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  1. #561
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
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    Spoiler: show

    Code:
    <?xml version="1.0" ?>
    <spellcast>
    	<config
    		language = "NA"
     		ShowSpellInfo="False"
    		ShowGearSwaps="False"
    		Debug="False"
    		Autoloadxmljobchange="True" />
    	<sets>
     
    		<group default="yes" name="drk">
    			<set name="Idle" baseset="TP">
    				<hands>Abyss Gauntlets</hands>
    				<legs>Crimson Cuisses</legs>
    				<feet>Abyss Sollerets</feet>
    			</set>
    
    			<set name="TP">
    				<ammo>Fire Bomblet</ammo>
    				<head>Walahra Turban</head>
    				<lear>Brutal Earring</lear>
    				<rear>Assault Earring</rear>
    				<neck>Peacock Charm</neck>
    				<body>Hauberk +1</body>
    				<back>Forager's Mantle</back>
    				<hands>Dusk Gloves</hands>
    				<lring>Ulthalam's Ring</lring>
    				<rring>Rajas Ring</rring>
    				<waist>Swift Belt</waist>
    				<legs>Homam Cosciales</legs>
    				<feet>Dusk Ledelsens</feet>
    			</set>
    
    			<set name="DE TP" baseset="TP">
    				<ammo>Bomb Core</ammo>
    				<body>Askar Korazin</body>
    			</set>
     
    			<set name="Haste" baseset="TP">
    				<head>Walahra Turban</head>
    				<hands>Dusk Gloves</hands>
    				<waist>Swift Belt</waist>
    				<feet>Dusk Ledelsens</feet>
    			</set>
     
    			<set name="Dark" baseset="TP">
    				<head>Chaos Burgeonet</head>
    				<neck>Dark Torque</neck>
    				<lear>Abyssal Earring</lear>
    				<rear>Dark Earring</rear>
    				<hands>Crimson Fng. Gnt.</hands>
    				<legs>Abyss Flanchard</legs>
    			</set>
     
    			<set name="Enfeebling_skill" baseset="TP">
    				<body>Chaos Cuirass</body>
    				<feet>Abyss Sollerets</feet>
    			</set>
     
    			<set name="Stun" baseset="TP">
    				<neck>Dark Torque</neck>
    				<legs>Abyss Flanchard</legs>
    				<rear>Dark Earring</rear>
    			</set>
     
    			<set name="FastCast" baseset="TP">
    				<rear>Loquac. Earring</rear>
    			</set>
     
    			<set name="WSSpinning">
    				<head>Chs. Burgeonet +1</head>
    				<neck>Breeze Gorget</neck>
    				<body>Hecatomb Harness</body>
    				<hands>Alkyoneus's Brc.</hands>
    				<lear>Triumph Earring</lear>
    				<legs>Black Cuisses</legs>
    				<waist>Warwolf Belt</waist>
    				<lring>Triumph Ring</lring>
    				<feet>Hecatomb Leggings</feet>
    			</set>
     
    			<set name="WSGround">
    				<head>Chaos Burgeonet</head>
    				<neck>Breeze Gorget</neck>
    				<body>Hecatomb Harness</body>
    				<lear>Triumph Earring</lear>
    				<hands>Alkyoneus's Brc.</hands>
    				<legs>Black Cuisses</legs>
    				<waist>Warwolf Belt</waist>
    				<lring>Triumph Ring</lring>
    				<feet>Hecatomb Leggings</feet>
    			</set>
     
    			<set name="DayGuillotine" baseset="TP">
    				<ammo>Bomb Core</ammo>
    				<head>Champion's Galea</head>
    				<neck>Snow Gorget</neck>
    				<lear>Brutal Earring</lear>
    				<rear>Triumph Earring</rear>
    				<body>Hauberk +1</body>
    				<hands>Alkyoneus's Bracelets</hands>
    				<lring>Flame Ring</lring>
    				<rring>Rajas Ring</rring>
    				<back>Forager's Mantle</back>
    				<waist>Warwolf Belt</waist>
    				<legs>Black Cuisses</legs>
    				<feet>Hecatomb Leggings</feet>
    			</set>
    			
    			<set name="NightGuillotine" baseset="DayGuillotine">
    				<rear>Vampire Earring</rear>
    			</set>
     
    			<set name="WSSpiral">
    				<head>Chaos Burgeonet</head>
    				<neck>Justice Torque</neck>
    				<lear>Triumph Earring</lear>
    				<body>Hecatomb Harness</body>
    				<hands>Alkyoneus's Brc.</hands>
    				<legs>Black Cuisses</legs>
    				<waist>Warwolf Belt</waist>
    				<feet>Hecatomb Leggings</feet>
    			</set>
     
    		</group>
     
    	</sets>
     
    	<rules>
    		<if mainjob="drk">
     
    		<if skill="EnfeeblingMagic">
    		<if spell="Sleep*|Bind">
    			<action type="equip" when="precast">
    				<rear>Loquac. Earring</rear></action>
    			<action type="equip" when="midcast" set="Enfeebling_Skill" />
    			<action type="equip" when="after" set="TP" />
     
    		</if>
    		</if>
     
    		<if skill="DarkMagic">
    		<if spell="Drain*|Aspir|Bio*|Dread Spikes" notspell="Absorb*|Stun|">
    			<action type="equip" when="precast">
    				<rear>Loquac. Earring</rear></action>
    			<action type="equip" when="midcast" set="Dark" />
    			<action type="equip" when="aftercast" set="TP" />
     
    		</if>
    		</if>
     
    		<if spell="Stun" notspell="Drain*|Aspir|Absorb*|Bio*|">
    			<action type="equip" when="precast">
    				<rear>Loquac. Earring</rear></action>
    			<action type="equip" when="midcast" set="Stun" />
    			<action type="equip" when="aftercast" set="TP" />
     
    		</if>
     
    		<if spell="Drain*|Aspir|Bio*">
    		<if Weather="Dark">
    			<action type="Equip" when="midcast">
    				<waist lock="true">Anrin Obi</waist>
    			</action>
    		</if>
    		<if Day="Darksday">
    			<action type="Equip" when="midcast">
    				<waist lock="true">Anrin Obi</waist>
    			</action>
    		</if>
    		</if>
    		</if>
     
    		<if TimeLT="18.01" TimeGT="6.00">
    			<action type="var" cmd="set DayOrNight Day"/>
    		</if>
    			<else>
    				<action type="var" cmd="set DayOrNight Night"/>
    			</else>	
    
    		<if commandprefix="/weaponskill|/ws">
    			<if mode="OR" advanced='%spelltargetdistance &gt; 3.9' tplt="100">
    				<action type="cancelspell" />
    				<action type="return" />
    			</if>
    			<elseif spell="Guillotine|Insurgency">
    				<equip when="precast" set="$DayOrNightGuillotine"/>
    				<equip when="aftercast" set="TP"/>
    			</elseif>
    			
    		</if>
     
    		<if spell="autoset">
     
    			<if status="Idle">
    				<action type="equip" when="idle" set="Idle"/>
    			</if>
    			<elseif status="engaged">
    				<if buffactive="Diabolic Eye">
    					<action type="equip" when="aftercast" set="DE TP"/>
    				</if>
    				<else>
    					<action type="equip" when="aftercast" set="TP"/>
    				</else>
    			</elseif>
     
    		</if>
     
     
    	</rules>
     
    </spellcast>

    How does this look?

    EDIT: http://pastebin.com/m749efb0b

  2. #562
    Sinner
    Join Date
    Dec 2006
    Posts
    2,240
    BG Level
    7

    Something tells me the <if spell="autoset"> is unnecessary...

    Spoiler: show
    Code:
    <if BuffActive="Diabolic Eye">
    	<action type="equip" when="idle" set="idle" />
    	<action type="equip" when="engaged" set="DE TP" />
    </if>
    <else>
    	<action type="equip" when="idle" set="idle" />
    	<action type="equip" when="engaged" set="TP" />
    </else>


    Try that, I modified what I use for rdm and just changed group rule to buffactive rule, which worked fine on mini-test I did in game

  3. #563
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    50,796
    BG Level
    10

    Thanks, that works. Only thing is it doesn't change the equips if I use DE while engaged. I have to disengage then re-engage to get it to swap. I'm assuming I have to perform some kind of action for SC to recognize the buff is there?

  4. #564
    Sinner
    Join Date
    Dec 2006
    Posts
    2,240
    BG Level
    7

    throw in //sc Set "DE TP" in your DE macro, or see below

    Edit:
    Code:
    <if Spell="Diabolic Eye">
    	<action type="equip" when="aftercast" set="DE TP" />
    </if>

  5. #565
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    50,796
    BG Level
    10

    Thanks, that did the trick. One last question. When I use a spell it swaps me back to my normal TP gear after the cast. How do I set it up when I use spells to recognize which set to swap back to afterwards?

  6. #566
    Sinner
    Join Date
    Dec 2006
    Posts
    2,240
    BG Level
    7

    Sorry for wait, took a random nap, you have it set to equip TP set after casting a spell for everything, change rules to similar to following (can copy past the <if> and <else> bits)

    Spoiler: show
    Code:
    <if skill="EnfeeblingMagic">
    <if spell="Sleep*|Bind">
    	<action type="equip" when="precast">
    	<rear>Loquac. Earring</rear></action>
    	<action type="equip" when="midcast" set="Enfeebling_Skill" />
    		<if NotBuffActive="Diabolic Eye">
    			<action type="equip" when="after" set="TP" />
    		</if>
    		<else>
    			<action type="equip" when="after" set="DE TP" />
    		</else>
    </if>
    </if>

  7. #567
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    50,796
    BG Level
    10

    Thanks for everything. It's all working smoothly now.

  8. #568
    Ridill
    Join Date
    Oct 2006
    Posts
    18,369
    BG Level
    9
    FFXIV Character
    Sath Fenrir
    FFXIV Server
    Cactuar
    FFXI Server
    Fenrir

    Does anyone have any COR rules that put on a steel bullet for WS and revert back to shit bullets for pulling / tping? Would be super helpful :Q

  9. #569
    Sea Torques
    Join Date
    Jun 2007
    Posts
    716
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by SathFenrir View Post
    Does anyone have any COR rules that put on a steel bullet for WS and revert back to shit bullets for pulling / tping? Would be super helpful :Q
    just add steel bullets to the "ammo" on your WS set.

    the rest:

    Code:
    <if CommandPrefix="/ra*">
    	<equip when="precast|midcast" set="Ranged" />
    	<action type="aftercastdelay" delay="3" />
    </if>
    just add that to like the first line after your auto sets and you'll be all set. Adjust the aftercast delay accordingly, and make a "ranged" set that includes "TP Bullets".

    EDIT: I think you need to delay the WS action a little to allow for the gear change between ammos actually.

    EDIT 2:

    Code:
    <elseif Type="WeaponSkill">
    	<if TPGT="99">
    		<if TargetDistanceLT="14" notbuffactive="Flash">
    			<action type="castdelay" delay="1" />
    			<equip when="precast|midcast" set="Weapon Skill" />
    		</if>
    		<else>
    			<action type="AddToChat" color="39">Target is too far away or you have the effect: "Flash".</action>
    			<action type="cancelspell"/>
    		</else>
    	</if>
    </elseif>
    That should work..

  10. #570
    Ridill
    Join Date
    Oct 2006
    Posts
    18,369
    BG Level
    9
    FFXIV Character
    Sath Fenrir
    FFXIV Server
    Cactuar
    FFXI Server
    Fenrir

    Great, thanks.

  11. #571
    The Sig...
    Join Date
    Apr 2005
    Posts
    4,934
    BG Level
    7
    FFXI Server
    Sylph

    Quick question, idk why but when I try to cure with <stpc> its only curing myself.

    I'm using Aikar's WHM file.

  12. #572
    Sinner
    Join Date
    Dec 2006
    Posts
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    Quote Originally Posted by Ohemgee View Post
    Quick question, idk why but when I try to cure with <stpc> its only curing myself.

    I'm using Aikar's WHM file.
    Code:
    		<!--if SpellTarget="&lt;t&gt;" TargetType="MONSTER" NotValidTarget="*Enemy*" ValidTarget="*Self*">
    			<action type="changetarget" target="&lt;me&gt;" />
    		</if>
    Do you have that but without the '!--'? If you're targetting the monster, <stpc> won't change target off monster, so it'll read <t> as the monster, and redirect the spell

    Code:
    		<if SpellTargetType="MONSTER" NotValidTarget="*Enemy*" ValidTarget="*Self*">
    			<action type="changetarget" target="&lt;me&gt;" />
    		</if>
    That might do it too but SpellTargetType should pick up <stpc>, but assuming you just copy-pastad and changed gear that's only other thing I can see, though if you skimmed over the first code and thought 'that's a good idea' then you may have enabled it

  13. #573
    The Sig...
    Join Date
    Apr 2005
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    FFXI Server
    Sylph

    So change:

    Code:
    </if>
    		<!-- utility: if targetting a monster, but casting a spell that can not be cast on monsters, then cast on self (buffs). -->
    		<if SpellTargetType="MONSTER" NotValidTarget="*Enemy*" ValidTarget="*Self*">
    			<action type="changetarget" target="&lt;me&gt;" />
    		</if>	
    		<if SpellTargetType="NONE" ValidTarget="*Self*">
    			<action type="changetarget" target="&lt;me&gt;" />
    		</if>
    To the latter? It looks fishy, didn't know what rule it was to change it

  14. #574
    Sinner
    Join Date
    Dec 2006
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    7

    No, both of my pasted codes are in the xml by default, both may be causing the issue if you naturally default to targetting the monster to watch its HPP value go down (I know I do)

  15. #575
    The Sig...
    Join Date
    Apr 2005
    Posts
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    FFXI Server
    Sylph

    Well I don't exactly default to target the monster, what code should I have (or remove) that will enable this:

    /ma cure3 <stpc>

    to work without curing myself or without having to target someone and manually macro it, because I use f1-6 or w/e to target people

    *edit
    Removed all that jazz and it worked

  16. #576
    Insert witty title here
    Join Date
    Jun 2007
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    6
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    Phoenix

    I have to get rid of default target stuff in spellcast and just make my macros <stpc>, <stnpc>, or just <t> depending on the spell. Default target is more annoying than anything, IMO.

  17. #577
    Sinner
    Join Date
    Dec 2006
    Posts
    2,240
    BG Level
    7

    I think one or both of you are mistaking my use of 'default target' as a spellcast thing where I'm meaning tabbing around until your target is the monster because you'd rather watch its HP go down

  18. #578
    Old Merits
    Join Date
    Apr 2009
    Posts
    1,174
    BG Level
    6
    FFXI Server
    Valefor

    Quote Originally Posted by Esvedium View Post
    I have to get rid of default target stuff in spellcast and just make my macros <stpc>, <stnpc>, or just <t> depending on the spell. Default target is more annoying than anything, IMO.
    So much of this it is unreal.

    Aikar uses it in his BLM xml and within about 10 seconds of testing it I got pissed of with it and cut the whole section out.

    I just right my macros to be <stpt>, <stal> or <me> depending on what they are.

    If I really can't afford to be tabing, I make a macro <targetname>, but that's rare.

  19. #579
    Cerberus
    Join Date
    Sep 2007
    Posts
    472
    BG Level
    4
    FFXIV Character
    Phede Mihnao
    FFXIV Server
    Midgardsormr
    FFXI Server
    Quetzalcoatl

    What's the most effective way to have spellcast involving recast?

    Rules section (the part I had problems with is written in comments now to prevent it bugging the hell out of everyday performance).
    Code:
    <if spell="Mage's Ballad II">
                <if advanced='"$Ballad2"=="Up"'>
                    <action when="midcast" type="Var" cmd="set Ballad2 Down" />
                    <action when="aftercast" type="command">
                    wait 5;
                    sc var set Ballad2 Up
                    </action>
                </if>    
                <!--<elseif advanced='"$Ballad2"=="Down"'>
                    <action type="Changespell" spell="Mage's Ballad" />
                    <action when="midcast" type="command">
                    sc var set Ballad2 Up
                    </action>
                </elseif>-->
                </if>
    And variables section:
    Code:
    <variables>
            <!--This is where you would define custom variables for SpellCast-->
            <var name="MinuetIV">Up</var>
            <var name="MadrigalB">Up</var>
            <var name="Ballad2">Up</var>
            <var name="March2">Up</var>
            <var name="BalladHorn">Yes</var>
        </variables>
    Basically what I WANT to specifically have is a setup that lets me cast the higher tier song if available based on recast, and then the second highest one if I need that instead. The above setup works more or less 80% of the time. What will eventually happen is that the variable won't get set back to "UP" for some reason, causing me to randomly use the lower tier spell instead. Is there a setup that would more effectively cover this?

    Also, is there a possible spellcast variable or setup that will automatically adjust the settings back to up if I get the spell interrupted? Getting stunned or a little bit of lag can cause my spell to stop and need to reset the whole thing, which is one of the most annoying problems with this setup.

  20. #580
    Salvage Bans
    Join Date
    Nov 2008
    Posts
    959
    BG Level
    5
    FFXIV Character
    San Solara
    FFXIV Server
    Balmung
    FFXI Server
    Asura

    Did anyone ever find a workaround to the max mp set issue from a few pages ago? I was having the same problem, and wasn't sure if I just missed the fix.

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