They don't equip because the game needs to recognize that you have a 2H main equipped first. SC inputs the equip too quickly to do so. Use:
<command>input /equip sub "NameofGearWithQuotes"</command>
They don't equip because the game needs to recognize that you have a 2H main equipped first. SC inputs the equip too quickly to do so. Use:
<command>input /equip sub "NameofGearWithQuotes"</command>
Pet ready moves and spell cancels (stoneskin, sneak, etc) that happen different times than pre/mid/aftercast is all I can think of for most of my xmls. The big one would be healing breath swaps. That one abuses the hell out of pre/mid/aftercast swaps in the one I use, not that I'm ever on dragoon, though.
So im fairly noob to spellcast(always did everything with windower macros) but since i finally picking up a mage i figure its about time...
So i was wondering if theres a way to set a delay before switching to your resting gear. Ideally stay in refresh gear until just before the first resting tic then switch to HMP gear
You might can do a castdelay on autoset (dunno if you'd actually want to do that, though).
I dont necessarily want a overly complex spellcast which is what most templates for job spellcasts seem to be, but i have been trying to write xmls for dnc to have it use my relic gloves +2 when fan dance is on and relic legs +2 when saber dance is on and haste set when neither is on. I really dont want to use trigger spells or anything to do this jsut something simple, because everything i have tried doesnt seem to want to work. this is prolly my latest try to get it to work but i dont really get why it wouldnt. I can modify it to fit it in with other JAs and aftercasts or whatever but if anyone could help me with the basic coding for it to work it would be appreciated. I have been testing by using fan or saber dance and engagin mobs to see if it worked. both sets fan and saber use haste set as the base.
<if status="Engaged">
<if BuffActive="Fan Dance">
<action type="Equip" set="Fan" />
</if>
<elseif BuffActive="Saber Dance">
<action type="Equip" set="Saber" />
</elseif>
<else>
<action type="Equip" set="Haste" />
</else>
</if>
<if status="engaged">
<if buffactive="Fan Dance">
<equip when="engaged|aftercast" set="Fan Dance" />
</if>
<elseif buffactive="Saber Dance">
<equip when="engaged|aftercast" set="Saber Dance" />
</elseif>
<else>
<equip when="engaged|aftercast" set="Haste" />
</else>
</if>
Spoiler: show
Any reason why my geomancer spellcast isn't working?
Try this
Code:<elseif spell="Geo-Poison"> <!-- Check if /Heal Break is active --> <if advanced='"$SkillUp" == "1"'> <!-- Fix the SkillCycle varaible in case the SMN SKILL Segment boinked it --> <if advanced='("$SkillCycle"="7" OR "$SkillCycle"="8") OR "$SkillCycle"="9"'> <var cmd="set SkillCycle 1" /> <command when="aftercast">wait 3;input /ma "Geo-Poison"</command> <cancelspell /> </if> <!-- Check if your MP is low --> <if Mode="OR" NOTMPGT="38" MP="38"> <if notspell="blink"> <command when="precast">input /heal on;wait $RestTime;input /heal off;wait 2;input /ma "Indi-Poison"</command> <cancelspell /> </if> <else> <command when="aftercast">input /heal on;wait $RestTime;input /heal off;wait 2;input /ma "Indi-Poison"</command> </else> </if> <!-- Geomancy Skill Cycling --> <elseif advanced='"$SkillCycle" == "1"'> <command when="aftercast">wait 4;input /ja "Full Circle";wait 2;input /ma "Geo-Poison"</command> <var cmd="set SkillCycle 2" /> <changespell spell="Geo-Poison" /> <Changetarget target="<t>"/> </elseif> <elseif advanced='"$SkillCycle" == "2"'> <command when="aftercast">wait 4;input /ja "Full Circle";wait 2;input /ma "Geo-Poison"</command> <var cmd="set SkillCycle 1" /> <changespell spell="Geo-Torpor" /> <Changetarget target="<t>"/> </elseif> </if> </elseif>
anyone know why this spellcast won't load in game? i am getting this error.
XML Parsing Error Line 0 Failed to open file.
Spoiler: show
Do you have the include XML saved as an include XML?
Ok thankyou Yugl. what u gave me was basically what i had tried at points and it wasnt working but i just figured it out what wasnt workin all these months!
(Also When it was trying to put on the saberdance set it was giving me "You were unable to change your equipped items." errors too)
<set Name="Fan" BaseSet="Haste">
<hands>Etoile Bangles +2</hands>
</set>
<set Name="Saber" BaseSet="Haste">
<hands>Etoile Tights +2</hands>
</set>
Thats right i was tryin to wear my pants on my hands! Want to bash my head against the wall right now cause that small mistake was killin me for months now. And this explains why in dynamis the other night i noticed it had my step accuracy gloves on instead of my haste gloves when it was sposed to be wearing my saber dance pants after every step i used.
Couple weeks back i had a weird situation on my SCH xml where my resting set had baseset=idle and for somereason when it put on resting set it would equip only the resting items and nothing from the baseset. and anything that had the resting set in it as a base was only puttin the set+ resting but not the baseset of the resting stuff (the idle set). Seemed to work with anything else i used if it wasnt the resting set.
Anyone can point me out the tag to use for misc items (echo drops, remedy, etc) to use along with Gearcollector? Is it <item> </item>? I tried the random question thread, but no one answered me. Help would be appreciated!
ok i just swapped over to mr motentens v4 xmls and now I am getting line 0 errors can't open the file.
I thought I had all the includes and stuff, and last time i had this problem it was that the files were txt and not xml, so i fixed that this time around. all 7 or 8 files having the same problem, so i am missing something basic.
here is my whm xml as an example.
http://pastebin.com/a8Z0GCNK
I have mote-config-include and mote-rules-include in the same folder, made them xml too. thanks for any help. I also have the include file from v3, maybe that is wrong???
EDIT: I think I figured it out, my mote rules and config files were xml, but had _r4 in the name still, and when i look at the job xml, they don't. So I renamed the rules and config file, will test after work today.
Sorry I haven't searched or looked through the entire thread, but is there a nice simple way to do an add to chat about what sets are being equiped and when?
It is very hard, for instance, for me to make sure I have all my gear sets proper for my whm because I have like 76% cure cast time, so by the time i can press ctrl e to open the equipment screen, the gear has already changed.
Or is there another way to make sure? I just switched to motentens new v4, and I want to make sure I have all the gear in the right place. For instance, i use my thf to farm in aby 95% of the time. I am not sure if that is tp normal normal or tp critical.
One general question - fast cast versus haste for casting and recast times. I always want to go with fast cast in a slot if possible, up to the 50% cap, and then haste on top of that if possible. For instance, nares cap beats whalahra turban right? 10% fc vs 5% haste?
and finally, I noticed motenten has the possibility on thf to equip oynos dagger for haste then switch back to your offhand damage dagger. I use delve dagger and sword, and I have read on other forums sylow and byrth talk about reducing your dps if you offhand a "lower than delve damage weapon" I am thinking that it isn't worth messing with this feature due to lower dps that the haste proc wouldn't make up for, is this right?
ShowGearSwaps? That wouldnt tell you it the gear actually equipped, but it would tell you what spellcast is trying to equip.
For casting, fast cast (or Arts enhancement gear, for sch) is the only thing that matters. For recast, you're dealing with a combination of fast cast and haste, where fast cast's effect is 1/2 of what it would be for the casting phase (eg: 2% fast cast on Loquacious Earring reduces recast timers by 1%).
For fast cast vs haste, given equal values, you'd want to add the one you already have more of. Think of it like choosing between haste and DW for melee. For unequal values, you just have to do the math to see which is more of an improvement.
From my limited checks, given equal delays for main and offhand, you want the offhand weapon to have a D rating of at least 50% of the mainhand in order for it to be an improvement over single-wielding. Oynos doesn't fit that profile when used with Delve weapons, but it has a unique effect that trumps that rule -- Additional Effect: Haste. If mainhanding Aphotic, Oynos offhand with Haste beats Macoquetza offhand without. If mainhanding Izhiikoh, Oynos offhand with Haste beats Aphotic offhand without.
However once you get a Haste proc, obviously the better offhand weapon is preferable. The stronger your alternate offhand option, the more TP you can afford to drop when switching from Oynos to X, and the less TP you want to drop when switching from X to Oynos.
Switching from Oynos to X, losing 30 TP, you lose pretty much nothing. Swapping at 50-60 TP means you need an extra weaponskill cycle to make up the difference. Swapping back to Oynos, you want to try to do it at lower TP if you can. Oynos without Haste is going to be weaker than your alternative offhand, but the sooner you swap, the sooner you get Haste back up.
I think I'll do some rewriting of the code, though, so that (if using the Oynos auto-swapping) it just swaps to Oynos offhand in aftercast if you don't have Haste on when you weaponskill. That simplifies the changeover.
I'm still new to Spellcast, even though it been around forever. However I have a quick question. I've been using Mote's PLD r4 (Awesome script btw, thx!). My question is, I see there is a set called PDT and MDT. Now i know whenever a spell or JA or WS is used, SC knows what to equip, however how does the PDT and MDT set work? I havent seen any gear swap difference between when im being hit or when something is casting on me, so I'm assuming there must be another way this gets activated?