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  1. #5481
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    Quote Originally Posted by Yugl View Post
    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.
    So spellcast executes all those commands in parallel? I thought commands where executed in sequential order as written. I guess my way keeps it simple control the execution never have a issue.

    Basically the footwork variable must be set and buff active before the <command>wait 1.8;%Spell %SpellTargetRaw;</command> is executed ergo this line if that is the case cool beans I still take full control less issues to worry about timing.

  2. #5482
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    Hi. I'm trying to have an alias set a variable command between my thTP and my TP sets.

    Code:
    <rules>
    		 <if status="engaged">
    		    <action type="equip" when="engaged" set="$thTPOrTP" />
    			<action type="equip" when="aftercast" set="$thTPOrTP" />
    		 </if>
    		 <if spell="Flare">
    			<cancelspell />
    			<if type="var" cmd="$TP">
    		 <action type="var" cmd="set thTPOrTP thTP"/>
    			</if>
    			<else type="var" cmd="$thTP">
    		 <action type="var" cmd="set thTPOrTP TP"/>
    			</else>
    			</if>
    		 <if notstatus="engaged">
    		   <action type="equip" when="aftercast" set="Moving" />	
               <action type="equip" when="idle" set="Moving" />		   
    		 </if>
    I know something is wrong but I'm not quite sure what it is.

  3. #5483
    An exploitable mess of a card game
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    Quote Originally Posted by Caerloc View Post
    <if mode="OR" spell="Impetus" BuffActive="Impetus"> this line gave me an "error reading attributes"
    Motenten means to add the rule to the bottom of the XML instead of using locks. The error is the first line btw.

    <if status="Engaged"> was missing the right side.

    Quote Originally Posted by kenshyn View Post
    So spellcast executes all those commands in parallel? I thought commands where executed in sequential order as written. I guess my way keeps it simple control the execution never have a issue.

    Basically the footwork variable must be set and buff active before the <command>wait 1.8;%Spell %SpellTargetRaw;</command> is executed ergo this line if that is the case cool beans I still take full control less issues to worry about timing.
    He said the buff was spamming, so I assume the buff was active. The line shouldn't activate once the JA occurs since the JA changes the variable. He could try adding the variable change to the line, but that would mean manually using the JA doesn't affect the variable.

    Quote Originally Posted by blackmail View Post
    Hi. I'm trying to have an alias set a variable command between my thTP and my TP sets.

    Code:
    <rules>
    		 <if status="engaged">
    		    <action type="equip" when="engaged" set="$thTPOrTP" />
    			<action type="equip" when="aftercast" set="$thTPOrTP" />
    		 </if>
    		 <if spell="Flare">
    			<cancelspell />
    			<if type="var" cmd="$TP">
    		 <action type="var" cmd="set thTPOrTP thTP"/>
    			</if>
    			<else type="var" cmd="$thTP">
    		 <action type="var" cmd="set thTPOrTP TP"/>
    			</else>
    			</if>
    		 <if notstatus="engaged">
    		   <action type="equip" when="aftercast" set="Moving" />	
               <action type="equip" when="idle" set="Moving" />		   
    		 </if>
    I know something is wrong but I'm not quite sure what it is.
    An example:
    <if Spell="SpellHere">
    <if advanced='"$Variable"="VariableValueHere"'>
    <var cmd="set Variable NewVariableValue" />
    </if>
    <else>
    <var cmd="set Variable VariableValueHere" />
    </else>
    </if>

  4. #5484
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    Quote Originally Posted by Yugl View Post

    An example:
    <if Spell="SpellHere">
    <if advanced='"$Variable"="VariableValueHere"'>
    <var cmd="set Variable NewVariableValue" />
    </if>
    <else>
    <var cmd="set Variable VariableValueHere" />
    </else>
    </if>
    THIS! Thanks! I didn't realize this was how you make a clause on a variable. Thanks!

  5. #5485
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    Quote Originally Posted by Yugl View Post



    He said the buff was spamming, so I assume the buff was active. The line shouldn't activate once the JA occurs since the JA changes the variable. He could try adding the variable change to the line, but that would mean manually using the JA doesn't affect the variable.
    Interesting what I read was a continuous loop spam which would happen if the footwork ja isnt't executed before the ws is called again like I said unless its done in parallel if we take a part the statements the separate commands

    So these 2 commands must be executed in parallel and not sequential order and that's what I am trying to understand as a programmer just means how you handle the command tags:

    the WS triggers the rule during the execution of wait 1.8 footwork is actually run so the two commands are done parallel which is good to know'

    <command>wait 1.8;%Spell %SpellTargetRaw;</command>
    <command>Footwork</command>
    <cancelspell />

    If I change the command sequence to the following:

    <command> footwork; wait 1.8;%Spell %SpellTargetRaw; </command>

    footwork would have to execute first and sets the variable and buff before the ws is ever executed ie wouldn't require any other variables other than the initial match <if Spell="Dragon Kick|Tornado Kick" Advanced='("$Footwork" = "0")'> so curious of the order of execution in spellcast I do huge chains of commands so just trying to understand actually how commands are handled and it appears multiple commands are executed in parallel if your version is working as intended.

  6. #5486
    An exploitable mess of a card game
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    Should be parallel.

    Footwork > Wait 1.8 > Original command

    Composure's rule:

    Composure > Wait 1.8 > Original command (The buff spell)

    Good way to test is to do multiple command without wait and see if you crash lol.

  7. #5487
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    Quote Originally Posted by Yugl View Post
    Should be parallel.

    Footwork > Wait 1.8 > Original command

    Composure's rule:

    Composure > Wait 1.8 > Original command (The buff spell)

    Good way to test is to do multiple command without wait and see if you crash lol.
    Yeah I might play around with it this weekend since I need to fix my auto bard and blu mage spellcasts for my multi boxing mules. Something crashing my spellcasts on zoning and haven't found a decent solution yet. Whats still strange is that the variable isn't blocking the test when footwork is executed the footwork var should be set to 1 and the ws footwork test should fail without looping maybe I will play with it this weekend as well.

  8. #5488
    Smells like Onions
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    I am using Motenten SMN_r3 XML. Shiva can't cast Sleepga and its show "... A command error occurred" even I use manual or /ClassTrigger .sleep

    But there no problem when Diabolos casts Nightmare

  9. #5489
    Chram
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    Hmm. It's another issue with player spells vs pet commands.

    Since all triggers are under the Spells category, and thus intrinsically "/ma ClassTrigger .sleep", when I use ChangeSpell/ChangeTarget, it ends up being "/ma Sleepga <stnpc>" instead of "/pet Sleepga <stnpc>". Since I doubt you're smn/blm, you have no Sleepga spell, so you get the command error.

    In addition, I found I can't simply convert it to "/raw /pet Sleepga &lt;stnpc&gt;". It will work for <t>, but not <stnpc>. Picking a target apparently re-converts it to the blm spell.

    So, the sequence needed is:
    /ma ClassTrigger .sleep --> convert to "/pet Sleepga <stnpc>" --> Spellcast converts to "/ma Sleepga <stnpc>"
    Allow "/ma Sleepga <stnpc>" to pass through, trap "/ma Sleepga [target]" --> convert to "/pet Sleepga <lastst>"

    That seems to work.

    In addition, I tweaked the ClassTriggers to split Wards up into (mostly) offensive wards and defensive wards. Check the code for which are which. The class triggers are now .OffBuff and .DefBuff instead of .buff and .buff2.

    Also set it to return to palette 1 if you tried to use a pet ClassTrigger and had no pet, assuming summoning macros are on palette 1 and pacts and stuff are on palette 2+.

  10. #5490
    Hydra
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    Bismarck

    Re: Completed Spellcast XMLs Thread (HIGHLY recommend donators to register with Pastebin.com)

    Since you trapped that and converted it would that prevent you from casting sleepga on the off chance you were /blm?

    Can't think of many situations you would actually be doing that though.

  11. #5491
    Chram
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    Fenrir

    Yes, but only if you have Shiva out, so should hopefully not conflict much.

  12. #5492
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    Thank you very much! I usually sj sch or whm while playing smn, your latest smn xml good for me ^^

  13. #5493
    THFONRY
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    Odin

    With GearCollector, do you need 2 separate files for different items for different subjobs, or is there some set up I can do in my xml to only collect if i'm /nin or /dnc.

    EDIT: Also this should work properly right:

    Code:
    <if Zone="Dynamis*" TargetHPPGT="75" Spell="*step">
    			<equip when="precast">
                                <hands>Assassin's Armlets +2</hands>
                                <feet>Raid. Poulaines +2</feet>
    			</equip>
    			<action type="aftercastdelay" delay="1" />
                            <action type="equip" when="aftercast" set="Attack"/>
               </if>

  14. #5494
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    This is a question that's not directly a spellcast issue but is related to binding.

    I use an x-box 360 controller and in order to utilize that z triggers (the longitudinal "gun triggers") I use a program called joy2key. It allows me to use a push to talk hot key as 1 and I was hoping to use the other trigger as an bind key to be aliased to a spell that would perform a different function for each spellcast. (IE swap in and out th for thf, var cmd set rancor items in or out for nin, etc).

    The keys I usually would use are up near the numpad like "del," "home", and "insert."

    However, when I set-up a bind for the key to the spell, the keyboard button works, whereas, the controller map doesn't trigger it. I've tested using letter keys and pushing the mapped trigger to an alpha-numeric character yields the character in chat for the game.

    This leads me to believe that the mapping is working properly, however, a controller mapped key to be bound does not?

    Is there anything in autoexec or in binding/aliasing that would recognize direct keyboard input but not mapped keys?

    Do you have any other keys that you might suggest?

  15. #5495
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    Can you do entire commands instead of a single key when using the controller? If so, just make the button do //stuff instead.

  16. #5496
    Cerberus
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    Wanted to revisit a question I asked a few years ago and got different answers to.

    I generally use CastDelay of 0.3 for JA and WS. I have read that you need the delay for gear to take effect, like on meditate or flee, etc. Others have said it doesn't matter unless lag is outstandingly bad. Is there any more solid info on if I should keep the delay or just remove it entirely?

    Any info helping would be amazing, thank you.

  17. #5497
    Chram
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    I leave it at the default (which I don't believe has any specific value, and may well be 0), and have never had any problems with getting gear effects such as enhanced Meditate.

  18. #5498
    Cerberus
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    Quote Originally Posted by Motenten View Post
    I leave it at the default (which I don't believe has any specific value, and may well be 0), and have never had any problems with getting gear effects such as enhanced Meditate.
    So dont add castdelay lines at all then? what about lag?

  19. #5499
    Chram
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    Lag depends on your system, and the complexity of your spellcast. There's no set value.

  20. #5500
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    So say I'm making VW specific sets, but only want to change a few items in my TP sets to accommodate for the haste gain via atma.

    This should work, right?

    Code:
    <group name="Outside" default="yes">
      <set name="TP-Ragnarok">
        ---
      </set>
      <set name="TP-Ragnarok-6HIT">
        ---
      </set>
      <set name="TP-Ukonvasara">
        ---
      </set>
      <set name="TP-Bravura">
        ---
      </set>
    </group>
    <group name="Voidwatch" inherit="Outside">
      <set name="TP-*">
        ---
      </set>
      <set name="TP-*-6HIT">
        ---
      </set>
    </group>
    or even this;
    Code:
    <group name="Voidwatch" inherit="Outside">
      <set name="TP-*|TP-*-6HIT">
        ---
      </set>
    </group>

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