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  1. #6341
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    Thank you.

  2. #6342
    Puppetmaster
    Join Date
    Sep 2012
    Posts
    66
    BG Level
    2

    anyone know what is wrong with this xml? I am getting an around around line 348

    http://pastebin.com/uaAJLaMY

  3. #6343
    New Spam Forum
    Join Date
    Sep 2008
    Posts
    150
    BG Level
    3
    FFXI Server
    Phoenix

    BRD XML Problem

    http://pastebin.com/An2vi1au

    First problem I have is when I use my Daurdabla toggle and I'm idling, it doesn't switch me to my idle set anymore. Second problem: when I use Troubadour/Nightingale I'm only allowed to cast 1 song via macro. Any macro after that acts like it's a blank macro basically and I have to either menu cast or manually type the spell while the JAs are up.

    Posted this on GW also.

  4. #6344
    New Spam Forum
    Join Date
    Sep 2008
    Posts
    150
    BG Level
    3
    FFXI Server
    Phoenix

    Quote Originally Posted by Vyrr View Post
    http://pastebin.com/An2vi1au

    First problem I have is when I use my Daurdabla toggle and I'm idling, it doesn't switch me to my idle set anymore. Second problem: when I use Troubadour/Nightingale I'm only allowed to cast 1 song via macro. Any macro after that acts like it's a blank macro basically and I have to either menu cast or manually type the spell while the JAs are up.

    Posted this on GW also.
    All issues fixed.

  5. #6345
    Requiescat in pace.
    Join Date
    Dec 2008
    Posts
    1,341
    BG Level
    6
    FFXI Server
    Lakshmi

    Quote Originally Posted by blasphemy View Post
    anyone know what is wrong with this xml? I am getting an around around line 348

    http://pastebin.com/uaAJLaMY

    Code:
                           <elseif Spell="Vorpal Blade">
    
                                    <action type="equip" when="precast" set="Vorpal">
    
                                    </action>
    
                            </elseif>
    
                            <elseif Spell="Requiescat">
    
                                    <action type="equip" when="precast" set="WS">
    
                                    </action>
    
                            </elseif>
    This is a bit sloppy. Doubt it's causing any issues but should probably be cleaned up nonetheless.


    Notepad++ isnt giving me any errors. What are you using that is complaining about line 348?

  6. #6346
    A. Body
    Join Date
    Jun 2007
    Posts
    4,446
    BG Level
    7
    FFXIV Character
    Sir Taint
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus

    I keep getting a the same error with my Spellcast.

    Spellcast: Did not find Set: Idle-$IdleDefense-Refresh in Group: SCH

    My goal is to make a Hybrid idle set for SCH just like melee have Hybrid TP sets. So it will swap in certain key pieces if toggled. (terra,Dring etc)

    Full SC http://pastebin.com/u/bwool40


    Spoiler: show
    Code:
    <?xml version="1.0" ?>
    <------Special Thanks to Yugl for his help!----------->
    
    <-------	Toggles: Macro = /ja Tigger#
    		Trigger0 = 
    		Trigger1 = 
    		Trigger2 = 
    		Trigger3 = N/A
    		Trigger4 = 
    		Trigger5 = 
    		Trigger6 = N/A
    		Trigger7 = 
    		Trigger8 = N/A
    		Trigger9 = N/A
    	PDT Macro = /ja PhysycialDefense
    	MDT Macro = /ja MagicalDefense ------>
    
    <spellcast>
    	<config
    		RequireVersion="2.45"
    		ShowGearSwaps="False"
    		Debug="False"
    		ShowSpellInfo="False"
    	/>
    	
    	<sets>
    		<group name="SCH" default="true">
    			<set name="None|Off|Bypass" />
    			<set name="IdleMovement" />
    			<set name="Twilight" />
                <set name="Idle-Off-Refresh">
    				<main>Terra's Staff</main>
                    <body>Heka's Kalasiris</body>
                    <hands>Serpentes Cuffs</hands>
                    <feet>Serpentes Sabots</feet>
                    <legs>Nares trews</legs>
                    <head>Nefer Khat</head>
                    <neck>Wiglen Gorget</neck>
    				<rring>Sheltered ring</rring>
    				<lring>Paguroidea Ring</lring>
                    <rear>Gifted Earring</rear>
                    <waist>Hierarch Belt</waist>
                    <back>Umbra Cape</back>
                    <ammo>Incantor stone</ammo>
                    <sub>Pax Grip</sub>
                    <lear>Loquacious earring</lear>
                </set>
    			<set name="Idle-Off-Stun">
    				<main>Apamajas II</main>
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <sub>Arbuda Grip</sub>
    				<ammo>Hasty Pinion</ammo>
    				<body>Hedera cotehardie</body>
    				<waist>Goading belt</waist>
    				<hands>Bokwus gloves</hands>
    				<legs>Bokwus slops</legs>
    				<feet>Argute loafers +2</feet>
    				<lring>Prolix ring</lring>
    				<rring>Strendu ring</rring>
    				<rear>Psystorm earring</rear>
    				<lear>Lifestorm earring</lear>
    				<back>Swith cape</back>
                </set>
    			<set name="Idle-On-Refresh" Baseset="Idle-Off-Refresh">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>	
    			<set name="Idle-On-Stun" Baseset="Idle-Off-Stun">
    			</set>
    			
    			<set name="PDT">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>
    			<set name="MDT">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>			
                <set name="Elemental Magic">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <head>Nares Cap</head>
                    <legs>Rubeus Spats</legs>
                    <waist>Cognition Belt</waist>
                    <hands>Tethyan cuffs +3</hands>
                    <feet>Svnt. Loafers +2</feet>
                    <back>Romanus Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Demon's Ring</rring>
                    <neck>Stoicheion Medal</neck>
                    <lear>Moldavite Earring</lear>
                    <rear>Hecate's Earring</rear>
                    <ammo>Snow Sachet</ammo>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="Magic Accuracy">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <hands>Argute Bracers</hands>
                    <legs>Portent Pants</legs>
                    <feet>Svnt. Loafers +2</feet>
                    <waist>Penitent's Rope</waist>
                    <back>Altruistic Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Spiral Ring</rring>
                    <head>Nares Cap</head>
                    <neck>Savant's Chain</neck>
                    <lear>Cass. Earring</lear>
                    <rear>Helenus's Earring</rear>
                    <ammo>Savant's Treatise</ammo>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="MND" baseset="Magic Accuracy">
                    <body>Savant's Gown +2</body>
                    <hands>Svnt. Bracers +2</hands>
                    <feet>Teal Pigaches</feet>
                    <back>Aslan Cape</back>
                    <waist>Penitent's Rope</waist>
                    <legs>Savant's Pants +2</legs>
                    <head>Teal Chapeau</head>
                    <neck>Savant's Chain</neck>
                    <lring>Solemn Ring</lring>
                    <rring>Neptune's Ring</rring>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="Enhancing Magic" baseset="Haste">
                    <legs>Portent Pants</legs>
                    <neck>Colossus's Torque</neck>
                    <main>Kirin's Pole</main>
                    <head>Svnt. Bonnet +2</head>
                    <body>Anhur Robe</body>
                    <ammo>Savant's Treatise</ammo>
                </set>
                <set name="Haste">
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <sub>Arbuda Grip</sub>
    				<ammo>Haste Pinion</ammo>
    				<body>Hedera cotehardie</body>
    				<waist>Goading belt</waist>
    				<hands>Bokwus gloves</hands>
    				<legs>Bokwus slops</legs>
    				<feet>Argute loafers +2</feet>
    				<lring>Prolix ring</lring>
    				<rring>Strendu ring</rring>
    				<rear>Psystorm earring</rear>
    				<lear>Lifestorm earring</lear>
                </set>
                <set name="Dark Magic" baseset="Magic Accuracy">
                    <main>Atinian Staff</main>
                    <body>Scholar's Gown +1</body>
                    <legs>Portent Pants</legs>
                    <neck>Aesir Torque</neck>
                    <feet>Augur's Gaiters</feet>
                    <waist>Goading Belt</waist>
                    <head>Walahra Turban</head>
                    <lear>Cass. Earring</lear>
                    <rear>Helenus's Earring</rear>
                </set>
                <set name="Cure">
                    <main>Chatoyant Staff</main>
                    <body>Heka's Kalasiris</body>
                    <hands>Bokwus Gloves</hands>
                    <neck>Phalaina Locket</neck>
                </set>
                <set name="Impact">
                    <main>Atinian Staff</main>
                    <body>Twilight Cloak</body>
                </set>
                <set name="Helix">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <hands>Svnt. Bracers +2</hands>
                    <waist>Penitent's Rope</waist>
                    <legs>Rubeus Spats</legs>
                    <feet>Svnt. Loafers +2</feet>
                    <head>Nares Cap</head>
                    <back>Romanus Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Demon's Ring</rring>
                    <lear>Moldavite Earring</lear>
                    <rear>Hecate's Earring</rear>
                    <neck>Stoicheion Medal</neck>
                    <sub>Bugard Strap +1</sub>
                    <ammo>Snow Sachet</ammo>
                </set>
                <set name="Convert">
                </set>
                <set name="Resting" baseset="Idle-*-*">
                    <main>Chayoyant Staff</main>
                </set>
                <set name="Fast Cast">
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <feet>Scholar's Loafers</feet>
    				<body>Anhur Robe</body>
    				<back>Swith Cape</back>
    				<lring>Prolix ring</lring>
    				<lear>Loquacious earring</lear>
    				<waist>Witful belt</waist>
                </set>
            </group>
        </sets>
    	
    	
    	<variables clear="true">
    		<var name="Twilight">None</var>
    		<var name="IdleMovement">Idle-$IdleDefense-$ZType</var>
    		<var name="Armor">None</var>
    		<var name="IdleType">Idle-$IdleDefense-$ZType</var>
    		<var name="EngagedType">TP-$IdleDefense</var>
    		<var name="RestingType">Resting</var>
    		<var name="IdleDefense">Off</var>
    		<var name="ZBuffs">LowBuff</var>
    		<var name="ZType">Refresh</var>
    		<var name="Distance">5</var>
    		<var name="Active">No</var>
    		<var name="AnrinObi">Off</var> <!--Set these four variables to "off" if you don't have/use the appropriate items, otherwise set to "None"-->
    		<var name="%Spell">None</var>
    	</variables>
    	
    	
    	
        <rules>
    		<if Spell="Update" advanced='"$Active"="No"'>
    			<equip when="precast" set="$%StatusType|$Armor|$%StatusMovement|$Twilight" />
    			<cancelspell />
    			<return />
    		</if>
    		<elseif spell="PhysicalDefense|MagicalDefense|Trigger0">
    			<if spell="PhysicalDefense">
    				<if advanced='"$Armor"="PDT"'>
    					<var cmd="set Armor None" />
    					<addtochat>PDT Set Off</addtochat>
    				</if>
    				<else>
    					<var cmd="set Armor PDT" />
    					<addtochat>PDT Set Active</addtochat>
    				</else>
    			</if>
    			<elseif spell="MagicalDefense">
    				<if advanced='"$Armor"="MDT"'>
    					<var cmd="set Armor None" />
    					<addtochat>MDT Set Off</addtochat>
    				</if>
    				<else>
    					<var cmd="set Armor MDT" />
    					<addtochat>MDT Set Active</addtochat>
    				</else>
    			</elseif>
    			<cancelspell />
    			<command>Update</command>
    			<return />
    		</elseif>
    			
    		<elseif spell="trigger*">
    			<if spell="Trigger1">
    				<var cmd="set Distance %TargetDistance" />
    				<addtochat>Distance Variable: $Distance</addtochat>
    			</if>
    			<elseif spell="Trigger2">
    				<if advanced='"$ZType"="Stun"'>
    					<var cmd="set ZType Refresh"/>
    					<addtochat>NORMAL IDLE</addtochat>
    				</if>
    				<else advanced='"$Type"="Refresh"'>
    					<var cmd="set ZType Stun"/>
    					<addtochat>STUN SET</addtochat>
    				</else>
    			</elseif>
    			<elseif spell="Trigger7">
    				<if advanced='"$IdleDefense"="Off"'>
    					<var cmd="set IdleDefense On"/>
    					<addtochat>Idle Set: Defense Idle</addtochat>
    				</if>
    				<else>
    					<var cmd="set IdleDefense Off"/>
    					<addtochat>Idle Set: $IdleType</addtochat>
    				</else>
    			</elseif>
    			<cancelspell />
    			<command>Update</command>
    			<return />
    		</elseif>
    	
    	
            <!-- Idle -->
            <if status="idle">
                <equip when="aftercast|idle" set="Idle-$IdleDefense-$ZType" />
            </if>
            <!-- Fast Cast -->
            <if CastTimeGT="2" notSpell="Impact">
                <castdelay delay="0.02" />
                <equip when="precast" set="Fast Cast" />
            </if>
            <!-- Trial of the Magians -->
            <if EquipMain="Teiwaz|Crook|Kubera*">
                <equip when="all">
                    <main lock="t" />
                </equip>
            </if>
            <!-- JA: Convert Gear Lock -->
            <if spell="Convert">
                <equip when="precast|midcast|aftercast" set="%spell" />
            </if>
            <!-- JA: SCH Selection -->
            <if BuffActive="Dark Arts|Addendum: Black">
                <if spell="Penury">
                    <changespell spell="Parsimony" />
                </if>
                <if spell="Celerity">
                    <changespell spell="Alacrity" />
                </if>
                <if spell="Accession">
                    <changespell spell="Manifestation" />
                </if>
                <if spell="Rapture">
                    <changespell spell="Ebullience" />
                </if>
                <if spell="Perpetuance">
                    <changespell spell="Immanence" />
                </if>
            </if>
            <if BuffActive="Light Arts|Addendum: White">
                <if spell="Parsimony">
                    <changespell spell="Penury" />
                </if>
                <if spell="Alacrity">
                    <changespell spell="Celerity" />
                </if>
                <if spell="Manifestation">
                    <changespell spell="Accession" />
                </if>
                <if spell="Ebullience">
                    <changespell spell="Rapture" />
                </if>
                <if spell="Immanence">
                    <changespell spell="Perpetuance" />
                </if>
            </if>
            <!-- JA: Parsimony and Penury -->
            <if spell="Parsimony|Penury">
                <command>input /echo Click two times to equip AF3+2 legs for 100% Conserve MP</command>
            </if>
            <if spell="Parsimony|Penury" BuffActive="Parsimony|Penury">
                <equip when="precast|midcast|aftercast|idle">
                    <legs lock="yes">Savant's Pants +2</legs>
                </equip>
            </if>
            <!-- JA: Rapture and Ebullience -->
            <if notspell="Impact">
                <if mode="OR" spell="Rapture|Ebullience" BuffActive="Rapture|Ebullience">
                    <equip when="midcast">
                        <head lock="yes">Svnt. Bonnet +2</head>
                    </equip>
                </if>
            </if>
            <!-- JA: Perpetuance and Immenance -->
            <if mode="OR" spell="Perpetuance|Immanence" BuffActive="Perpetuance|Immanence">
                <equip when="midcast">
                    <hands>Svnt. Bracers +2</hands>
                </equip>
            </if>
            <!-- JA: Remove "JA Already Active" Statement -->
            <if type="Scholar" notSpell="Parsimony|Penury|Dark Arts|Light Arts" BuffActive="%Spell" >
                <cancelspell />
                <command>input /echo %Spell already active!</command>
                <return />
            </if>
            <!-- Changeto Addendum if using the same arts twice -->
            <if spell="Light Arts|Dark Arts" buffactive="%spell">
                <if spell="Dark Arts">
                    <changespell spell="Addendum: Black" />
                </if>
                <else>
                    <changespell spell="Addendum: White" />
                </else>
            </if>
            <!-- JA: Stratagem Recast -->
            <if type="Scholar">
                <command>input /recast "%Spell"</command>
            </if>
            <!-- Magic: Nukes -->
            <if Skill="ElementalMagic" notSpell="Frost|Choke|Drown|Rasp|Burn|Shock|Impact|*helix" group="SCH">
                <equip when="midcast" set="Elemental Magic" />
            </if>
            <elseif Spell="*helix" group="SCH">
                <equip when="midcast" set="Helix" />
            </elseif>
            <elseif spell="Impact">
                <equip when="precast" set="Elemental Magic|Impact" />
            </elseif>
            <!-- Magic: Enfeebles -->
            <if Skill="EnfeeblingMagic" group="SCH">
                <if Type="WhiteMagic">
                    <equip when="midcast" set="MND" />
                </if>
                <elseif Type="BlackMagic">
                    <equip when="midcast" set="Magic Accuracy" />
                </elseif>
            </if>
            <!-- Magic: Cures -->
            <if Skill="HealingMagic">
                <if Spell="Cura*|Cure*">
                    <if mode="OR" area="Abyssea*" MPPAfterCastLT="90">
                        <equip when="midcast" set="Cure" />
                    </if>
                </if>
                <elseif spell="*na|Erase">
                    <equip when="precast" set="Haste" />
                </elseif>
            </if>
            <!-- Magic: Dark Magic -->
            <if Skill="DarkMagic" NotSpell="stun">
                <equip when="precast" set="Dark Magic" />
            </if>
    		<if spell="Stun">
                <equip when="precast|midcast|aftercast" set="Idle-*-Stun">
                </equip>
            </if>
            <!-- Magic: Enhancing [Others] -->
            <if Skill="EnhancingMagic" SpellTargetType="PLAYER" NotSpell="Erase|Escape|Protect*|Shell*|Tele*|Warp">
                <equip when="midcast" set="Haste" />
            </if>
            <!-- Magic: Enhancing [Self] -->
            <if Skill="EnhancingMagic" SpellTargetType="SELF" NotSpell="Stoneskin|Erase|Escape|Protect*|Shell*|Tele*|Warp">
                <equip when="midcast" set="Enhancing Magic" />
            </if>
            <!-- Magic: Impact -->
            <if spell="Impact">
                <equip when="precast|midcast">
                    <body lock="yes">Twilight Cloak</body>
                </equip>
            </if>
            <!-- JA: Tabula Rasa -->
            <if BuffActive="Tabula Rasa">
                <if spell="Parsimony">
                    <if Buffactive="Parsimony" notBuffActive="Ebullience">
                        <changespell spell="Ebullience" />
                    </if>
                    <elseif BuffActive="Ebullience" notBuffActive="Alacrity">
                        <changespell spell="Alacrity" />
                    </elseif>
                    <elseif BuffActive="Alacrity" notBuffActive="Immanence">
                        <changespell spell="Immanence" />
                    </elseif>
                </if>
                <elseif spell="Penury">
                    <if Buffactive="Penury" notBuffActive="Celerity">
                        <changespell spell="Celerity" />
                    </if>
                    <elseif BuffActive="Celerity" notBuffActive="Accession">
                        <changespell spell="Accession" />
                    </elseif>
                    <elseif BuffActive="Accession" notBuffActive="Rapture">
                        <changespell spell="Rapture" />
                    </elseif>
                </elseif>
            </if>
            <!-- Check: Perpetuance buffs -->
            <if BuffActive="Perpetuance" SpellTargetType="SELF" Spell="Haste|Phalanx|En*|*storm">
                <command when="aftercast">spellcast var inc buffid;wait 420;input /echo [$buffid:%spell] &lt;%me&gt; Wearing off in 30s</command>
                <command when="aftercast">wait 435;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
                <command when="aftercast">wait 445;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s;spellcast var dec buffid;</command>
            </if>
            <elseif BuffActive="Perpetuance" SpellTargetType="SELF" Spell="Refresh*">
                <command when="aftercast">spellcast var inc buffid;wait 345;input /echo [$buffid:%spell] &lt;%me&gt; Wearing off in 30s</command>
                <command when="aftercast">wait 360;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
                <command when="aftercast">wait 370;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s;spellcast var dec buffid;</command>
            </elseif>
            <!-- Check: Sleep timers -->
            <if advanced='"$SleepTimers"="1"'>
                <if Spell="Sleep II|Sleepga II">
                    <command when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 45s</command>
                    <command when="aftercast">wait 75;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</command>
                    <command when="aftercast">wait 85;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</command>
                </if>
                <elseif Spell="Sleep|Sleepga">
                    <command when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</command>
                    <command when="aftercast">wait 55;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</command>
                </elseif>
            </if>
        </rules>
    </spellcast>

  7. #6347
    Puppetmaster
    Join Date
    Sep 2012
    Posts
    66
    BG Level
    2

    Quote Originally Posted by grevenilvec75 View Post
    Code:
                           <elseif Spell="Vorpal Blade">
    
                                    <action type="equip" when="precast" set="Vorpal">
    
                                    </action>
    
                            </elseif>
    
                            <elseif Spell="Requiescat">
    
                                    <action type="equip" when="precast" set="WS">
    
                                    </action>
    
                            </elseif>
    This is a bit sloppy. Doubt it's causing any issues but should probably be cleaned up nonetheless.


    Notepad++ isnt giving me any errors. What are you using that is complaining about line 348?
    well the spellcast seems to work i just can't get it to open in firefox. says there is an error at line 348

  8. #6348
    Salvage Bans
    Join Date
    Oct 2007
    Posts
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    5

    Quote Originally Posted by Taint View Post
    I keep getting a the same error with my Spellcast.

    Spellcast: Did not find Set: Idle-$IdleDefense-Refresh in Group: SCH

    My goal is to make a Hybrid idle set for SCH just like melee have Hybrid TP sets. So it will swap in certain keep pieces if toggled.

    Full SC http://pastebin.com/u/bwool40


    Spoiler: show
    Code:
    <?xml version="1.0" ?>
    <------Special Thanks to Yugl for his help!----------->
    
    <-------	Toggles: Macro = /ja Tigger#
    		Trigger0 = 
    		Trigger1 = 
    		Trigger2 = 
    		Trigger3 = N/A
    		Trigger4 = 
    		Trigger5 = 
    		Trigger6 = N/A
    		Trigger7 = 
    		Trigger8 = N/A
    		Trigger9 = N/A
    	PDT Macro = /ja PhysycialDefense
    	MDT Macro = /ja MagicalDefense ------>
    
    <spellcast>
    	<config
    		RequireVersion="2.45"
    		ShowGearSwaps="False"
    		Debug="False"
    		ShowSpellInfo="False"
    	/>
    	
    	<sets>
    		<group name="SCH" default="true">
    			<set name="None|Off|Bypass" />
    			<set name="IdleMovement" />
    			<set name="Twilight" />
                <set name="Idle-Off-Refresh">
    				<main>Terra's Staff</main>
                    <body>Heka's Kalasiris</body>
                    <hands>Serpentes Cuffs</hands>
                    <feet>Serpentes Sabots</feet>
                    <legs>Nares trews</legs>
                    <head>Nefer Khat</head>
                    <neck>Wiglen Gorget</neck>
    				<rring>Sheltered ring</rring>
    				<lring>Paguroidea Ring</lring>
                    <rear>Gifted Earring</rear>
                    <waist>Hierarch Belt</waist>
                    <back>Umbra Cape</back>
                    <ammo>Incantor stone</ammo>
                    <sub>Pax Grip</sub>
                    <lear>Loquacious earring</lear>
                </set>
    			<set name="Idle-Off-Stun">
    				<main>Apamajas II</main>
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <sub>Arbuda Grip</sub>
    				<ammo>Hasty Pinion</ammo>
    				<body>Hedera cotehardie</body>
    				<waist>Goading belt</waist>
    				<hands>Bokwus gloves</hands>
    				<legs>Bokwus slops</legs>
    				<feet>Argute loafers +2</feet>
    				<lring>Prolix ring</lring>
    				<rring>Strendu ring</rring>
    				<rear>Psystorm earring</rear>
    				<lear>Lifestorm earring</lear>
    				<back>Swith cape</back>
                </set>
    			<set name="Idle-On-Refresh" Baseset="Idle-Off-Refresh">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>	
    			<set name="Idle-On-Stun" Baseset="Idle-Off-Stun">
    			</set>
    			
    			<set name="PDT">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>
    			<set name="MDT">
    				<main>Terra's Staff</main>
    				<neck>Twilight Torque</neck>
                    <lring>Defending Ring</lring>
                    <rring>Dark Ring</rring>
    				<back>Umbra Cape</back>
    				<rear>Ethereal Earring</rear>
    			</set>			
                <set name="Elemental Magic">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <head>Nares Cap</head>
                    <legs>Rubeus Spats</legs>
                    <waist>Cognition Belt</waist>
                    <hands>Tethyan cuffs +3</hands>
                    <feet>Svnt. Loafers +2</feet>
                    <back>Romanus Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Demon's Ring</rring>
                    <neck>Stoicheion Medal</neck>
                    <lear>Moldavite Earring</lear>
                    <rear>Hecate's Earring</rear>
                    <ammo>Snow Sachet</ammo>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="Magic Accuracy">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <hands>Argute Bracers</hands>
                    <legs>Portent Pants</legs>
                    <feet>Svnt. Loafers +2</feet>
                    <waist>Penitent's Rope</waist>
                    <back>Altruistic Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Spiral Ring</rring>
                    <head>Nares Cap</head>
                    <neck>Savant's Chain</neck>
                    <lear>Cass. Earring</lear>
                    <rear>Helenus's Earring</rear>
                    <ammo>Savant's Treatise</ammo>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="MND" baseset="Magic Accuracy">
                    <body>Savant's Gown +2</body>
                    <hands>Svnt. Bracers +2</hands>
                    <feet>Teal Pigaches</feet>
                    <back>Aslan Cape</back>
                    <waist>Penitent's Rope</waist>
                    <legs>Savant's Pants +2</legs>
                    <head>Teal Chapeau</head>
                    <neck>Savant's Chain</neck>
                    <lring>Solemn Ring</lring>
                    <rring>Neptune's Ring</rring>
                    <sub>Bugard Strap +1</sub>
                </set>
                <set name="Enhancing Magic" baseset="Haste">
                    <legs>Portent Pants</legs>
                    <neck>Colossus's Torque</neck>
                    <main>Kirin's Pole</main>
                    <head>Svnt. Bonnet +2</head>
                    <body>Anhur Robe</body>
                    <ammo>Savant's Treatise</ammo>
                </set>
                <set name="Haste">
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <sub>Arbuda Grip</sub>
    				<ammo>Haste Pinion</ammo>
    				<body>Hedera cotehardie</body>
    				<waist>Goading belt</waist>
    				<hands>Bokwus gloves</hands>
    				<legs>Bokwus slops</legs>
    				<feet>Argute loafers +2</feet>
    				<lring>Prolix ring</lring>
    				<rring>Strendu ring</rring>
    				<rear>Psystorm earring</rear>
    				<lear>Lifestorm earring</lear>
                </set>
                <set name="Dark Magic" baseset="Magic Accuracy">
                    <main>Atinian Staff</main>
                    <body>Scholar's Gown +1</body>
                    <legs>Portent Pants</legs>
                    <neck>Aesir Torque</neck>
                    <feet>Augur's Gaiters</feet>
                    <waist>Goading Belt</waist>
                    <head>Walahra Turban</head>
                    <lear>Cass. Earring</lear>
                    <rear>Helenus's Earring</rear>
                </set>
                <set name="Cure">
                    <main>Chatoyant Staff</main>
                    <body>Heka's Kalasiris</body>
                    <hands>Bokwus Gloves</hands>
                    <neck>Phalaina Locket</neck>
                </set>
                <set name="Impact">
                    <main>Atinian Staff</main>
                    <body>Twilight Cloak</body>
                </set>
                <set name="Helix">
                    <main>Atinian Staff</main>
                    <body>Savant's Gown +2</body>
                    <hands>Svnt. Bracers +2</hands>
                    <waist>Penitent's Rope</waist>
                    <legs>Rubeus Spats</legs>
                    <feet>Svnt. Loafers +2</feet>
                    <head>Nares Cap</head>
                    <back>Romanus Cape</back>
                    <lring>Strendu Ring</lring>
                    <rring>Demon's Ring</rring>
                    <lear>Moldavite Earring</lear>
                    <rear>Hecate's Earring</rear>
                    <neck>Stoicheion Medal</neck>
                    <sub>Bugard Strap +1</sub>
                    <ammo>Snow Sachet</ammo>
                </set>
                <set name="Convert">
                </set>
                <set name="Resting" baseset="Idle-*-*">
                    <main>Chayoyant Staff</main>
                </set>
                <set name="Fast Cast">
                    <neck>Orunmila's torque</neck>
                    <head>Nahtirah Hat</head>
                    <feet>Scholar's Loafers</feet>
    				<body>Anhur Robe</body>
    				<back>Swith Cape</back>
    				<lring>Prolix ring</lring>
    				<lear>Loquacious earring</lear>
    				<waist>Witful belt</waist>
                </set>
            </group>
        </sets>
    	
    	
    	<variables clear="true">
    		<var name="Twilight">None</var>
    		<var name="IdleMovement">Idle-$IdleDefense-$ZType</var>
    		<var name="Armor">None</var>
    		<var name="IdleType">Idle-$IdleDefense-$ZType</var>
    		<var name="EngagedType">TP-$IdleDefense</var>
    		<var name="RestingType">Resting</var>
    		<var name="IdleDefense">Off</var>
    		<var name="ZBuffs">LowBuff</var>
    		<var name="ZType">Refresh</var>
    		<var name="Distance">5</var>
    		<var name="Active">No</var>
    		<var name="AnrinObi">Off</var> <!--Set these four variables to "off" if you don't have/use the appropriate items, otherwise set to "None"-->
    		<var name="%Spell">None</var>
    	</variables>
    	
    	
    	
        <rules>
    		<if Spell="Update" advanced='"$Active"="No"'>
    			<equip when="precast" set="$%StatusType|$Armor|$%StatusMovement|$Twilight" />
    			<cancelspell />
    			<return />
    		</if>
    		<elseif spell="PhysicalDefense|MagicalDefense|Trigger0">
    			<if spell="PhysicalDefense">
    				<if advanced='"$Armor"="PDT"'>
    					<var cmd="set Armor None" />
    					<addtochat>PDT Set Off</addtochat>
    				</if>
    				<else>
    					<var cmd="set Armor PDT" />
    					<addtochat>PDT Set Active</addtochat>
    				</else>
    			</if>
    			<elseif spell="MagicalDefense">
    				<if advanced='"$Armor"="MDT"'>
    					<var cmd="set Armor None" />
    					<addtochat>MDT Set Off</addtochat>
    				</if>
    				<else>
    					<var cmd="set Armor MDT" />
    					<addtochat>MDT Set Active</addtochat>
    				</else>
    			</elseif>
    			<cancelspell />
    			<command>Update</command>
    			<return />
    		</elseif>
    			
    		<elseif spell="trigger*">
    			<if spell="Trigger1">
    				<var cmd="set Distance %TargetDistance" />
    				<addtochat>Distance Variable: $Distance</addtochat>
    			</if>
    			<elseif spell="Trigger2">
    				<if advanced='"$ZType"="Stun"'>
    					<var cmd="set ZType Refresh"/>
    					<addtochat>NORMAL IDLE</addtochat>
    				</if>
    				<else advanced='"$Type"="Refresh"'>
    					<var cmd="set ZType Stun"/>
    					<addtochat>STUN SET</addtochat>
    				</else>
    			</elseif>
    			<elseif spell="Trigger7">
    				<if advanced='"$IdleDefense"="Off"'>
    					<var cmd="set IdleDefense On"/>
    					<addtochat>Idle Set: Defense Idle</addtochat>
    				</if>
    				<else>
    					<var cmd="set IdleDefense Off"/>
    					<addtochat>Idle Set: $IdleType</addtochat>
    				</else>
    			</elseif>
    			<cancelspell />
    			<command>Update</command>
    			<return />
    		</elseif>
    	
    	
            <!-- Idle -->
            <if status="idle">
                <equip when="aftercast|idle" set="Idle-$IdleDefense-$ZType" />
            </if>
            <!-- Fast Cast -->
            <if CastTimeGT="2" notSpell="Impact">
                <castdelay delay="0.02" />
                <equip when="precast" set="Fast Cast" />
            </if>
            <!-- Trial of the Magians -->
            <if EquipMain="Teiwaz|Crook|Kubera*">
                <equip when="all">
                    <main lock="t" />
                </equip>
            </if>
            <!-- JA: Convert Gear Lock -->
            <if spell="Convert">
                <equip when="precast|midcast|aftercast" set="%spell" />
            </if>
            <!-- JA: SCH Selection -->
            <if BuffActive="Dark Arts|Addendum: Black">
                <if spell="Penury">
                    <changespell spell="Parsimony" />
                </if>
                <if spell="Celerity">
                    <changespell spell="Alacrity" />
                </if>
                <if spell="Accession">
                    <changespell spell="Manifestation" />
                </if>
                <if spell="Rapture">
                    <changespell spell="Ebullience" />
                </if>
                <if spell="Perpetuance">
                    <changespell spell="Immanence" />
                </if>
            </if>
            <if BuffActive="Light Arts|Addendum: White">
                <if spell="Parsimony">
                    <changespell spell="Penury" />
                </if>
                <if spell="Alacrity">
                    <changespell spell="Celerity" />
                </if>
                <if spell="Manifestation">
                    <changespell spell="Accession" />
                </if>
                <if spell="Ebullience">
                    <changespell spell="Rapture" />
                </if>
                <if spell="Immanence">
                    <changespell spell="Perpetuance" />
                </if>
            </if>
            <!-- JA: Parsimony and Penury -->
            <if spell="Parsimony|Penury">
                <command>input /echo Click two times to equip AF3+2 legs for 100% Conserve MP</command>
            </if>
            <if spell="Parsimony|Penury" BuffActive="Parsimony|Penury">
                <equip when="precast|midcast|aftercast|idle">
                    <legs lock="yes">Savant's Pants +2</legs>
                </equip>
            </if>
            <!-- JA: Rapture and Ebullience -->
            <if notspell="Impact">
                <if mode="OR" spell="Rapture|Ebullience" BuffActive="Rapture|Ebullience">
                    <equip when="midcast">
                        <head lock="yes">Svnt. Bonnet +2</head>
                    </equip>
                </if>
            </if>
            <!-- JA: Perpetuance and Immenance -->
            <if mode="OR" spell="Perpetuance|Immanence" BuffActive="Perpetuance|Immanence">
                <equip when="midcast">
                    <hands>Svnt. Bracers +2</hands>
                </equip>
            </if>
            <!-- JA: Remove "JA Already Active" Statement -->
            <if type="Scholar" notSpell="Parsimony|Penury|Dark Arts|Light Arts" BuffActive="%Spell" >
                <cancelspell />
                <command>input /echo %Spell already active!</command>
                <return />
            </if>
            <!-- Changeto Addendum if using the same arts twice -->
            <if spell="Light Arts|Dark Arts" buffactive="%spell">
                <if spell="Dark Arts">
                    <changespell spell="Addendum: Black" />
                </if>
                <else>
                    <changespell spell="Addendum: White" />
                </else>
            </if>
            <!-- JA: Stratagem Recast -->
            <if type="Scholar">
                <command>input /recast "%Spell"</command>
            </if>
            <!-- Magic: Nukes -->
            <if Skill="ElementalMagic" notSpell="Frost|Choke|Drown|Rasp|Burn|Shock|Impact|*helix" group="SCH">
                <equip when="midcast" set="Elemental Magic" />
            </if>
            <elseif Spell="*helix" group="SCH">
                <equip when="midcast" set="Helix" />
            </elseif>
            <elseif spell="Impact">
                <equip when="precast" set="Elemental Magic|Impact" />
            </elseif>
            <!-- Magic: Enfeebles -->
            <if Skill="EnfeeblingMagic" group="SCH">
                <if Type="WhiteMagic">
                    <equip when="midcast" set="MND" />
                </if>
                <elseif Type="BlackMagic">
                    <equip when="midcast" set="Magic Accuracy" />
                </elseif>
            </if>
            <!-- Magic: Cures -->
            <if Skill="HealingMagic">
                <if Spell="Cura*|Cure*">
                    <if mode="OR" area="Abyssea*" MPPAfterCastLT="90">
                        <equip when="midcast" set="Cure" />
                    </if>
                </if>
                <elseif spell="*na|Erase">
                    <equip when="precast" set="Haste" />
                </elseif>
            </if>
            <!-- Magic: Dark Magic -->
            <if Skill="DarkMagic" NotSpell="stun">
                <equip when="precast" set="Dark Magic" />
            </if>
    		<if spell="Stun">
                <equip when="precast|midcast|aftercast" set="Idle-*-Stun">
                </equip>
            </if>
            <!-- Magic: Enhancing [Others] -->
            <if Skill="EnhancingMagic" SpellTargetType="PLAYER" NotSpell="Erase|Escape|Protect*|Shell*|Tele*|Warp">
                <equip when="midcast" set="Haste" />
            </if>
            <!-- Magic: Enhancing [Self] -->
            <if Skill="EnhancingMagic" SpellTargetType="SELF" NotSpell="Stoneskin|Erase|Escape|Protect*|Shell*|Tele*|Warp">
                <equip when="midcast" set="Enhancing Magic" />
            </if>
            <!-- Magic: Impact -->
            <if spell="Impact">
                <equip when="precast|midcast">
                    <body lock="yes">Twilight Cloak</body>
                </equip>
            </if>
            <!-- JA: Tabula Rasa -->
            <if BuffActive="Tabula Rasa">
                <if spell="Parsimony">
                    <if Buffactive="Parsimony" notBuffActive="Ebullience">
                        <changespell spell="Ebullience" />
                    </if>
                    <elseif BuffActive="Ebullience" notBuffActive="Alacrity">
                        <changespell spell="Alacrity" />
                    </elseif>
                    <elseif BuffActive="Alacrity" notBuffActive="Immanence">
                        <changespell spell="Immanence" />
                    </elseif>
                </if>
                <elseif spell="Penury">
                    <if Buffactive="Penury" notBuffActive="Celerity">
                        <changespell spell="Celerity" />
                    </if>
                    <elseif BuffActive="Celerity" notBuffActive="Accession">
                        <changespell spell="Accession" />
                    </elseif>
                    <elseif BuffActive="Accession" notBuffActive="Rapture">
                        <changespell spell="Rapture" />
                    </elseif>
                </elseif>
            </if>
            <!-- Check: Perpetuance buffs -->
            <if BuffActive="Perpetuance" SpellTargetType="SELF" Spell="Haste|Phalanx|En*|*storm">
                <command when="aftercast">spellcast var inc buffid;wait 420;input /echo [$buffid:%spell] &lt;%me&gt; Wearing off in 30s</command>
                <command when="aftercast">wait 435;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
                <command when="aftercast">wait 445;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s;spellcast var dec buffid;</command>
            </if>
            <elseif BuffActive="Perpetuance" SpellTargetType="SELF" Spell="Refresh*">
                <command when="aftercast">spellcast var inc buffid;wait 345;input /echo [$buffid:%spell] &lt;%me&gt; Wearing off in 30s</command>
                <command when="aftercast">wait 360;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 15s</command>
                <command when="aftercast">wait 370;input /echo [$buffid:%spell] &lt;me&gt; Wearing off in 5s;spellcast var dec buffid;</command>
            </elseif>
            <!-- Check: Sleep timers -->
            <if advanced='"$SleepTimers"="1"'>
                <if Spell="Sleep II|Sleepga II">
                    <command when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 45s</command>
                    <command when="aftercast">wait 75;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</command>
                    <command when="aftercast">wait 85;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</command>
                </if>
                <elseif Spell="Sleep|Sleepga">
                    <command when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</command>
                    <command when="aftercast">wait 55;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</command>
                </elseif>
            </if>
        </rules>
    </spellcast>
    use /echo $Idle-$IdleDefense-$ZType or addtochat in spellcast to see what actually spellcast is defining as the set.

  9. #6349
    Requiescat in pace.
    Join Date
    Dec 2008
    Posts
    1,341
    BG Level
    6
    FFXI Server
    Lakshmi

    Quote Originally Posted by blasphemy View Post
    well the spellcast seems to work i just can't get it to open in firefox. says there is an error at line 348

    Maybe put a space after the quotation mark and before the slash? dunno man.

  10. #6350
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
    BG Level
    5

    Quote Originally Posted by blasphemy View Post
    anyone know what is wrong with this xml? I am getting an around around line 348

    http://pastebin.com/uaAJLaMY
    I do see something funky here addtochat doesn't need input /echo but may just print it in game I ran an xml check and it came up okay.


    <if mode="AND" EquipBody="empty" EquipHead="empty">
    <addtochat color="4" >input /echo Nudity detected. Situation ameliorated.</addtochat>
    <equip set="Standard" />
    </if>

    Notepad++ has a xml validation plugin I loaded yours into it firefox and chrome with no issue.

  11. #6351
    Sea Torques
    Join Date
    Jul 2010
    Posts
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    FFXI Server
    Bahamut

    I've never used spellcast before and I'm attempting to create a toggle for PDT.

    Code:
    <if Spell="Tranquility">
    	<cancelspell />
    	<command>input /sc var inc pdtToggle</command>
    		<addtochat>$pdtToggle</addtochat>
    	<if advanced='cos($pdtToggle*pi())="1"'>
    		<equip when="All" set="drg PDT" />
    	</if>
            <elseif advanced='cos($pdtToggle*pi())="-1"'>
    		<equip when="All" set="drg MDT" />
    	</elseif>
    <return />
    </if>
    I thought this would work, but it doesn't seem to. I set it to toggle between PDT and MDT only to see if it would work. When pressed once, the value of pdtToggle should have increased from 0 to 1. Then 1 should have been added to the chat and the check cos(1*pi())=1 should have failed, at which point the second check should have passed, resulting in MDT gear being equipped. Instead what happened was that 0 was added to the chat log and PDT was equipped (it checked cos(0*pi())=1). Apparently, the value is incremented, but not immediately updated.

    I then spammed the macro and to my disappointment nothing further happened. Equipping random gear and hitting the macro again also did not re-equip PDT gear, regardless of whether the variable was even or odd. It did show the value of the variable in the chat log, but always 1 less than it should have been.

    What went wrong?

  12. #6352
    Salvage Bans
    Join Date
    Oct 2007
    Posts
    771
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    5

    Man that has to be the one of the most complex ways to make a toggle:
    if x==1
    x = 0
    else
    x=1

  13. #6353
    Relic Shield
    Join Date
    Jan 2013
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    1,868
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    I have been messing with toggling for gear stances. I had a similiar problem with gear not wanting to switch or at least not switching after only 1 of 4 sets i toggled thru. but i figured out what to do. I had 4 sets TreasureHunter, Melee, Accuracy, Evasion. I have a variable set to what i want to be the default. And since i want TH on to ping TH new mobs i just have the variable get set to TH everytime i go idle.

    Code:
    <var name="stance">TreasureHunter</var>
    
    <!-- Sets toggle for Treasure Hunter, Melee, Accuracy, or Evasion -->
    		<if spell="Trigger1">			
    			<if advanced='"$stance" == "TreasureHunter"'>
    				<action type="var" cmd="set stance Melee" />
    				<addtochat color="158">[::::::::::EQUIP::::::::::] Equipment set to $stance Set [::::::::::EQUIP::::::::::]</addtochat>
    			</if>
    			<elseif advanced='"$stance" == "Melee"'>
    				<action type="var" cmd="set stance Accuracy" />
    				<addtochat color="158">[::::::::::EQUIP::::::::::] Equipment set to $stance Set [::::::::::EQUIP::::::::::]</addtochat>
    			</elseif>
    			<elseif advanced='"$stance" == "Accuracy"'>
    				<action type="var" cmd="set stance Evasion" />
    				<addtochat color="158">[::::::::::EQUIP::::::::::] Equipment set to $stance Set [::::::::::EQUIP::::::::::]</addtochat>
    			</elseif>
    			<elseif advanced='"$stance" == "Evasion"'>
    				<action type="var" cmd="set stance TreasureHunter" />
    				<addtochat color="158">[::::::::::EQUIP::::::::::] Equipment set to $stance Set [::::::::::EQUIP::::::::::]</addtochat>
    			</elseif>
    			<equip when="Engaged|Aftercast" set="$stance" />
    		</if>
    the magic happened when i put the equip portion after the rest of the code, before that it never worked even with a aftercast delay it never equipped for me. Also for the longest time i mispelled the gloves without realizing so i prolly had it right at some point but didnt know since what i was lookin for was a change of gloves mostly.

    And anytime im engaged i have it set to equip $stance (except on thf i have other stuff there for sneak and trick attack being on when i engage)

    EDIT: does putting cancel spell in the code there not stop the code or does it let the rest of it go thru while canceling the actual dummy spell? That would be nice if it worked as sometimes the trigger for the toggle will try to change gears.

  14. #6354
    Sea Torques
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    Quote Originally Posted by kenshyn View Post
    Man that has to be the one of the most complex ways to make a toggle
    Thanks for the responses. I thought trigonometric functions would actually be the simplest way to trigger the toggle since they're cyclical and it shouldn't take very long for a computer to calculate the cosine of something. It doesn't seem to work, though, so I think I'll use something like you've shown here.

    EDIT: does putting cancel spell in the code there not stop the code or does it let the rest of it go thru while canceling the actual dummy spell? That would be nice if it worked as sometimes the trigger for the toggle will try to change gears.
    It should. The windower wiki says it stops all commands related to the spell except for queued precast commands. If you canceled a spell set up with precast, midcast, and aftercast you should only see the precast go off. However, the cancelspell command isn't the same as the return command, so any statements following the spell command should still be run through before exiting the sub-statement.
    I borrowed the idea from one of Sylow's posts on ffxiah:

    Code:
    <if spell="Stoneja">
        <cancelspell />
        <if advanced='"$DD-Type"="PDT"' >
            <var cmd="set DD-Type DD" />
            <addtochat color="100">Current TP Mode: $DD-Type</addtochat>
        </if>
        <elif advanced='"$DD-Type"="DD"'>
             <var cmd="set DD-Type PDT" />
             <addtochat color="100">Current TP Mode: $DD-Type</addtochat>
        </elif>
    </if>
    My goal was to create a spellcast that would equip varying ranges of PDT and accuracy, as well as having toggles for full PDT and full MDT armor. I named nine sets: TP00,TP01,TP02,TP10,TP20,TP11,TP12,TP21, TP22, and planned to put together various amounts of PDT and ACC. The first number would signify the amount of accuracy and the second would signify the amount of PDT. TP00 would be the base set (haste), while TP01 would be a hybrid set, TP11 would be a hybrid set with more accuracy, etc. I then named the set to equip when engaging TP$acc$pdt and planned to have spellcast increment the value of $acc and $pdt when I hit a keybind. Would something like that work? I'm going to try it out when I get home.

  15. #6355
    Cerberus
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    Alistrianna Galanodel
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    Motenten, I've been using your MNKr4 xml and I'm noticing the UseAggressive variable isn't switching to AggressiveLayer when AggressiveMode is set to ON. Is there a fix for this? I've looked at the Rules file and found a spelling error but fixing that still didn't seem to solve the problem.

  16. #6356
    Chram
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    Quote Originally Posted by Alistrianna View Post
    Motenten, I've been using your MNKr4 xml and I'm noticing the UseAggressive variable isn't switching to AggressiveLayer when AggressiveMode is set to ON. Is there a fix for this? I've looked at the Rules file and found a spelling error but fixing that still didn't seem to solve the problem.
    I've actually been clearing out the use of that toggle. It would be better to create a different offense mode to deal with that, particularly since it's counterproductive to have it active with non-Normal defense modes. Plus it has a complicated mix of toggles and set references that make it confusing to use. It's probably not entirely functional in the most recent upload of the mnk xml, and will be removed entirely in the next upload.

  17. #6357
    Chram
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    Quote Originally Posted by TSFFXI
    I thought trigonometric functions would actually be the simplest way to trigger the toggle since they're cyclical and it shouldn't take very long for a computer to calculate the cosine of something.
    However you're not accounting for the fact that Spellcast has to parse that text and translate it into functional code before it can even get around to trying to calculate the cosine. For a text system like this, your best choice is always pure text comparisons; your second best choice is numeric comparisons (this gets complicated when the numbers can become floats, leading to rounding errors); your third choice is function comparisons such as math functions or regexes.

    Sometimes the latter two are needed to do what you want, but you should first be sure that they are actually *needed* before going that route.

    Quote Originally Posted by Trumpy
    EDIT: does putting cancel spell in the code there not stop the code or does it let the rest of it go thru while canceling the actual dummy spell? That would be nice if it worked as sometimes the trigger for the toggle will try to change gears.
    <cancelspell /> cancels the actual sending of the command to the game (and, by extension, any midcast or aftercast can't occur because the 'cast' never occurred). It does absolutely nothing about continuing to process the xml. You need to use <return /> to stop further processing of the xml code.

    Quote Originally Posted by TSFFXI
    My goal was to create a spellcast that would equip varying ranges of PDT and accuracy, as well as having toggles for full PDT and full MDT armor. I named nine sets: TP00,TP01,TP02,TP10,TP20,TP11,TP12,TP21, TP22, and planned to put together various amounts of PDT and ACC. The first number would signify the amount of accuracy and the second would signify the amount of PDT. TP00 would be the base set (haste), while TP01 would be a hybrid set, TP11 would be a hybrid set with more accuracy, etc. I then named the set to equip when engaging TP$acc$pdt and planned to have spellcast increment the value of $acc and $pdt when I hit a keybind. Would something like that work? I'm going to try it out when I get home.
    Yes, what you describe would work. It's fairly similar to what I set up on mine, where I have (simplified) TP-$OffenseMode-$DefenseMode, and then can cycle $OffenseMode through Normal, Acc and MaxAcc, and $DefenseMode through Normal, Evasion and PDT.

    Quote Originally Posted by TSFFXI
    Code:
    <if Spell="Tranquility">
    	<cancelspell />
    	<command>input /sc var inc pdtToggle</command>
    		<addtochat>$pdtToggle</addtochat>
    	<if advanced='cos($pdtToggle*pi())="1"'>
    		<equip when="All" set="drg PDT" />
    	</if>
            <elseif advanced='cos($pdtToggle*pi())="-1"'>
    		<equip when="All" set="drg MDT" />
    	</elseif>
    <return />
    </if>
    I'm guessing the main thing that's going wrong is that you're expecting the <command> to affect the result of the comparison. The <command> won't happen until the precast time period, and will have no impact on the current iteration of the <if> check (or <addtochat> output) since the <if> necessarily occurs before precast.

    The second problem, which is that it will never change gear again after the first attempt, goes back to point #2 above -- using explicit numeric comparisons without considering the effect of floating point rounding. When $pdtToggle is 1, 1 * pi() = pi... for a given estimate of pi. Cos(pi) = 1 in math, but in this case it's cos(a number very close to the true value of pi) = (a number very close to 1). However I can pretty much guarantee that the result will never be *exactly* 1, which means your comparison will inevitably fail.

    Edit: Actually, I just noticed that your comparison was advanced='cos($pdtToggle*pi())="1"', which means that you're comparing the numeric float generated by the cos function with the *string* "1". That will, of course, never succeed.


    Assuming the above toggle system is designed to support your described acc/pdt system, I'd write it like this:

    Code:
    <var name="PDT">0</var>
    
    
    <if Spell="ClassTrigger">
        <cancelspell />
        <if SpellTargetRaw="PDT">
            <if advanced='"$PDT"="0"'>
                <var cmd="set PDT 1" />
            </if>
            <elseif advanced='"$PDT"="1"'>
                <var cmd="set PDT 2" />
            </elseif>
            <else>
                <var cmd="set PDT 0" />
            </else>
            <addtochat>PDT=$PDT</addtochat>
            
            <equip when="precast" set="TP$Acc$PDT" />
            <return />
        </if>
    </if>
    And cycle it with "/ma ClassTrigger PDT".

    Note that in this case it would also be acceptable to use numeric comparisons (advanced='$PDT=0' instead of advanced='"$PDT"="0"') since the contents of the variable can be considered exact integer values.

  18. #6358
    Cerberus
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    Thank you, Motenten. Also, I made another change that doesn't seem to work as intended. I added another group called "Impetus-Melee" and added the rules for it in the Fourth section of the rules. It doesn't seem to want to swap to the proper group when engaging, but it will use the proper set after I do another action, such as a job ability. Does the rule for it need to be under the Third section under Job Abilities? (I removed all the current rules you used for Impetus since layering Impetus gear over a current TP set wasn't feasilble for what I'm doing atm.)

  19. #6359
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    Quote Originally Posted by Motenten View Post
    However you're not accounting for the fact that Spellcast has to parse that text and translate it into functional code before it can even get around to trying to calculate the cosine. For a text system like this, your best choice is always pure text comparisons; your second best choice is numeric comparisons (this gets complicated when the numbers can become floats, leading to rounding errors); your third choice is function comparisons such as math functions or regexes.
    Oh, I understand. Thanks, that's very helpful. I didn't realize that the command function would be queued and the if statement would be checked immediately.

    I assume what really happened is that spellcast read through the rules section, found tranquility > queued the command to increment the variable > checked the if statement (using the yet to be incremented variable) > queued the equipment change. Then during precast it incremented and equipped.

    I should have seen the float problem coming, though. Thanks.

    Quote Originally Posted by Motenten View Post
    And cycle it with "/ma ClassTrigger PDT"
    To anyone: What is ClassTrigger? I came across the concept of trigger spells while reading through various spellcast forums, but I did not see any mention of that. It seems that it serves the same purpose except you can name it anything you like instead of being limited to existing spells. Is there any other function not mentioned in the windower thread for spellcast?

  20. #6360
    Chram
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    Quote Originally Posted by TSFFXI
    I didn't realize that the command function would be queued and the if statement would be checked immediately.
    For the purpose of that sequence of commands, you'd want to just use the normal <var> command instead of a <command>:

    <var cmd="inc pdtToggle" />

    That would execute immediately, in line with the rest of the xml code.

    Quote Originally Posted by TSFFXI
    What is ClassTrigger? I came across the concept of trigger spells while reading through various spellcast forums, but I did not see any mention of that. It seems that it serves the same purpose except you can name it anything you like instead of being limited to existing spells. Is there any other function not mentioned in the windower thread for spellcast?
    It's an extension of the general idea of using a game command that the job class in question would never use themselves, but allows you to initiate a pass through the xml while providing information about what you want to do. EG: using "Invincible" on any non-pld job to trigger equipping a PDT set.

    Open Windower/plugins/resources/spells.xml and go to the bottom of the file. Starting with id="10000" are all the trigger 'spells', which are commands you can use that Spellcast will recognize, even though they're not real game commands. These include trigger0 through trigger99, a set of elementally-linked triggers, several mode triggers, and a few utility triggers.

    One of the triggers is ClassTrigger, which is conceptually intended for specialized use within a single job class xml (ie: you might use it for TH mode on thf, shield/pdt setup on pld, changing pet setup on bst, etc). The other triggers tend to be more generic, such as "Update" or "Reset" or "CombatMode".

    Of particular note is that you can add one word after the spell in order to use it as a parameter, which you can access via SpellTargetRaw. So, in my above example, "/ma ClassTrigger PDT" becomes type="trigger", Spell="ClassTrigger", SpellTargetRaw="PDT". You have to be careful, however, since the parameter value can be usurped by Spellcast's autotargetting/parameter parsing. EG: "/ma PhysicalDefense on" becomes "/ma PhysicalDefense clionid" when performed near clionids. You can avoid the ambiguity by adding extra punctuation that can never be in a real player/monster/spell name (eg: "/ma PhysicalDefense .on").

    As an aside, for the purposes of setting the PDT level, using the PhysicalDefense trigger is probably more appropriate than the ClassTrigger trigger.

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