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  1. #481
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    Or, if you have a general "magic" rule, like I do for RDM <if commandprefix="/magic">, just change it to <if commandprefix="/magic" notspell="teleport*|warp*|escape|return">

    That way, your magic rules will run for everything but these spells.

    Putting the top option at the very top of your rules section should work, though.

  2. #482
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    I am a spellcast starter here. Got a few questions.

    1) My Drk spellcast has 4 groups, Scythe, GS, 2 Hand Zerg, 1 Hand Zerg. Under both scythe and GS group, there are special gear sets for when souleater, last resort, or diabolic eye is/are active, and there aren't such sets under the two zerg groups for obvious reason. My question is that, will any error occur when I am in one of the zerg groups, and I active let's say souleater, and the spellcast can't find the souleater set since there isn't one under that group. Would it be better if I specify in those JA rules that only change set if it is the right group? How would you do it?

    2) Error doesn't scare me, but game crashing does. In what kind of situation will spellcast crash the game? What common error should I be avoiding other than mistakes such as <if> <\if>. Note that I read the earlier poster that whenever he casts teleport spells his game will crash, why is that?

    3) Is autoset necessary? what is the use of that as I have seen alot of ppl have that in the rule section, and some ppl don't.

    4) How does <VAR> work? and what are some of the common use of that.

    That's all for now. Thanks alot. In addition, is it possible for me to post my drk set here and someone critique it for me?

  3. #483
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    Quote Originally Posted by Nameless View Post
    1) My Drk spellcast has 4 groups, Scythe, GS, 2 Hand Zerg, 1 Hand Zerg. Under both scythe and GS group, there are special gear sets for when souleater, last resort, or diabolic eye is/are active, and there aren't such sets under the two zerg groups for obvious reason. My question is that, will any error occur when I am in one of the zerg groups, and I active let's say souleater, and the spellcast can't find the souleater set since there isn't one under that group. Would it be better if I specify in those JA rules that only change set if it is the right group? How would you do it?
    If the groups aren't inheriting from each other, yes, you will get an error in the console every time it tries to switch to a non-existent set. To avoid this you can just have a rule to check that you're in a proper group, like you said. It would look something like this:

    Code:
    <if spell="Souleater" group="scythe|gs">
    If you put multiple conditions in one if, all of them have to be true (unless you specifically state that only one has to be true, with the "mode" condition). The vertical pipe character | inside the group check means "or". So in english that rule is saying "If the spell is Souleater AND the group is 'scythe' OR 'gs'".

    Quote Originally Posted by Nameless View Post
    2) Error doesn't scare me, but game crashing does. In what kind of situation will spellcast crash the game? What common error should I be avoiding other than mistakes such as <if> <\if>. Note that I read the earlier poster that whenever he casts teleport spells his game will crash, why is that?
    I don't think I've ever seen spellcast crash the game, personally. People having it crash on teleports/warps is because their rules are set up so that the game tries to do an aftercast gear-swap. However, when casting is finished, they're zoning, and trying to do a gear-swap while zoning apparently causes a crash. My game doesn't crash when I do these things though, and I don't have my rules set up with special cases to avoid them. I think if you're using the spellcast 2.30 beta (which you should be), you don't have to worry about this case.

    Quote Originally Posted by Nameless View Post
    3) Is autoset necessary? what is the use of that as I have seen alot of ppl have that in the rule section, and some ppl don't.
    Autosets aren't necessary, but they're very useful. For melee jobs you'll want autosets for engaged and idle. What this does is has the game auto-switch gear for you whenever you engage something and whenever a fight ends. For example, on my MNK whenever a fight ends I auto-switch into regen gear and my Hermes Sandals. Then as soon as I engage something else my TP gear gets put back on automatically. Mages can also have a resting auto-set that gets put on as soon as you start resting.

    Quote Originally Posted by Nameless View Post
    4) How does <VAR> work? and what are some of the common use of that.
    Vars are basically "holding spots" for particular values. It's hard to say in particular what a common use for them are, but I can give an example. My RDM has three "levels" of gear for casting Paralyze and Slow - full MND ("mnd-potency"), full MND with HQ staff instead of club+shield ("mnd-hybrid"), and full enfeebling skill/magic accuracy ("mnd-accuracy"). Depending on how resistant the monster I'm fighting is, I want to change which set I use to cast Paralyze and Slow. To do this, I have a variable named "para-slow-set". My equip action for when I'm casting those spells looks like this:
    Code:
    <equip set="$para-slow-set" />
    Notice that the rule doesn't say which set specifically to equip, it's just saying "equip the set with the same name as para-slow-set's value". When my file is first loaded, para-slow-set is set to "mnd-potency", so by default I will cast using my full potency set. If I feel like I need more accuracy, I push a macro that changes the value of para-slow-set to "mnd-hybrid". Now, if I push the same paralyze or slow macro, it'll cast using a different gear set. Pushing my "more accuracy" macro again will change it to "mnd-accuracy" and my casting set changes again. Using the variable lets me change the behavior of my rules on the fly without having to edit/reload my spellcast xml at all.

    Does that make sense? Variables are kind of complicated, but I can try to explain them further or give some more examples if you're not following.

    Quote Originally Posted by Nameless View Post
    That's all for now. Thanks alot. In addition, is it possible for me to post my drk set here and someone critique it for me?
    Sure, I'll take a look. If there's anything in particular that isn't working right or you're curious about, let me know.

  4. #484
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    Deimos covered most of it, but I will add a few things.

    If you write you groups correctly then you won't get any errors from using souleater (Deimos posted one way of doing this, but with spellcast there is a 1000 ways to do anything).

    If your xml contains errors (missing </if> etc) and you try to load it, then it will do 1 of 3 things:
    1. Not load your xml
    2. Load but display errors in console (possibly then unload itself)
    3. Load with no errors, but not change gear correctly.

    Before using spellcast in 'anger' you should be using firefox (or other xml syntax checkers) to be sure that there are no 'obvious' errors, then go to a quiet place in game and test it all. Nothing worse than finding your xml is broken mid way through and event.

    I have been using spellcast since its initial release, and certainly in the early revs it could (and did) crash the game, this was nothing to do with how you coded the xml, just in high lag areas (dynamis was the worse) it would crash on most runs.

    But recent versions have become very stable, and crashing is now incredibly rare, although I won't say impossible.

    Variables are hard to describe as they can do any thing.
    For my DRK I have a var called 'accuracy' which I set to 1-3 (1 for nyzul etc, 2 for merits, 3 for harder stuff) and that variable defines which TP and WS sets I use.

    I just type
    //sc var set accuracy X
    Depending on the mobs I am fighting.

    I use them more in my RDM and BLM xmls, for things like Staves, Obis, Sorc ring etc.

    I personally don't use auto sets for any of my jobs (apart from resting), but they can be used as Deimos said to control engaged sets and idle.

    I use my own variable based rules, the accuracy variable controls my TP and WS sets, I also have 'aftercast' variable that controls my idle set.

    The aftercast thing is mainly for mages, but has uses on melees too. As it allows me to have multiple after cast sets (normal, full PDT, MDT, Full MP etc) which again can be switched by:

    //sc var set aftercast X (where X is 1-4)

    And yes, post it once it is done.

  5. #485
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    Quote Originally Posted by Deimos View Post
    People having it crash on teleports/warps is because their rules are set up so that the game tries to do an aftercast gear-swap. However, when casting is finished, they're zoning, and trying to do a gear-swap while zoning apparently causes a crash. My game doesn't crash when I do these things though, and I don't have my rules set up with special cases to avoid them. I think if you're using the spellcast 2.30 beta (which you should be), you don't have to worry about this case.
    I am using 2.30beta (not sure which rev, though), and without specific <action type="return" /> rules for teleports, my game will crash when I tele on RDM. I should probably update my spellcast to the latest rev of 2.30, though, as it might have been fixed, I guess.

    Autosets are fantastic for melee jobs, imo, but the only melee job I don't use them on is THF. I'm too lazy to install Autoexec, so I don't have any autosets defined. What I do have is key bindings for idle, engaged, and evasion sets bound to WIN+1 WIN+2 and WIN+3 keys.

    For all my jobs, I have all of my key-bindings and aliases in txt files for main/sub jobs, and whenever I switch, I just type out "//exec rdmblm.txt" and it binds all of my rdm/nin macros and switches to the right macro book/set which just has the lables for the macros, but nothing actually in the macro itself... That might be a discussion for another thread, though.

  6. #486
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    Quote Originally Posted by Esvedium View Post
    I am using 2.30beta (not sure which rev, though), and without specific <action type="return" />
    You should be using return (or, structuring the file so that when it finds a match it jumps to the end of the file).

    If you don't, then spellcast keeps on parsing down the list of rules, even if it finds a rule that matches.

    If a rule is a "final" action, then add a return.

  7. #487
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    Quote Originally Posted by TheMysteriousX View Post
    You should be using return (or, structuring the file so that when it finds a match it jumps to the end of the file).

    If you don't, then spellcast keeps on parsing down the list of rules, even if it finds a rule that matches.

    If a rule is a "final" action, then add a return.
    I know that, and I am using them. I was just commenting on the fact that Demios said that his works without them, so I wasn't sure if a later revision of 2.30 fixed the issue.

  8. #488
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    Awesome, thanks for explaining, it helps a great deal. I will post the file tonight for you guys to check. On btw, what will be a good way to post this. As of now, it has about 800 lines... so I don't think it would be a good idea to simply copy and past....

    Also, I have some basic understanding of autoexec, and I believe I use the lostbuff feature of autoexec to trigger some gear set in my xml. If possible, may you guys also help me with what to put in autoexec other than that after reading through the xml (I didn't even know autoset requires autoexec, so I will definitely need help on that one on what to put in the autoexec file).

    As for VAR, it requires comment like //sc VAR etc in your in game macro right? if that's the case then I fully understand now.

    Thank you.

    PS: Also, FireFox is awesome for finding obvious error as stated.

  9. #489
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    Quote Originally Posted by Nameless View Post
    Awesome, thanks for explaining, it helps a great deal. I will post the file tonight for you guys to check. On btw, what will be a good way to post this. As of now, it has about 800 lines... so I don't think it would be a good idea to simply copy and past....

    Also, I have some basic understanding of autoexec, and I believe I use the lostbuff feature of autoexec to trigger some gear set in my xml. If possible, may you guys also help me with what to put in autoexec other than that after reading through the xml (I didn't even know autoset requires autoexec, so I will definitely need help on that one on what to put in the autoexec file).

    As for VAR, it requires comment like //sc VAR etc in your in game macro right? if that's the case then I fully understand now.

    Thank you.

    PS: Also, FireFox is awesome for finding obvious error as stated.
    Paste it into a post with [code ] [/code ] tags and spoiler it. That's what most people seem to do.

    You define you variable in the xml, the //sc var command is just so you can change the variable in-game without having to edit or reload your xml.

    //sc var ......

    Can go in a macro (just like executing windower macros), you can type it in to chat manually or you can type it in to console (although you don't need '//'). It all depends on what you are using the variable for. For DRK I type it into chat as I dont need to change my accuracy level very often (normally just before I go to an event).

    For a PLD or soloing RDM you may want to have a macro that forces you to equip either MDT, PDT or Fire resist set and also changes your aftercast var (so you re-equip the same set after each cast). As you are likely to need to change them often (every minute or so).

  10. #490
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    Quote Originally Posted by Nameless View Post
    Awesome, thanks for explaining, it helps a great deal. I will post the file tonight for you guys to check. On btw, what will be a good way to post this. As of now, it has about 800 lines... so I don't think it would be a good idea to simply copy and past....
    Copy-paste would be fine, if you put the whole thing in a "[code]" block in a post, it should look ok.

    Quote Originally Posted by Nameless View Post
    Also, I have some basic understanding of autoexec, and I believe I use the lostbuff feature of autoexec to trigger some gear set in my xml. If possible, may you guys also help me with what to put in autoexec other than that after reading through the xml (I didn't even know autoset requires autoexec, so I will definitely need help on that one on what to put in the autoexec file).
    Autoset doesn't actually require autoexec. SpellCast alone is able to detect the changes that autosets support: starting to rest, stopping resting, engaging, disengaging, etc. You can still use autoexec though, like you said, for some things like gaining buffs, losing buffs, weather, day/night.

    Quote Originally Posted by Nameless View Post
    As for VAR, it requires comment like //sc VAR etc in your in game macro right? if that's the case then I fully understand now.
    There are a few ways to use the vars, you can directly have commands like that in a macro if you want, or you can use a "dummy" spell to have it kept in your SpellCast rules. For my RDM para/slow accuracy cycling I described earlier, I have a chunk in my rules like this:

    Code:
            <elseif spell="Sekkanoki"> <!-- cycle potency/accuracy gear sets for Paralyze and Slow -->
                <action type="cancelspell" />
                <if advanced='"$SlowParaSet" = "mnd-potency"'>
                    <action type="var" cmd="set SlowParaSet mnd-hybrid" />
                    <action type="addtochat">Hybrid Gear</action>
                </if>
                <elseif advanced='"$SlowParaSet" = "mnd-hybrid"'>
                    <action type="var" cmd="set SlowParaSet mnd-accuracy" />
                    <action type="addtochat">Accuracy Gear</action>
                </elseif>
                <else>
                    <action type="var" cmd="set SlowParaSet mnd-potency" />
                    <action type="addtochat">Potency Gear</action>
                </else>
            </elseif>
    Then my "cycle" macro just tries to use Sekkanoki on RDM, which will never actually happen, but it triggers those rules.

  11. #491
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    <if advanced='"$SlowParaSet" = "mnd-potency"'>
    <action type="var" cmd="set SlowParaSet mnd-hybrid" />
    <action type="addtochat">Hybrid Gear</action>

    What is that o.O

    What does advanced= do? and what is cmd= ?

  12. #492
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    Advanced lets you do things like variable value comparisons, the documentation on it is here: SpellCast Rules - Advanced Rules. So I'm using it there to check what the value of my variable named "SlowParaSet" currently is, then the <action type="var" /> line changes it to the next one in the cycle.

    <action type="var" cmd="set SlowParaSet mnd-hybrid" /> is the same as using the console command "//sc var set SlowParaSet mnd-hybrid".

  13. #493
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    Spoiler: show
    Code:
    <spellcast>
        <config Debug="True"></config>
    		<variables>
    			<!-- Utility -->
    			<var name="CancelPlugin">1</var>
    			<!-- Sleep timers, announces to echo when sleep is wearing off. Set to 0 to not use. -->
    			<var name="SleepTimers">1</var>
    			<var name="DarkObi">1</var>
    		</variables>
    		
    		<sets>
    			<group name="Base" default="no">
    				<!-- Ninjitsu Casting set -->
                                    <set name="Shadow">
    				<body>Nuevo Coselete</body>
                                    <rear>Loquacious Earring</rear>
    				<legs>Homam Cosciales</legs>
                                    <rring>Blitz Ring</rring>
                                    </set>
    				
    				<!-- Darkmagic Casting set -->
    				<set name="Darkmagic">
    				<lear>Dark Earring</lear>
    				<lring>Omega Ring</lring>
    				<body>Nuevo Coselete</body>
    				<neck>Dark Torque</neck>
    				<head>Chs. Burgeonet +1</head>
    				<legs>Abyss Flanchard</legs>
    				<hands>Crimson Fng. Gnt.</hands>
    				<feet>Homam Gambieras</feet>
    				<back>Abyss Cape</back>
    				<ammo>Sturm's Report</ammo>
    				<rear>Abyssal Earring</rear>
    				<rring>Insect Ring</rring>
    				<waist>Swift Belt</waist>
    				</set>
    				
    				<!-- Dreadspike Casting set -->
    				<set name="Dreadspike">
    				<lear>Physical Earring</lear>
    				<lring>Blitz Ring</lring>
    				<body>Nuevo Coselete</body>
    				<neck>Dark Torque</neck>
    				<head>Walahra Turban</head>
    				<legs>Homam Cosciales</legs>
    				<hands>Homam Manopolas</hands>
    				<feet>Homam Gambieras</feet>
    				<back>Gigant Mantle</back>
    				<ammo>Sturm's Report</ammo>
    				<rear>Ethereal Earring</rear>
    				<rring>Bomb Queen Ring</rring>
    				<waist>Swift Belt</waist>
    				</set>
    				
    				<!-- Enfeebling set -->
    				<set name="EnfeeblingMagic">
    				<head>Crimson Mask</head>
    				<neck>Enfeebling Torque</neck>
    				<lear>Enfeebling Earring</lear>
    				<rear>Loquacious Earring</rear>
    				<body>Chaos Cuirass +1</body>
    				<hands>Abyss Gauntlets +1</hands>
    				<lring>Omega Ring</lring>
    				<rring>Insect Ring</rring>
    				<back>Abyss Cape</back>
    				<waist>Swift Belt</waist>
    				<legs>Homam Cosciales</legs>
    				<feet>Abyss Sollerets</feet>                
    				</set>
    				
    				<!-- Stun set -->
    				<set name="Stun" BaseSet="DarkMagic">
    				<head>Walahra Turban</head>
    				<rear>Loquacious Earring</rear>
    				<hands>Homam Manopolas</hands>
    				<lring>Omega Ring</lring>
    				<rring>Blitz Ring</rring>
    				<back>Abyss Cape</back>
    				<waist>Swift Belt</waist>
    				<legs>Homam Cosciales</legs>
    				<feet>Homam Gambieras</feet>                
    				</set>
    
    				<!-- Ohshit set -->
    				<set name="Ohshit" >
    				<body>Darksteel Harness</body>
    				<head>Darksteel Cap +1</head>
    				<legs>Dst. Subligar +1</legs>
    				<hands>Heavy Gauntlets</hands>
    				<feet>Askar Gambieras</feet>
    				<rear>Ethereal Earring</rear>
    				<rring>Jelly Ring</rring>
    				</set>
    			</group>
    			
    			<group name="Naglering" default="yes" Inherit="Base">
    				<!-- Idle/Running set -->		
    				<set name="Idle">
    				<sub>Rose Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Prudence Torque</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Assault Earring</rear>
    			        <body>Ares's Cuirass</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Toreador's Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Crimson Cuisses</legs>
    			        <feet>Homam Gambieras</feet>
                                    </set>
    				
    				<!-- Naglering Engage-->
                                    <set name="Engage" >
                                    <sub>Rose Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Askar Zucchetto</head>
                                    <neck>Prudence Torque</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Assault Earring</rear>
    			        <body>Adaman Hauberk</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Toreador's Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
    				</set>
    				
    				<!-- Naglering LR with ACC Buff Set -->
    				<set name="ACC Last Resort" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    			        <rring>Blitz Ring</rring>
    				</set>
    				
    				<!-- Naglering LR Set -->
    				<set name="Last Resort" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    				</set>
    				
    				<!-- Naglering Diabolic Eye Set -->
    				<set name="Diabolic Eye" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    				</set>
    
    				<!-- Naglering SS Set -->
                                    <set name="Spinning Slash">					
                                    <ammo>Bomb Core</ammo>
    				<lear>Brutal Earring</lear>
    			        <rring>Flame Ring</rring>
    			        <legs>Onyx Cuisses</legs>
    				<body>Ares's Cuirass</body>
    				<head>Hecatomb Cap</head>
    				<back>Forager's Mantle</back>
    	                        <rear>Assault Earring</rear>
                                    <lring>Rajas Ring</lring>
                                    <waist>Warwolf Belt</waist>
    				<hands>Alkyoneus's Bracelets</hands>
    				<neck>Breeze Gorget</neck>
    				<feet>Hecatomb Leggings</feet>
                                    </set>
    
    				<!-- Naglering GS Set -->
                                    <set name="Ground Strike" BaseSet="Spinning Slash">
                                    </set>
    				
    				<!-- If not Spinning Slash or Ground Strike, then use this WS gear. If you don't change it, it's set to Engage Set 1 -->
    				<set name="WS" BaseSet="Engage" >
    				</set>
    			</group>
    			
    			<group name="Perdu Sickle" default="no" Inherit="Base">
    				<!-- Idle/Running set -->		
    				<set name="Idle">
    				<sub>Pole Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Justice Torque</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Abyssal Earring</rear>
    			        <body>Ares's Cuirass</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Toreador's Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Crimson Cuisses</legs>
    			        <feet>Homam Gambieras</feet>
                                    </set>
    				
    				<!-- Perdu Sickle Engage -->
                                    <set name="Engage" >
                                    <sub>Pole Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Justice Torque</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Abyssal Earring</rear>
    			        <body>Adaman Hauberk</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Toreador's Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
    				</set>
    				
    				<!-- Perdu Sickle LR with ACC Buff Set -->
    				<set name="ACC Last Resort" BaseSet="Engage">
    			        <rring>Blitz Ring</rring>
    					<back>Forager's Mantle</back>
    				</set>
    				
    				<!-- Perdu Sickle LR Set -->
    				<set name="Last Resort" BaseSet="Engage">
                                    <rring>Blitz Ring</rring>
    				</set>
    				
    				<!-- Perdu Sickle Diabolic Eye Set -->
    				<set name="Diabolic Eye" BaseSet="Engage">
    				<rring>Blitz Ring</rring>
                                    <back>Forager's Mantle</back>
    				</set>
    
    				<!-- Perdu Sickle Guillotine Set -->
                                    <set name="Guillotine">					
                                    <ammo>Bomb Core</ammo>
    				<lear>Brutal Earring</lear>
    			        <rring>Ulthalam's Ring</rring>
    			        <legs>Onyx Cuisses</legs>
    				<body>Adaman Hauberk</body>
    				<head>Champion's Galea</head>
    				<back>Forager's Mantle</back>
    	                        <rear>Abyssal Earring</rear>
                                    <lring>Rajas Ring</lring>
                                    <waist>Swordbelt +1</waist>
    				<hands>Chs. Gauntlets +1</hands>
    				<neck>Justice Torque</neck>
    				<feet>Chs. Sollerets +1</feet>
                                    </set>
    
    				<!-- Perdu Sickle Insurgency Set -->
                                    <set name="Insurgency" BaseSet="Guillotine">
    				<feet>Hct. Leggings</feet>
                                    </set>
    				
    				<!-- If not Guillotine or Insurgency, then use this WS gear. If you don't change it, it's set to Engage Set 1 -->
    				<set name="WS" BaseSet="Engage" >
    				</set>
    			</group>
    			
    			<group name="Algol" default="no" Inherit="Base">
    				<!-- Idle/Running set -->		
    				<set name="Idle">
    				<sub>Rose Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Chivalrous Chain</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Assault Earring</rear>
    			        <body>Ares's Cuirass</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Ecphoria Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Crimson Cuisses</legs>
    			        <feet>Homam Gambieras</feet>
                                    </set>
    				
    				<!-- Algol Engage-->
                                    <set name="Engage" >
                                    <sub>Rose Strap</sub>
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Askar Zucchetto</head>
                                    <neck>Chivalrous Chain</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Assault Earring</rear>
    			        <body>Adaman Hauberk</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Ecphoria Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
    				</set>
    				
    				<!-- Algol LR with ACC Buff Set -->
    				<set name="ACC Last Resort" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    				</set>
    				
    				<!-- Algol LR Set -->
    				<set name="Last Resort" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    				</set>
    				
    				<!-- Algol Diabolic Eye Set -->
    				<set name="Diabolic Eye" BaseSet="Engage">
                                    <head>Walahra Turban</head>
    				</set>
    
    				<!-- Algol SS Set -->
                                    <set name="Spinning Slash">					
                                    <ammo>Bomb Core</ammo>
    				<lear>Brutal Earring</lear>
    			        <rring>Flame Ring</rring>
    			        <legs>Onyx Cuisses</legs>
    				<body>Ares's Cuirass</body>
    				<head>Hecatomb Cap</head>
    				<back>Forager's Mantle</back>
    	                        <rear>Assault Earring</rear>
                                    <lring>Rajas Ring</lring>
                                    <waist>Warwolf Belt</waist>
    				<hands>Alkyoneus's Bracelets</hands>
    				<neck>Breeze Gorget</neck>
    				<feet>Hecatomb Leggings</feet>
                                    </set>
    
    				<!-- Algol GS Set -->
                                    <set name="Ground Strike" BaseSet="Spinning Slash">
                                    </set>
    				
    				<!-- If not Spinning Slash or Ground Strike, then use this WS gear. If you don't change it, it's set to Engage Set 1 -->
    				<set name="WS" BaseSet="Engage" >
    				</set>
    			</group>
    			
    			<group name="BZ" default="no">
    				<set name="Idle">
    				<sub>Sword Strap</sub>
                                    <ammo>Happy Egg</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Ritter Gorget</neck>
    			        <lear>Cassie Earring</lear>
    			        <rear>Physical Earring</rear>
    			        <body>Gloom Breastplate</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Bomb Queen Ring</rring>
    			        <lring>Blitz Ring</lring>
    			        <back>Gigant Mantle</back>
    			        <waist>Ocean Sash</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Llwyd's Clogs</feet>
                                    </set>
    
    				<set name="Engage" Inherit="Idle">
    				</set>
    
    				<set name="Engage 2">
    				<sub>Sword Strap</sub>
                                    <ammo>Happy Egg</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Ritter Gorget</neck>
    			        <lear>Cassie Earring</lear>
    			        <rear>Physical Earring</rear>
    			        <body>Gloom Breastplate</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Bomb Queen Ring</rring>
    			        <lring>Blitz Ring</lring>
    			        <back>Gigant Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
                                    </set>
    			</group>
    			
    			<group name="MK" default="no">
    				<set name="Idle">
    				<sub>Januwiyah</sub>
                                    <ammo>Happy Egg</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Ritter Gorget</neck>
    			        <lear>Cassie Earring</lear>
    			        <rear>Physical Earring</rear>
    			        <body>Gloom Breastplate</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Bomb Queen Ring</rring>
    			        <lring>Blitz Ring</lring>
    			        <back>Gigant Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
    				</set>
    				<set name="Engage" Inherit="Idle">
    				</set>
    			</group>
    			
    			<group name="Others" default="no">
    				<set name="Engage">
                                    <ammo>Fire Bomblet</ammo>
                                    <head>Walahra Turban</head>
                                    <neck>Chivalrous Chain</neck>
    			        <lear>Brutal Earring</lear>
    			        <rear>Ethereal Earring</rear>
    			        <body>Adaman Hauberk</body>
                                    <hands>Homam Manopolas</hands>
    			        <rring>Toreador's Ring</rring>
    			        <lring>Rajas Ring</lring>
    			        <back>Cuchulain's Mantle</back>
    			        <waist>Swift Belt</waist>
    			        <legs>Homam Cosciales</legs>
    			        <feet>Homam Gambieras</feet>
    				</set>
    			</group>
            </sets>
    		
    		<rules>
    			<!-- Changes to group: when different weapon is equipped. -->
    			<if Advanced='"%EquipMain"=="Naglering"' NotGroup="Naglering">
    				<action type="command" When="Aftercast|Engaged|Idle" >input /sc group Naglering</action>
    			</if>
    			<elseif Advanced='"%EquipMain"=="Perdu Sickle"' NotGroup="Perdu Sickle">
    				<action type="command" When="Aftercast|Engaged|Idle" >input /sc group Perdue Sickle</action>
    			</elseif>
    			<elseif Advanced='"%EquipMain"=="Algol"' NotGroup="Algol">
    				<action type="command" When="Aftercast|Engaged|Idle" >input /sc group Algol</action>
    			</elseif>		
    			<elseif Advanced='"%EquipMain"=="Mercurial Kris"' NotGroup="MK">
    				<action type="command" When="Aftercast|Engaged|Idle" >input /sc group MK</action>
    			</elseif>
    			<elseif Advanced='"%EquipMain"=="Bahamut*"' NotGroup="BZ">
    				<action type="command" when="Aftercast|Engaged|Idle" >input /sc group BZ</action>
    			</elseif>
    			<else>
    				<action type="command" When="Aftercast|Engaged|Idle" >input /sc group Others</action>
    			</else>
    			
    			<!-- Put on Wyvern Earring for TP when subjob is Drg -->
    			<if SubJob="DRG">
    				<equip When="Aftercast|Engaged|Idle"><rear>Wyvern Earring</rear></equip>
    			</if>
    			
    			<!-- Auto Sets -->
    			<equip When="Engaged" Set="Engage" />
    			<equip When="Idle" Set="Idle" />
    			
    			<!-- If you have Ulthalam ring equipped in an assault area, it will lock that ring -->
    			<if Advanced='strmatch("Ulthala*", "%EquipRring|%EquipLring")' Area="*Remnants|Nyzul Isle|Lebros Cavern|Periqia|Ilrusi Atoll|Mamool Ja Training Grounds|Leujaoam Sanctum">
    				<if Advanced='strmatch("Ulthala*", "%EquipRring")'>
    					<equip When="Aftercast|Precast|Engaged|Idle"><rring lock="true">Ulthalam's Ring</rring></equip>
    				</if>
    				<else>
    					<equip When="Aftercast|Precast|Engaged|Idle"><lring lock="true">Ulthalam's Ring</lring></equip>
    				</else>
    			</if>
    			<else>
    				<action type="ChangeLock" lock="false" slot="lring|rring"/>
    			</else>
    
    			<!-- Lock Rose Strap to any weapon during campaign -->
    			<if>
    				<equip When="Idle|Engaged|Precast|Aftercast" Group="Naglering|Perdu Sickle|Algol"/>
    				<if Advanced='BuffActive("Allied Tags")'>
    					<equip When="Idle|Engaged|Precast|Aftercast"><sub lock="t">Rose Strap</sub></equip>
    				</if>
    			</if>
    			
    			<!-- Lock Intruder Earring to BZ set in Conquest area -->
    			<if>
    				<equip when="Idle|Engaged|Precast|Aftercast" Group="BZ"/>
    				<if Advanced='BuffActive("Signet")'>
    					<equip when="Idle|Engaged|Precast|Aftercast"><rear lock="t">Intruder Earring</rear></equip>
    				</if>
    			</if>
    			
    			<!-- begin ws checker; stops you from WSing if above 5.0 distance -->
    			<if commandprefix="/weaponskill|/ws">
    				<if mode="OR" advanced='%spelltargetdistance &gt; 5.0' tplt="100">
    					<action type="cancelspell" />
    					<action type="command">input /echo Target out of range. %spell cancelled.</action>
    					<action type="return" />
    				</if>
    			</if>
    			
    			<!-- JA activation rules -->
    			<if status="engaged" Group="Naglering|Perdu Sickle|Algol">
    				<if BuffActive="Last Resort">
                        <if BuffActive="Souleater">
                            <action type="equip" when="engaged" set="ACC Last Resort" />
                        </if>
    					<elseif BuffActive="Diabolic Eye">
    						<action type="equip" when="engaged" set="ACC Last Resort" />
    					</elseif>
                        <else>
                            <action type="equip" when="engaged" set="Last Resort" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater|Diabolic Eye">
                            <action type="equip" when="engaged" set="Diabolic Eye" />
                        </if>
                        <else>
                            <action type="equip" when="engaged" set="Engage" />
                        </else>
                    </else>
    			</if>
     
    			<rule Spell="Stun" Group="Naglering|Perdu Sickle|Algol">
    				<action type="equip" set="Stun" when="precast" />
    				<!-- <action type="equip" when="aftercast"> -->
    				<if status="engaged">
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater|Diabolic Eye">
    							<action type="equip" when="done" set="Diabolic Eye" />
    						</if>
    						<else>
    							<action type="equip" when="done" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<if status="idle">
    					<action type="equip" when="done" set="Idle" />
    				</if>
    			</rule>
     
    			<rule Spell="Dread Spikes" Group="Naglering|Perdu Sickle|Algol">
    				<action type="equip" set="DreadSpikes" when="precast" />
                    <!-- <action type="equip" when="aftercast"> -->
    				<if status="engaged">
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater|Diabolic Eye">
    							<action type="equip" when="done" set="Diabolic Eye" />
    						</if>
    						<else>
    							<action type="equip" when="done" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<if status="idle">
    					<action type="equip" when="done" set="Idle" />
    				</if>
    			</rule>
     
    			<rule Skill="DarkMagic" Group="Naglering|Perdu Sickle|Algol">
    				<if spellNot="Stun">
    					<if spellNot="Dread Spikes">
    						<action type="equip" set="DarkMagic" when="precast" />
    						<if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
    							<if Element="Dark">
    								<action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
    							</if>
    						</if>
    					</if>
    				<if status="engaged">
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater|Diabolic Eye">
    							<action type="equip" when="done" set="Diabolic Eye" />
    						</if>
    						<else>
    							<action type="equip" when="done" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<if status="idle">
    					<action type="equip" when="done" set="Idle" />
    				</if>
    				</if>
    			</rule>
     
    			<rule Skill="EnfeeblingMagic" Group="Naglering|Perdu Sickle|Algol">
    				<action type="equip" when="precast" Set="EnfeeblingMagic" />
    					<if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
    						<if Element="Dark">
    							<action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
    						</if>
    					</if>
    				<if status="engaged">
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater|Diabolic Eye">
    							<action type="equip" when="done" set="Diabolic Eye" />
    						</if>
    						<else>
    							<action type="equip" when="done" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<if status="idle">
    					<action type="equip" when="done" set="Idle" />
    				</if>
    			</rule>
    			
    			<if Spell="Last Resort" Group="Naglering|Perdu Sickle|Algol">
    				<action type="equip" Set="Last Resort" />
    			</if>
    			<if Spell="Souleater|Diabolic Eye" Group="Naglering|Perdu Sickle|Algol">
    				<action type="equip" Set="Diabolic Eye" />
    			</if>
     
    			<rule CommandPrefix="/weaponskill" NotTPLT="100" Group="Naglering|Perdu Sickle|Algol">
    				<if Spell="Spinning Slash">
    					<action type="Equip" when="Precast" set="Spinning Slash" />
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<elseif Spell="Ground Strike">
    					<action type="Equip" when="Precast" set="Ground Strike" />
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</elseif>
    				<elseif Spell="Guillotine">
    					<action type="Equip" when="Precast" set="Guillotine" />
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</elseif>
    				<elseif Spell="Insurgency">
    					<action type="Equip" when="Precast" set="Insurgency" />
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</elseif>
    				<else>
    					<action type="Equip" when="Precast" set="WS" />
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="done" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="done" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</else>
    			</rule>
     
    			<!-- Dummy Spell for AutoExec to fire off in order to switch to melee gear from Last Resort gear when LR wears off while in combat. -->
     
    			<if spell="Water V" Group="Naglering|Algol|Perdu Sickle">
    				<if status="engaged">
    					<if BuffActive="Souleater|Diabolic Eye">
    						<action type="equip" when="precast" set="Diabolic Eye" />
    					</if>
    					<else>
    						<action type="equip" when="precast" set="Engage" />
    					</else>
    				</if>
    				<action type="cancelspell"/>
    				<action type="return"/>
    			</if>



    This is 90% of it. Post is too long, will continue on next post. If you may, please tell me the autoexec things that I need to do. Also, I don't know how to tell the difference between a 2.2 file and a 2.3 file so let me know if I need to upgrade this to 2.3.

    A few things:
    1) I designed this so that it will automatically switch group when I switch weapon.

    2) The two zerg groups you see are designed to be only used for zerg. Therefore, all the casting, JA, ws rules shouldn't apply to the two sets, if you see that they might, let me know as well.

    3) I would like to always use Rose Strap during campaign.

    4) Always use wyvern earring during /drg but not use it for WS.

    5) During BZ zerg, I switch in more haste after last resort wears. So check to see if I did that part right.

    6) I want my gears to change after buffs wear, as well as buffs active. I think the dummy spells are designed to do that with autoexec, which I have this line to active: <Register event="losebuff_Last Resort"> magic "Fire V" <t>

    7) I am not sure if error will occur if I have multiple buffs on. Since I can have LR, SE and Diabolic eye up, I think my rule covered it pretty well, but that is the most important part.

    8 ) I am pretty bad at the order of the rule, so point it out if I have the rule in bad order. I put the important ones on top as much as I can.

    9) I see that some ppl have alot of config on top of the spellcast, let me know if I need to add anymore.

    Thanks so much. I appreciate the help. :D

  14. #494
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    Spoiler: show
    Code:
    <!-- Dummy Spell for AutoExec to fire off in order to switch to melee gear from SE or DE gear when SE or DE wears off while in combat. -->
     
    			<if spell="Fire V" Group="Naglering|Algol|Perdu Sickle">
    				<if status="engaged">
    					<if BuffActive="Last Resort">
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="ACC Last Resort" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="ACC Last Resort" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Last Resort" />
    						</else>
    					</if>
    					<else>
    						<if BuffActive="Souleater">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</if>
    						<elseif BuffActive="Diabolic Eye">
    							<action type="equip" when="precast" set="Diabolic Eye" />
    						</elseif>
    						<else>
    							<action type="equip" when="precast" set="Engage" />
    						</else>
    					</else>
    				</if>
    				<action type="cancelspell"/>
    				<action type="return"/>
    			</if>
    			
    			<!-- Dummy Spell for AutoExec to fire off in order to switch to Engage 2 set during BZ zerg after LR wears. -->
     
    			<if spell="Stone V" Group="BZ">
    				<if status="engaged">
    					<action type="equip" when="precast" set="Engage 2" />
    				</if>
    				<action type="cancelspell"/>
    				<action type="return"/>
    			</if>
    
    <!-- Handle Elemental Obi's -->
    			<if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
    				<if Element="Dark">
    					<action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
    				</if>
    			</if>
    			
    			<!-- Timers for when sleep is wearing off. -->
     
    			<if advanced='"$SleepTimers"="1"'>
    				<if Spell="Sleep II">
    					<action type="command" when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; off in 45sec</action>
    					<action type="command" when="aftercast">wait 75;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15sec</action>
    					<action type="command" when="aftercast">wait 85;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5sec;spellcast var dec sleepid;</action>
    				</if>
    				<elseif Spell="Sleep">
    					<action type="command" when="aftercast">spellcast var inc sleepid;wait 30;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 30sec</action>
    					<action type="command" when="aftercast">wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15sec;spellcast var dec sleepid;</action>
    					<action type="command" when="aftercast">wait 55;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5sec;spellcast var dec sleepid;</action>
    				</elseif>
    			</if>
    
    			<!-- Equips haste/fastcast for ninjistu and automatically takes off your shadows midcast if you are casting utsu ni (or sneak for monomi) -->
    			<if Spell="Utsusemi*|Monomi*|Tonko*">				
    				<if SubJob="NIN">				
    					<equip When="Precast" Set="Cast"/>
    					<if spell="Utsusemi:*" Advanced='"CancelPlugin"=="1"'>
    						<if spell="*Ichi">
    							<if advanced='"$IchiOrNi"=="Ni"'>
    								<midcastdelay delay="2.8" />
    								<cmd when="midcast">cancel 66</cmd>
    							</if>
    							<var cmd="set IchiOrNi Ichi" />
    						</if>
    						<else>
    							<var cmd="set IchiOrNi Ni" />
    						</else>
    					</if>
    					<elseif spell="Monomi: Ichi" BuffActive="Sneak" Advanced='"CancelPlugin"=="1"'>
    						<action Type="Command" When="midcast">cancel 71</action>
    						<action Type="Midcastdelay" delay="2.5"/> 
    					</elseif>
    				</if>
    			</if>
    		</rules>
    </spellcast>


    This is the other 10% of it. Thank you again.

    Also, for some reason the tab doesn't show up so it looks like they are all in one line.... I don't know how to make it show up the way I wrote it...

  15. #495
    Insert witty title here
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    Phoenix

    Quote Originally Posted by Nameless View Post
    I don't know how to make it show up the way I wrote it...
    Use both the [spoiler] and [code] tags.

    I'll look at your XML while at work, but someone might beat me to a response.

  16. #496
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    Ok, fixed. Now they show up fine. Thank you.

    PS: Fixed the gear set lining part for easier reading. For some reason they didn't all line up the way I wrote it.

  17. #497
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    Valefor

    place holder for my reponse to nameless' xml (camping atm)

  18. #498
    Melee Summoner
    Join Date
    May 2009
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    Unicorn

    If I have a group setup specifically for when I'm in salvage would this code work to auto set that group? At work so I can't actually test this.

    Spoiler: show

    Code:
    <if area="Arrapago Remnants|Silver Sea Remnants|Zhayolm Remnants|Bhaflau Remnants" notgroup="salvage">
    <action type="command" when="aftercast|engaged|idle" >input /sc group salvage</action>

  19. #499
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    I went back and edited so they are showing up in code instead of quote. I didn't make new posts so in case you are camping new posts just refer to the old one.

  20. #500
    Melee Summoner
    Join Date
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    Unicorn

    Another question, is there a way to set it so windower won't pop up showing the log saying my group had changed?

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