ---> <if spell="Carbuncle">
How this works:
- Input a "timed" command that will use the original cast 5s after waiting
- In the meanwhile, cast refresh or use food
- Cancel the original spell
- Don't read the rest of the XML
Did you change <if spell="Carbuncle"> to <elseif spell="Carbuncle">? Try that since I'm betting the game is trying to do barfire and refresh at the same time. I'm not sure why though since <return /> should mean you skip the rest. If that doesn't work, idk what's up other than the fact that the code from that XML is pre-2.3 version coding. I can make a different XML for skill ups if needed (I think I did a few pages back since I had problems editing this particular XML for someone else).
nope didnt work. i'll look a few pages back, to see if i can find the script you were referring to. and yea, haven't updated spellcast in a while. i dont use autoexec or includes, just spellcast by itself. thanks for trying. heading on a week vacation, so i'll PM you when i get back if i have any more questions
thanks again
@Snprphnx:
This is how I'd do it, personally:
Not sure what you were doing with Blink, so left it alone.Code:<var name="SkillupElement">Fire</var> <var name="NextFire">Ice</var> <var name="NextIce">Wind</var> <var name="NextWind">Earth</var> <var name="NextEarth">Thunder</var> <var name="NextThunder">Water</var> <var name="NextWater">Fire</var> <var name="BarFire">Barfire</var> <var name="BarIce>Barblizzard</var> <var name="BarWind">Baraero</var> <var name="BarEarth">Barstone</var> <var name="BarThunder">Barthunder</var> <var name="BarWater">Barwater</var> <!--- Enhancing Magic Skill-Up Segment ---> <elseif spell="Trigger" SpellTargetRaw="Enhancing"> <!--- Check if /Heal Break is active ---> <if advanced='"$SkillUp" == "1"'> <if NotBuffActive="Food"> <cancelspell /> <command>input /item "B.E.W. Pitaru" <me>;wait 5;input /ma trigger enhancing</command> <return /> </if> <if NotBuffActive="Refresh"> <changespell Spell="Refresh" /> <changetarget target="<me>" /> <command when="Aftercast">wait 6;input /ma trigger enhancing</command> <return /> </if> <!--- Check if your MP is low ---> <if MPLT="100"> <if notspell="blink"> <command when="precast">input /heal on;wait $RestTime4Protect;input /heal off;wait 2;input /ma trigger enhancing</action> <cancelspell /> </if> <else> <command when="aftercast">input /heal on;wait $RestTime4Protect;input /heal off;wait 2;input /ma trigger enhancing</action> </else> <return /> </if> <changespell Spell="$Bar$SkillupElement" /> <changetarget target="<me>" /> <var cmd="set SkillupElement $Next$SkillupElement" /> <command when="Aftercast">wait 4;input /ma trigger enhancing</command> </if> </elseif>
Um, why don't you just forget all of that and use an actual bot? You'll still have to do some fiddling in SC to eat food, but this thing works really good for summoning skillups:
http://www.ffevo.net/topic/2355-ssu2plusv07/
I have a question concerning notepad ++ when editing an XML. Pretty much everytime I copy an XML document and paste it elsewhere, nothing is lined up how it should be. Is there any way to stop that from happening when I paste an XML into pastebin or load it onto guildwork?
See if this works:http://www.freeformatter.com/xml-formatter.html
Windower used to have a website for formatting and changing to 2.3 writing, but that's down atm.
From what I've seen, the main reason for badly formatted indentation on pastebin is people using tabs instead of spaces in the original, and then pastebin converting the tabs to a certain fixed number of spaces (maybe 8?) that doesn't match what was used by the user.
In general, I find tabs to be annoying in a lot of ways, so I've configured my editor (UltraEdit) to never use them. It also has a convenient function to convert all tabs to spaces in any document you're working in, in case you copied something from another source that does use tabs (eg: copying from Excel).
Notepad++ seems rather disorganized -- they need a UI design refresh -- but you can do the tab conversion from: Edit/Blank Operations/TAB to Space. I can't find any configuration to force it to not use tabs at all, though.
As for general reformatting: Doing some digging, it looks like Notepad++ used to include the HTML Tidy plugin, around version 5.9 and earlier, but doesn't anymore, and copying the library to the new version is a bit of a hack that may not work (or at the very least makes you jump through hoops for it). You can install the TextFX plugin, which includes a submenu for HTML Tidy, but not the actual DLL. I'll leave it up to you to search out one of the solutions for yourself.
And this is precisely why you don't use spaces for formatting (because everyone has different ideas of how big they want their indentation to be and spaces take away the ability to configure the indent depth), and especially why you should never mix the two. Why anyone in their right mind favors spaces is beyond me. I just love copying from multiple sources that use different numbers of spaces for their indentation, don't you?
Hiya, Trying to use Motenten's Include r3 and COR r3 together. I seem to constantly run into the same error however. Error Parsing Line 0 - Error reading Element Value. I am sure I am just over looking something. I have the following setup. Mote-Include.xml is the include name.
COR.XML is the Job SC. I have also tried Name_COR and Name/COR.XML all come up the same. Any help with this would be greatly appreciated. Also Side question: Even after looking over the Include. Do I really need to set anything in there unless by the off chance someone did not have a Chatoyants staff? I assumed it was Defaulting to that Staff unless others were detected so I left everything else alone. thanks.
I do also have the Nyzul Isle in my folder but from what i can tell it does not call for it.
EDIT: After Using the RAW Paste data and putting it into notepad ++ COR.xml now fires up immediately.
SOLVED
Odd..
When you tried Name/COR.xml, you also moved the Mote-Include.xml file into the same folder, right?
I've actually been using the cor xml a lot the last few days, and have been uploading changes as I make them. There are no secondary include dependencies, so it -should- work with just those two files.
Actually, have you re-downloaded the main include file recently? I added an extra include chunk when working with cor. If you're using an older version, it would fail to load.
You should set these variables:
To whatever equipment you actually use. The weapons are just a means of choosing which TP set to equip.Code:<var name="Daggers">Aluh Jambiya|Trailer's Kukri|Archer's Knife</var> <var name="Swords">Joyeuse</var> <var name="Staffs">Chatoyant Staff</var> <var name="SkillupGun">Awilda's Gun</var> <var name="DamageGun">Stoertebeker</var> <var name="QuickdrawBullet">Orichalcum Bullet</var>
The other bullet variables are actually redefined within the Rules section based on circumstance, so changing them in the Vars section won't affect anything. For those, go to the type="Weaponskill" and Spell="Ranged" rules and make sure the right bullets are chosen for your purpose.
it sounds to me like it was an encoding problem.
I double checked possible encoding problems when I had the error also, but that wasn't my problem.
I forget what said it might be... probably from spellcast forms at windower.
Working on a new drk spellcast and I have a question:
I'm not sure what the rules is to equip TP set A if last resort + haste + both march (or embrava) is up and equip tp set B if any of those isn't up.
It's impossible to check for double March; you'll have to live with a single check.
For the rest, since they're all checked under BuffActive, you'll have to make nested <if> checks for each one, or a long advanced rule.
This is a 3 way check I use on DNC. If you use nested rules you have to account for more combinations individually, so even though this rule is ugly, its shorter. Both march icons are labeled march on your status bar, so there's no way to differentiate them like was mentioned earlier.
Code:<if status = "engaged"> <if advanced='((bool)BuffActive("Haste") AND (bool)BuffActive("March")) OR ((bool)BuffActive("Haste") AND (bool)BuffActive("Embrava"))'> <equip when="engaged" set="EngagedFullBuffs" /> </if> <elseif BuffActive="Saber Dance"> <equip when="engaged" set="EngagedSaber" /> </elseif> <else> <equip when="engaged" set="Engaged" /> </else> </if>