Thanks, and yeah I know it's a mess but I just know the very basics so I haven't gotten into consolidating it yet :\
Let's give this a go.
Thanks, and yeah I know it's a mess but I just know the very basics so I haven't gotten into consolidating it yet :\
Let's give this a go.
When I did my RDM spellcast a long time ago I had trouble with making a melee type rule, and I don't think I ever got it to work just how i wanted cause sometimes my weapons would switch. So yeah that was lame cause I always lost TP. But if you're like me and can't for the life of you find a sutiable example that would fit into your current rule list, then just make a whole other group for Melee. I did the same thing for some other jobs too.
Just Inherit all your sets from your Main group, and using the same set names, just change some of the equipment. Put your sword/shield in like every set where a staff would change, lock it for the hell of it and all should work out just fine, and that avoids messing up current rules you have set up.
But I mean that involves you typing '.sc group melee' or something, and i guess that is a bit of a slow way of doing it rather than just engaging and letting rules take over.
What I posted should keep his weapons from switching and loosing TP, and if you set the LockTP number high enough, if you're kiting and take a few hits, it won't stop your staves from switching. The only downfall would be, if you have more TP than the LockTP #, and you really need to switch to a staff, you have to do it manually in order to loose your TP so that rule won't apply.
This is what I use to force melee sets. I use the Ninjitsu elemental spells cast on "self" to toggle variables (or reset, raise/lower acc, etc etc)
So just bind a macro to have /ma "Katon: Ichi" <me> and hit it whenever you want to lock in melee stuff. Its not "perfect" but gets the job done and eliminates accidental locks on the TP based logic.Code:<!-- In variables section --> <var name="UseMelee">0</var> <!-- In rules section --> <equip when="Idle|aftercast" set="Standard" /> <if SpellTargetType="SELF" Spell="Raiton*|Hyoton*|Katon*|Suiton*|Doton*|Huton*"> <!-- Toggle Melee Mode --> <if Spell="Katon: Ichi"> <if Advanced='"$UseMelee" = "1"'> <var cmd="set UseMelee 0" /> <addtochat>Melee Mode : Disable</addtochat> </if> <else> <var cmd="set UseMelee 1" /> <addtochat>Melee Mode : Enable</addtochat> </else> </if> </if> <if Advanced='"$UseMelee" = "1"'> <!-- lock top row to preserve TP --> <equip when="Precast|Midcast|Aftercast|Resting|Idle|Engaged"> <main lock="t" /> <sub lock="t" /> <range lock="t" /> <ammo lock="t" /> </equip> <!-- set of gear when trying to melee --> <if Status="Engaged"> <equip when="aftercast|Engaged" set="TPGear" /> </if> </if>
My full logic has dynamic sets with variables that look at the current main/sub weapons and equip proper items related to it. Like rdm using sword will get fort torque and suppa; dagger would get love and ethereal unless /nin then it would get suppa; etc etc
I use similar logic for other things as well : like an evasion set on thief, spell learning on blu, etc; that when set will override the normal logic. Since I couldn't find a better way to tell spellcast the specific situation I was in.
What I do is use an in game macro that equips my weps and disables main/sub.
/equip main "Joyeuse"
/equip sub "Genbu's Shield"
//sc disable main
//sc disable sub
//sc disable range
//sc disable ammo
When I'm done meleeing I just use this macro:
/equip main "Terra's Staff"
/equip sub "Earth Grip"
//sc enable
I just use a variable, have a macro to //sc var set Melee 1, <if advanced='$Melee = 1'> lock main/sub/ranged/ammo, etc
If I want to do convert macro w/ windower while using spellcast what does my ingame macro look like?
/raw
/console exec convert.txt
?
If you're going to use spellcast you can set a convert rule just like any other spell or ability..why are you trying to have it seperate from your RDM xml?
Heard of people having issues with vert in spellcast, idk.
if spell="Convert"
equip precast - stuffs
maybe set a variable that gets cleared after the next cure spell
and lock all gear when that variable is set
At least that is what I have been meaning to do on my rdm.
Here's mine:
This goes up top
This goes in your rulesCode:<variables> <var name="ChangeDSeal">0</var> </variables>
This will switch to convert set, divine seal if /whm, and cure 4 after convert.Code:<if spell="Convert"> <if subjob="WHM" advanced='("$ChangeDSeal" = "0")'> <var cmd="set ChangeDSeal 1" /> <equip when="precast|midcast|aftercast" set="Convert" /> <command>wait 1.8;%Spell %SpellTargetRaw;</command> <command>Divine Seal;wait 600; sc var set ChangeDSeal 0</command> <command when="aftercast">input /raw /ma "Cure IV" <me></command> <cancelspell /> <return /> </if>
I'm having a problem with my ichi macro, it seems my cancel isn't working or it's the plugin itself.
The plugin is loaded, I have it set to autoload so thats not the problem.
halpCode:<elseif spell="Utsusemi: Ichi"> <equip when="precast" set="Shield" /> <action type="midcastdelay" delay="2.5" /> <action type="Command" when="midcast">cancel 66</action> <equip when="aftercast" set="Idle" />
This is the ruleset I use for Warrior.
Code:<if type = "Ninjutsu"> <action type="Equip" when="Precast" set="Haste" /> <!--Utsusemi: Ni -> Ichi cancel--> <if spell="Utsusemi: Ichi"> <action type="midcastdelay" delay="2.7" /> <action type="Command" when="midcast"> cancel 66; </action> </if> </if>
I don't know about issues, but it can get irritatingly elaborate. I'm lazy.
At some point I'll build something elaborate enough, for now in situations where I care, I just /sc set Convert -> /sc disable -> cure myself to full (Convert HP is higher than idle/casting HP) -> Convert -> first Cure4 -> /sc enable -> second Cure4.
Then again, it works just fine if I'm not that concerned with extracting the absolute maximum MP from a Convert. A little loss from gear changes is not the end of the world 90% of the time, and it can be hard not to waste MP and still be at maximum efficiency anyway.
goto console and load cancel then try again
I've put my cancel command to check if I have the effect; seen it kill error cancel if the buff wasnt active.
Ok, someone needs to really help me out with this, I am completely out of ideas and am at my wit's end.
Anything that's specified within my Drg XML works as intended. Anything not specified within the rules (such as random JAs like Hasso/Seigan/Whatever) swaps in my Healing1>Healing2 set (which should only happen on casting specific spells. (whm/blm/blu spells)
When I remove the blu/whm/blm spell section:
Then it works as it should... but when I put that section back in any unspecified JA makes the above swaps. It's driving my fucking nut in.Code:<if spell="Cocoon|Foot Kick|Power Attack|Wild Oats|Dia*|*na|Erase|Poison|En*|*Spikes"> <action type="equip" when="Precast|Midcast" Set="Healing1" /> <action type="equip" when="Aftercast" Set="Healing2" /> </if>
Here's the whole script:
Please for the love of god, what is with it, why is it doing this??Code:<?xml version="1.0" ?> <spellcast> <config RequireVersion="2.16" Debug="true" HideErrors="false" ShowGearSwaps="False" /> <sets> <group default="yes" name="Drg"> <set name="TP"> <head>Walahra Turban</head> <ammo>Tiphia Sting</ammo> <neck>Love Torque</neck> <lear>Assault Earring</lear> <rear>Brutal Earring</rear> <body>Aurum Cuirass</body> <hands>Homam Manopolas</hands> <lring>Sniper's Ring</lring> <rring>Rajas Ring</rring> <back>Amemet Mantle +1</back> <waist>Swift Belt</waist> <legs>Drn. Brais +1</legs> <feet>Homam Gambieras</feet> </set> <set name="Idle" BaseSet="TP"> <head>Crimson Mask</head> <neck>Orochi Nodowa</neck> </set> <set name="MDT" BaseSet="TP"> <head>Gavial Mask +1</head> <body>Crm. Scale Mail</body> <lring>Merman's Ring</lring> <rring>Merman's Ring</rring> <back>Lamia Mantle +1</back> <legs>Coral Cuisses +1</legs> </set> <set name="WS"> <ammo>Tiphia Sting</ammo> <head>Hecatomb Cap</head> <neck>Love Torque</neck> <lear>Assault Earring</lear> <rear>Brutal Earring</rear> <body>Aurum Cuirass</body> <hands>Drn. Fng. Gnt. +1</hands> <lring>Flame Ring</lring> <rring>Rajas Ring</rring> <back>Amemet Mantle +1</back> <waist>Warwolf Belt</waist> <legs>Drn. Brais +1</legs> <feet>Hecatomb Leggings</feet> </set> <set name="DEXWS" BaseSet="WS"> <lear>Pixie Earring</lear> <lring>Thunder Ring</lring> </set> <set name="STRWS" BaseSet="WS"> <body>Hecatomb Harness</body> </set> <set name="Penta" BaseSet="STRWS"> <waist>Wyrm Belt</waist> </set> <set name="Jump" BaseSet="WS"> <body>Hecatomb Harness</body> <waist>Wyrm Belt</waist> <legs>Barone Cosciales</legs> <feet>Drn. Greaves +1</feet> </set> <set name="HJ" BaseSet="WS"> <waist>Wyrm Belt</waist> <legs>Wyrm Brais</legs> </set> <set name="Healing1" BaseSet="TP"> <head>Drn. Armet +1</head> <body>Crm. Scale Mail</body> <lring>Bomb Queen Ring</lring> </set> <set name="Healing2" BaseSet="Healing1"> <head>Wyrm Armet</head> <neck>Chanoix's Gorget</neck> <body>Wyvern Mail</body> <hands>Ostreger Mitts</hands> <legs>Drn. Brais +1</legs> <feet>Homam Gambieras</feet> </set> </group> <group default="no" name="Love"> <set name="TP"> <head>Walahra Turban</head> <ammo>Virtue Stone</ammo> <neck>Love Torque</neck> <lear>Assault Earring</lear> <rear>Brutal Earring</rear> <body>Aurum Cuirass</body> <hands>Homam Manopolas</hands> <lring>Sniper's Ring</lring> <rring>Rajas Ring</rring> <back>Amemet Mantle +1</back> <waist>Swift Belt</waist> <legs>Drn. Brais +1</legs> <feet>Homam Gambieras</feet> </set> <set name="DEX" BaseSet="TP"> <ammo>Virtue Stone</ammo> <head>Askar Zucchetto</head> <lear>Pixie Earring</lear> <lring>Thunder Ring</lring> <legs>Wyrm Brais</legs> </set> <set name="Idle" BaseSet="TP"> <head>Crimson Mask</head> <neck>Orochi Nodowa</neck> </set> <set name="MDT" BaseSet="TP"> <head>Gavial Mask +1</head> <body>Crm. Scale Mail</body> <lring>Merman's Ring</lring> <rring>Merman's Ring</rring> <back>Lamia Mantle +1</back> <legs>Coral Cuisses +1</legs> </set> <set name="WS"> <ammo>Tiphia Sting</ammo> <head>Hecatomb Cap</head> <neck>Love Torque</neck> <lear>Assault Earring</lear> <rear>Brutal Earring</rear> <body>Aurum Cuirass</body> <hands>Drn. Fng. Gnt. +1</hands> <lring>Flame Ring</lring> <rring>Rajas Ring</rring> <back>Amemet Mantle +1</back> <waist>Warwolf Belt</waist> <legs>Drn. Brais +1</legs> <feet>Hecatomb Leggings</feet> </set> <set name="STRWS" BaseSet="WS"> <body>Hecatomb Harness</body> </set> <set name="Penta" BaseSet="STRWS"> <waist>Wyrm Belt</waist> </set> <set name="DEXWS" BaseSet="WS"> </set> <set name="Jump" BaseSet="WS"> <body>Hecatomb Harness</body> <waist>Wyrm Belt</waist> <legs>Barone Cosciales</legs> <feet>Drn. Greaves +1</feet> </set> <set name="HJ" BaseSet="WS"> <waist>Wyrm Belt</waist> <legs>Wyrm Brais</legs> </set> <set name="Healing1" BaseSet="TP"> <head>Drn. Armet +1</head> <body>Crm. Scale Mail</body> <lring>Bomb Queen Ring</lring> </set> <set name="Healing2" BaseSet="Healing1"> <head>Wyrm Armet</head> <neck>Chanoix's Gorget</neck> <body>Wyvern Mail</body> <hands>Ostreger Mitts</hands> <legs>Drn. Brais +1</legs> <feet>Homam Gambieras</feet> </set> </group> </sets> <rules> <if spell="autoset"> <if status="Engaged"> <if SpellTargetName="Greater Colibri"> <action type="equip" when="Engaged|Aftercast" Set="DEX" /> </if> <else> <action type="equip" when="Engaged|Aftercast" set="TP" /> </else> </if> <action type="equip" when="idle" set="Idle" /> <action type="return" /> </if> <if spell="Cocoon|Foot Kick|Power Attack|Wild Oats|Dia*|*na|Erase|Poison|En*|*Spikes"> <action type="equip" when="Precast|Midcast" Set="Healing1" /> <action type="equip" when="Aftercast" Set="Healing2" /> </if> <elseif type="WeaponSkill"> <if Spell="Drakesbane"> <if SpellTargetName="Greater Colibri"> <action type="equip" when="Precast" Set="DEXWS" /> </if> <else> <action type="equip" when="Precast" Set="WS" /> </else> </if> <elseif spell="Wheeling Thrust|Impulse Drive"> <action type="equip" when="Precast" Set="WS" /> </elseif> <else spell="Penta Thrust"> <action type="equip" when="Precast" Set="Penta" /> </else> </elseif> <else type="JobAbility"> <if Spell="Jump"> <action type="equip" when="Precast" Set="Jump" /> </if> <if Spell="High Jump"> <action type="equip" when="Precast" Set="HJ" /> </if> <if Spell="Spirit Link"> <action type="equip" when="Precast"> <head>Drn. Armet +1</head> <legs>Wyrm Brais</legs> <feet>Hecatomb Leggings</feet> </action> </if> <if Spell="Call Wyvern"> <action type="equip" when="Precast"> <body>Wyrm Mail</body> </action> </if> <if spell="Angon"> <action type="castdelay" delay="0.3" /> <action type="equip" when="Precast"> <lear>Dragoon's Earring</lear> <ammo>Angon</ammo> </action> </if> </else> </rules> <variables> <var name="EngagedSet">TP</var> <var name="IdleSet">Idle</var> </variables> </spellcast>
does that stovepiping work properly? i've never seen one written like that. shouldn't you just have:
<if spell="blah*|etc*">
<action type="equip" when="precast" set="healing1"/>
<action type="equip" when="aftercast" set="healing2"/>
</if>
i've never seen a when= be stovepiped before and i can't really think of why you'd want to.