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  1. #5461
    MOST RAD.
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    Thanks, I probably should have investigated the windower site more thoroughly.

  2. #5462
    a p. sweet dude
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    How would I write a rule that, if I use Dragon Kick or Tornado Kick, would first activate Footwork, and then equip my weaponskill gear?

  3. #5463
    An exploitable mess of a card game
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    Quote Originally Posted by millionsknives View Post
    Urg, I've just returned to the game after several years, and I'm having to update my Spellcast as apparently a few commands are outdated now. I'm rusty as fuck and can barely remember anything about it.

    I'm trying to get it so that whenever I engage in a battle as my RDM/NIN:
    1 - My battle gear is swapped in.
    2 - My sub weapon is equipped (this needs to be separate command after a /wait, as it errors when switching from a staff, saying my main one-handed is not yet equipped).
    3 - Both these weapons are then locked for the fight duration.
    4 - The battle ends and my weapons are unlocked, unless;
    5 - If I have TPGT 30, at which point my weapons stay locked.

    I can do all these commands individually and a few together, but can't get all 5 to work at once. Equiping my main and sub weapons when I start a fight clashes with me wanting to lock them in a fight, and delay commands don't seem to fix it.

    I'd really appreciate any help, as I've been researching and trying to fix this all day.

    Below is what I've got, but it doesn't work at all, so it might be best not to look at it haha ^^;

    Spoiler: show
    <if job="RDM/NIN">
    <equip when="resting" set="Resting-Gear" />
    <action type="equip" when="idle|engaged|aftercast" set="Battle-Gear" />
    <if Status="engaged">
    <cmd>input /wait 1; input /equip sub "myweapon"</cmd>

    <!--I don't know what to put here to delay the next lines until my weapons are equipped -->

    <if Status="Engaged">
    <action type="Disable" slot="main|sub|ranged" />
    </if>
    <else>
    <action type="Enable" slot="main|sub|ranged" />
    </else>
    <if TPGT="30">
    <action type="Disable" slot="main|sub|ranged" />
    </if>
    <else>
    <action type="Enable" slot="main|sub|ranged" />
    </else>
    <equip when="engaged" set="TP" />
    <if Status="Engaged">
    <equip when="aftercast" set="TP" />
    <changelock slot="main|sub|range" when="All" lock="true" />
    </if>
    <if EquipMain="NameOfWeaponHere" TPGT="30">
    <changelock slot="main|sub|range" when="All" lock="true" />
    </if>

    Quote Originally Posted by Xerlic View Post
    I finally got around to making an .xml for my BLM and it works pretty well. However, my gear isn't swapping to aftercast until the spell bar is > 90%. This is really noticeable when using a lot of fast cast gear on spells with long casting times like T5s and AMs. Is there any way around this other than manually setting the delay for each type of spell and changing to idle set via a command?
    No other way to do that. The issue with command is that the idle command will take effect if you hit the macro twice. Atm, if you hit the macro twice, you'll cast normally, but if you use command, the idle will equip at the request of the first macro even if you started the cast during the second macro.

    Quote Originally Posted by Obsidian View Post
    How would I write a rule that, if I use Dragon Kick or Tornado Kick, would first activate Footwork, and then equip my weaponskill gear?
    Code:
    <var name="Footwork">0</var>
            <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
                <command>wait 1.8;%Spell %SpellTargetRaw;</command>
                <command>Footwork</command>
                <cancelspell />
                <return />
            </if>
            <if spell="Footwork">
                <var Cmd="set Footwork 1" />
                <command>wait 300;sc var set Footwork 0</command>
            </if>

  4. #5464
    The Tower
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    I've been trying out Motenten's summoner xml but I've been having some problems relating to PetIsValid (keeps insisting a pet isn't out even when it is) and also sets not resetting to idle in postcast particularly after release. How might I go about addressing this?

  5. #5465
    Chram
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    Helps if you can be a little more detailed.

    Under what conditions is it giving that message? What were you attempting to do, after which actions, which avatars, etc. Is it an addtochat error message from the xml, or is it that Spellcast itself is not recognizing a valid pet?

  6. #5466
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    My apologies for the lack of detail, and thank you for taking the time to reply. Here's a few examples:
    On using Garuda's Fleet Wind, 'No valid pet.' appears in the chat log in light red.
    The same message is sent to the log when using assault, magical BP's (Aero IV used) and physical BP's (Predator Claws), and also Release upon input of the command.
    This applies to all avatars.

    The xml is also not resetting to idle after releasing instead getting stuck in hastecast but does reset correctly after ceasing resting or casting a different spell such as stoneskin, so I have a feeling that may be related to the first issue.

  7. #5467
    Chram
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    I'm not able to replicate the problem. Have you verified that your resources are up to date, and that you have version 2.46 of Spellcast?

  8. #5468
    a p. sweet dude
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    Quote Originally Posted by Yugl View Post

    Code:
    <var name="Footwork">0</var>
            <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
                <command>wait 1.8;%Spell %SpellTargetRaw;</command>
                <command>Footwork</command>
                <cancelspell />
                <return />
            </if>
            <if spell="Footwork">
                <var Cmd="set Footwork 1" />
                <command>wait 300;sc var set Footwork 0</command>
            </if>
    I tried this, but all it did was loop trying to use Footwork over and over, and it didn't seem to try equipping my weapon skill gear either.

  9. #5469
    An exploitable mess of a card game
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    Was this during Salvage by chance?

  10. #5470
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Negative, just outside Jeuno. I wasn't actually engaged, just hit my Tornado Kick macro, and it started looping.

  11. #5471
    An exploitable mess of a card game
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    Try couching the first rule within <if status="engaged">?

  12. #5472
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    Quote Originally Posted by Motenten View Post
    I'm not able to replicate the problem. Have you verified that your resources are up to date, and that you have version 2.46 of Spellcast?
    My version of spellcast had fallen behind, as you suspected; apparently the method you used for PetIsValid hadn't been implemented as of 2.44. Thanks.

  13. #5473
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    Quote Originally Posted by Obsidian View Post
    I tried this, but all it did was loop trying to use Footwork over and over, and it didn't seem to try equipping my weapon skill gear either.
    <var name="Footwork">0</var>
    <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
    <command>wait 1.8;%Spell %SpellTargetRaw;</command>
    <command>Footwork</command>
    <cancelspell />
    <return />
    </if>
    <if spell="Footwork">
    <var Cmd="set Footwork 1" />
    <command>wait 300;sc var set Footwork 0</command>
    </if>

    The way this is written to me your in a continuous loop because of the <command>wait 1.8;%Spell %SpellTargetRaw;</command> is run before footwork is set and will execute over and over before hitting the footwork line.

    Basically I would change it slightly to something more like:
    <var name="Footwork">0</var>
    <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
    <command>Footwork;</command>
    <command>wait 1.8;%Spell %SpellTargetRaw;</command>
    <cancelspell />
    <return />
    </if>
    <if spell="Footwork">
    <var Cmd="set Footwork 1" />
    <command>wait 300;sc var set Footwork 0</command>
    </if>

  14. #5474
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    Ok, im really a noob when it comes to spellcast. I tried a brief search but didnt see anything that helped me.
    What i want to do is a rule where on mnk, when i use impetus, it locks the tantra body +2 for everything, and uses ganesha's mask for tp only.

    http://pastebin.com/LcB4iPyC

    That's my spellcast im trying with

  15. #5475
    An exploitable mess of a card game
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    Quote Originally Posted by kenshyn View Post
    <var name="Footwork">0</var>
    <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
    <command>wait 1.8;%Spell %SpellTargetRaw;</command>
    <command>Footwork</command>
    <cancelspell />
    <return />
    </if>
    <if spell="Footwork">
    <var Cmd="set Footwork 1" />
    <command>wait 300;sc var set Footwork 0</command>
    </if>

    The way this is written to me your in a continuous loop because of the <command>wait 1.8;%Spell %SpellTargetRaw;</command> is run before footwork is set and will execute over and over before hitting the footwork line.

    Basically I would change it slightly to something more like:
    <var name="Footwork">0</var>
    <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
    <command>Footwork;</command>
    <command>wait 1.8;%Spell %SpellTargetRaw;</command>
    <cancelspell />
    <return />
    </if>
    <if spell="Footwork">
    <var Cmd="set Footwork 1" />
    <command>wait 300;sc var set Footwork 0</command>
    </if>
    This line works for composure, so the order shouldn't matter. The 1.8 wait is to ensure the use of the JA and use the WS subsequently. I think the line is missing <if notBuffactive="Footwork"> which is why the loop occurs.

    <if notBuffactive="Footwork" Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>

    This should fix the issue.

  16. #5476
    An exploitable mess of a card game
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    Quote Originally Posted by Caerloc View Post
    Ok, im really a noob when it comes to spellcast. I tried a brief search but didnt see anything that helped me.
    What i want to do is a rule where on mnk, when i use impetus, it locks the tantra body +2 for everything, and uses ganesha's mask for tp only.

    http://pastebin.com/LcB4iPyC

    That's my spellcast im trying with
    Code:
    		<if Status="Engaged" 
    			<if mode="OR" spell="Impetus" BuffActive="Impetus">
    				<equip when="all">
    					<body lock="t">Tantra Cyclas +2</body>
    					<head>Ganesha's Mask</head>
    				</equip>
    			</if>
    		</if>
    ???

  17. #5477
    Chram
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    Of course, depending on where you put that rule, you can end up with undesirable results. For example, it would likely prevent AF body from being equipped for Chakra.

    In general, try to avoid using locks. You only use locks when you're absolutely sure you don't want that item swapped under any circumstances (eg: enchantment items where you're waiting for the timer to count down).

    For what you have above, you only want to make sure those pieces are in place for timing of: engaged, aftercast (if status=engaged; may want to use AF2+2 body/Ocelomeh head for regen when idle), and when using a weaponskill. Use something like Yugl's code (but without the lock or the typo) immediately after <equip>s you have for the above timings (though you don't have to check for status="engaged" during weaponskills, or in the autoset region for when="engaged", and you'll use when="aftercast" instead of when="all").

  18. #5478
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    Quote Originally Posted by Yugl View Post
    Code:
    		<if Status="Engaged" 
    			<if mode="OR" spell="Impetus" BuffActive="Impetus">
    				<equip when="all">
    					<body lock="t">Tantra Cyclas +2</body>
    					<head>Ganesha's Mask</head>
    				</equip>
    			</if>
    		</if>
    ???
    <if mode="OR" spell="Impetus" BuffActive="Impetus"> this line gave me an "error reading attributes"

  19. #5479
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    Quote Originally Posted by Motenten View Post
    Of course, depending on where you put that rule, you can end up with undesirable results. For example, it would likely prevent AF body from being equipped for Chakra.

    In general, try to avoid using locks. You only use locks when you're absolutely sure you don't want that item swapped under any circumstances (eg: enchantment items where you're waiting for the timer to count down).

    For what you have above, you only want to make sure those pieces are in place for timing of: engaged, aftercast (if status=engaged; may want to use AF2+2 body/Ocelomeh head for regen when idle), and when using a weaponskill. Use something like Yugl's code (but without the lock or the typo) immediately after <equip>s you have for the above timings (though you don't have to check for status="engaged" during weaponskills, or in the autoset region for when="engaged", and you'll use when="aftercast" instead of when="all").
    If im getting it right, i remove when=all and put when=aftercast and remove the lock? will that use tantra+2 during ws aswell?

  20. #5480
    Chram
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    Quote Originally Posted by Caerloc View Post
    If im getting it right, i remove when=all and put when=aftercast and remove the lock? will that use tantra+2 during ws aswell?
    For the bit you just specified, no. That will only make sure you're wearing it for TP (assuming it's enclosed in a status="engaged" check). You'd set up separate instances of the rule for during weaponskills (inside the type="weaponskill" block), and on engage (spell="autoset" block).

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