Thanks, I probably should have investigated the windower site more thoroughly.
Thanks, I probably should have investigated the windower site more thoroughly.
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?
<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>
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.
Code:<var name="Footwork">0</var> <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'> <command>wait 1.8;%Spell %SpellTargetRaw;</command> <command>Footwork</command> <cancelspell /> <return /> </if> <if spell="Footwork"> <var Cmd="set Footwork 1" /> <command>wait 300;sc var set Footwork 0</command> </if>
I've been trying out Motenten's summoner xml but I've been having some problems relating to PetIsValid (keeps insisting a pet isn't out even when it is) and also sets not resetting to idle in postcast particularly after release. How might I go about addressing this?
Helps if you can be a little more detailed.
Under what conditions is it giving that message? What were you attempting to do, after which actions, which avatars, etc. Is it an addtochat error message from the xml, or is it that Spellcast itself is not recognizing a valid pet?
My apologies for the lack of detail, and thank you for taking the time to reply. Here's a few examples:
On using Garuda's Fleet Wind, 'No valid pet.' appears in the chat log in light red.
The same message is sent to the log when using assault, magical BP's (Aero IV used) and physical BP's (Predator Claws), and also Release upon input of the command.
This applies to all avatars.
The xml is also not resetting to idle after releasing instead getting stuck in hastecast but does reset correctly after ceasing resting or casting a different spell such as stoneskin, so I have a feeling that may be related to the first issue.
I'm not able to replicate the problem. Have you verified that your resources are up to date, and that you have version 2.46 of Spellcast?
Was this during Salvage by chance?
Negative, just outside Jeuno. I wasn't actually engaged, just hit my Tornado Kick macro, and it started looping.
Try couching the first rule within <if status="engaged">?
<var name="Footwork">0</var>
<if Spell="Dragon Kick|Tornado Kick" Advanced='("$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='("$Footwork" = "0")'>
<command>Footwork;</command>
<command>wait 1.8;%Spell %SpellTargetRaw;</command>
<cancelspell />
<return />
</if>
<if spell="Footwork">
<var Cmd="set Footwork 1" />
<command>wait 300;sc var set Footwork 0</command>
</if>
Ok, im really a noob when it comes to spellcast. I tried a brief search but didnt see anything that helped me.
What i want to do is a rule where on mnk, when i use impetus, it locks the tantra body +2 for everything, and uses ganesha's mask for tp only.
http://pastebin.com/LcB4iPyC
That's my spellcast im trying with
This line works for composure, so the order shouldn't matter. The 1.8 wait is to ensure the use of the JA and use the WS subsequently. I think the line is missing <if notBuffactive="Footwork"> which is why the loop occurs.
<if notBuffactive="Footwork" Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'>
This should fix the issue.
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").
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).