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  1. #521
    Insert witty title here
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    You could do a custom variable.

    <var name="Head">Seer's Crown +1</var>
    <var name="Seer">Seer's Crown +1</var>
    <var name="Circ">Republic Circlet</var>

    Then, in your sets, have your head equip slot look like:
    <head>$Head</head>

    Then, in game, if you want republic circlet, type "//sc var set head $circ" to swap it to the republic circlet or "//sc var set head $Seer" to go back to the other piece.

    That's the best I could think of. =/

  2. #522
    Sinner
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    Quote Originally Posted by Ropeydonkey View Post
    I use a (heavily) modified version of this XML, your problem is *probably* to do with the convert set / max MP gear locks?

    I find the BIGGEST issue (and the one that pisses me off most) is swapping Vermy in and out as it can leave me hat-less (grr) and I cant find what line(s) of the XML can cause it Ive even removed the head gear from the Vert/MP gear locks.
    Are any hat changes before the line that tells vermy to equip/unequip? Thinking about it that doesn't make sense that way but it could be an order of commands issue

  3. #523
    Relic Weapons
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    Quote Originally Posted by Ropeydonkey View Post
    I use a (heavily) modified version of this XML, your problem is *probably* to do with the convert set / max MP gear locks?

    I find the BIGGEST issue (and the one that pisses me off most) is swapping Vermy in and out as it can leave me hat-less (grr) and I cant find what line(s) of the XML can cause it Ive even removed the head gear from the Vert/MP gear locks.

    Also, for people that get to grips with this version of this XML, you can use elements of this to make cool variables for melee XMLs i.e. setting variables that react to mob EVA etc. Ill paste my version maybe when I get home.

    But yeah, you need to find the situation that gear appears NOT to swap out, I suggest it may be when you are at or near MaxMP - just a thought.
    This seems to have fixed the problem, thanks a million.

    Edit: I removed the MP locks altogether.

  4. #524
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    <if Advanced='"%EquipMain"=="Bahamut's Zaghnal"' NotGroup="BZ">
    <command when="Aftercast|Engaged|Idle">input /sc group BZ</command>
    </if>

    Quick question. It seems like the xml file doesn't like the ' in Bahamut's Zaghnal. How do I fix that?

    Second of all, it seems like it will only load the group if I engage. Since for zerging I will want the equips to be loaded right away when I change my weapon, how do I make it work that way? Autoexec or dummy spell are fine if you can find a way to make it work. Thank you.

  5. #525
    Sea Torques
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    Quote Originally Posted by Nameless View Post
    <if Advanced='"%EquipMain"=="Bahamut's Zaghnal"' NotGroup="BZ">
    <command when="Aftercast|Engaged|Idle">input /sc group BZ</command>
    </if>

    Quick question. It seems like the xml file doesn't like the ' in Bahamut's Zaghnal. How do I fix that?

    Second of all, it seems like it will only load the group if I engage. Since for zerging I will want the equips to be loaded right away when I change my weapon, how do I make it work that way? Autoexec or dummy spell are fine if you can find a way to make it work. Thank you.
    first I think your syntax can be simplified:

    Code:
    <if EquipMain="Bahamut's Zaghnal"' NotGroup="BZ">
                <command when="Aftercast|Engaged|Idle">input /sc group BZ</command>
    </if>
    second there's no way to trigger an event based on changing equips unfortunately.
    SC only uses the 'equipx' check as more of a conditional.

    Code:
    <if mode="or" buffactive="blood weapon" spell="blood weapon">
    	<equip when="precast|midcast|aftercast" set="Blood"/>
    	<action type="return" />
    </if>
    This is what I use once BW is used, it triggers 'zerg mode'. The "return" makes sure all other rules are blocked until BW fades, it's like a short circuit/path of least resistance. SC will look at it and say "Oh Blood Weapon active, ignore everything else".

    Hope that helps. (More importantly I hope I understood what you were trying to do)

  6. #526
    Insert witty title here
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    Quote Originally Posted by Nameless View Post
    <if Advanced='"%EquipMain"=="Bahamut's Zaghnal"' NotGroup="BZ">
    <command when="Aftercast|Engaged|Idle">input /sc group BZ</command>
    </if>

    Quick question. It seems like the xml file doesn't like the ' in Bahamut's Zaghnal. How do I fix that?

    Second of all, it seems like it will only load the group if I engage. Since for zerging I will want the equips to be loaded right away when I change my weapon, how do I make it work that way? Autoexec or dummy spell are fine if you can find a way to make it work. Thank you.
    Since you're not likely to have more than one "bahamut's" weapon equipped on your Dark Knight, you could change it to:
    <if advanced='"%EquipMain"=="Bahamut*"' notgroup="BZ">

    Spellcast gets cranky with ' marks when they're in rules, but the only Bahamut weapon you'll have is the scythe, so just use the wildcard.

  7. #527
    Relic Horn
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    Xanthe Celaeno
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    The reason you're having trouble with the apostrophe in Bahamut's Zaghnal is because you start your advanced rule with one as well. The one in the name prematurely closes the Advanced attribute. I'm not sure if Spellcast supports escape sequences in attributes, but you can try replacing Bahamut's Zaghnal with Bahamut\'s Zaghnal. The backslash tells the parser to treat the apostrophe as a literal ' and not a special character.

  8. #528
    Cerberus
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    Trollbane

    Hey, very quick question:
    Code:
    <if Advanced='"%WeatherElement" = "$AvatarElement"'>
    Been using this in my current spellcast for about 3 months now, and haven't had a problem with it... but with the latest patch, I'm having problems. I'm in Dynamis now, and it's registering as having wind weather active, rather than dark weather. Also doesn't proc on my Drain/Aspir macros. Was there something else I needed to update?

  9. #529
    Old Merits
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    hmmm the * didn't work, as well as the \. Need to think of a way to make this work....

    EquipMain="Bahamut's Zaghnal" didn't work too

  10. #530
    Sinner
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    Someone already mentioned it, just use "Bahamut*"

  11. #531
    Chram
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    I recall reading that there are some areas you need to use html entities to get them working right (such as <me> needing &lt ;me&gt ; -- spaces inserted to prevent the forum from escaping them). As such you can probably use Bahamut&apos ;s Zaghnal (remove the space before the semicolon).

    Also, the simplified EquipMain="Bahamut's Zaghnal" suggestion had an extra apostrophe left in, so if you copy/pasted that it probably wouldn't work.

  12. #532
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    Bahamut* didn't work as stated.

    EquipMain="Bahamut's Zaghnal" also didn't work as I noticed the ' in the end and hand typed it in.

    I will try the way you suggested Motenten. Thank you.

  13. #533
    Smells like Onions
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    Alexander

    If you're still having trouble with it, in the past I have created variables for equipment with apostrophes:

    <var name="BahZag">Bahamut's Zaghnal</var>

    <if Advanced='"%EquipMain"=="$BahZag"' NotGroup="BZ">
    <command when="Aftercast|Engaged|Idle">input /sc group BZ</command>
    </if>

  14. #534
    That SpellCast Guy
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    Sorry I haven't been very active in this thread lately, been ridiculously busy at work the last while. Also apologies to the multiple people that have sent me Spellcast files to look at, I'll try to get through them as soon as possible.

    For Nameless' problem,

    Code:
    <if EquipMain="Bahamut's Zaghnal">
    should work just fine, are you sure that the rule isn't triggering, or maybe it's just that your command action isn't working right? Try this code at the top of your rules:

    Code:
    <if EquipMain="Bahamut's Zaghnal">
        <action type="addtochat">Detected Bahamut's Zaghnal</action>
    </if>
    Then equip the Zaghnal, and do any action, a JA/spell/whatever, and see if that line gets added to the chatlog.

  15. #535
    Hydra
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    Byr Urumet
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    Tip:

    Since I am a Samurai, to manage my sets efficently taking in account the right amount of Store TP.

    I named my sets like this "%EquipMain% + %EquipSub%" and in the action equip, I've put the same thing. My gears changes depends on the weapon and grip I use.

    Edit:
    I named my sets like this "Hagun + Pole Grip" and in the action equip, I've put"%EquipMain% + %EquipSub%". My gears changes depends on the weapon and grip I use.

    This is what I meant.

  16. #536
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    Just found this out guys... the reason BZ doesn't work is that it is actually not Bahamut's Zaghnal, it is actually Bahamut Zaghnal. Yes it has a 's in the equipment box, but when you look at it in your inventory, it doesn't have a 's... Kinda funny but now it works that I took the 's out of my spellcast...

  17. #537
    Hydra
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    Quote Originally Posted by Nameless View Post
    Just found this out guys... the reason BZ doesn't work is that it is actually not Bahamut's Zaghnal, it is actually Bahamut Zaghnal. Yes it has a 's in the equipment box, but when you look at it in your inventory, it doesn't have a 's... Kinda funny but now it works that I took the 's out of my spellcast...
    Could be patched via addressing a bug on windower.net to ressources.xml if i'm not mistaken ?

  18. #538
    Relic Horn
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    Quote Originally Posted by Eole View Post
    Could be patched via addressing a bug on windower.net to ressources.xml if i'm not mistaken ?
    That's not a bug. Spellcast uses the inventory names, abbreviations and all, when determining the item name. I don't have one myself so abbreviation issues didn't come to mind.

  19. #539
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    Spoiler: show
    Code:
    <if Skill="DarkMagic" Group="Naglering|Perdu|Algol">
                <if spellNot="Stun">
                    <if spellNot="Dread Spikes">
    		    <equip set="FastCast" when="precast" />
    		    <midcastdelay delay="0.5"/>
                        <equip set="DarkMagic" when="midcast" />
                        <if weather="Dark">
    			<if Element="Dark">
    			  <equip when="midcast">
    				<waist lock="t">Anrin Obi</waist>
    			  </equip>
    			</if>
    		    </if>
    		    <if day="Darksday">
    			<if Element="Dark">
    			  <equip when="midcast">
    				<waist lock="t">Anrin Obi</waist>
    			  </equip>
    			</if>
    		    </if>
                    </if>
                    <if status="engaged">
                        <if BuffActive="Last Resort">
                            <if BuffActive="Souleater">
                                <equip when="done" set="ACC Last Resort" />
                            </if>
                            <elseif BuffActive="Diabolic Eye">
                                <equip when="done" set="ACC Last Resort" />
                            </elseif>
                            <else>
                                <equip when="done" set="Last Resort" />
                            </else>
                        </if>
                        <else>
                            <if BuffActive="Souleater|Diabolic Eye">
                                <equip when="done" set="Diabolic Eye" />
                            </if>
                            <else>
                                <equip when="done" set="Engage" />
                            </else>
                        </else>
                    </if>
                    <if status="idle">
                        <equip when="done" set="Idle" />
                    </if>
                </if>
            </if>


    A few questions. First of all, I can't seem to get Anrin Obi to swap in. I tested it in Dynamis (double dark weather), and it didn't work. May you guys take a look at the rule and see if it makes sense?

    Note: I have seperate rule for stun and dread spike, hense the "spellnot" rule. Feel free to simplify that as well. Also, a big chunk of the rules involve the aftercast gear set depending on buff, so if something doesn't look right, feel free.

    Spoiler: show
    Code:
    <!-- JA activation rules -->
            <if status="engaged" Group="Naglering|Perdu|Algol">
                <if BuffActive="Last Resort">
                    <if BuffActive="Souleater">
                        <equip when="engaged" set="ACC Last Resort" />
                    </if>
                    <elseif BuffActive="Diabolic Eye">
                        <equip when="engaged" set="ACC Last Resort" />
                    </elseif>
                    <else>
                        <equip when="engaged" set="Last Resort" />
                    </else>
                </if>
                <else>
                    <if BuffActive="Souleater|Diabolic Eye">
                        <equip when="engaged" set="Diabolic Eye" />
                    </if>
                    <else>
                        <equip when="engaged" set="Engage" />
                    </else>
                </else>
            </if>

    Spoiler: show
    Code:
    <!-- JA Activation Rules -->
    	<if Spell="Last Resort" Group="Naglering|Perdu|Algol">
    		<if BuffActive="Souleater|Diabolic Eye">
    			<equip set="ACC Last Resort" />
    		</if>
    		<else>
    			<equip Set="Last Resort" />
    		</else>
            </if>
            <if Spell="Souleater|Diabolic Eye" Group="Naglering|Perdu Sickle|Algol">
    		<if BuffActive="Last Resort">
    			<equip set="ACC Last Resort" />
    		</if>
    		<else>
    			<equip Set="Diabolic Eye" />
    		</else>
            </if>


    Second, since I am new to spellcast, I didn't know that if I try to active a JA that is cooling off, it will still change me to that gear set. Is that supposed to happen? Here are two sets, I don't know if they are redundant.

    Spoiler: show
    Code:
    <if BuffActive="Terror|Petrification|Stun" Group="Naglering|Algol|Perdu">
    			<equip when="AfterCast|Idle|Engaged" set="Ohshit"/>
    </if>


    Last, for some reason my ohshit set isn't working. A few time during dynamis I got stunned and I see no change in gears. Feel free to point out what I need to add to it.

    Thank you.

  20. #540
    Old Merits
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    Obis:

    Spoiler: show
    Code:
    <if spellNot="Stun">
        <if spellNot="Dread Spikes">
    		<equip set="FastCast" when="precast" />
    		    <midcastdelay delay="0.5"/>
                        <equip set="DarkMagic" when="midcast" />
                        <if Advanced='("%WeatherElement" = "Dark" OR "%DayElement" = "Dark") >
    			  <midcastdelay delay="1"/>
    			  <equip when="midcast">
    				<waist lock="t">Anrin Obi</waist>
    			  </equip>
    			</if>
    	</if>
    </if>
    <if status="engaged">
    .....


    That should work, but I wrote this at work so can check for syntax errors or typos.

    Yes spellcast will equip sets if you try to use a JA before it is able to be reused, you can stop this happening, you just set up a delay timer and vars to do it. eg:

    Spoiler: show
    Code:
    <if spell="composure" Advanced='("$ChangeComposure" = "0")'>
    	<action Type="Var" Cmd="set ChangeComposure 1" />
    %SpellTargetRaw;</action>
    	<action Type="Command">Composure;wait 300; sc var set ChangeComposure 0</action>
    </if>
    <else>
    	<action Type="CancelSpell" />
    	<action Type="Return" />
    </else>


    The above code is simplifed snippet from my composure rule (simplified to illustrate the point). It basically only allows me to use composure if a var = 0, and when I use composure it sets it to 1, then after 300 second wait (composure recast) it sets the var to 0 again. you can do this will all your JAs.

    I assume you know that spellcast won't change your gear 'on event' you have to do an 'action' (dumpy spells) in order for it to parse the rules and then change your gear. If you did do an 'action' then I am not sure why the rule wouldn't work.

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