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  1. #1181
    RIDE ARMOR
    Join Date
    Dec 2009
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    15
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    FFXI Server
    Cerberus

    Ah sorry, thanks >_<
    Total noob/idiot at this sorta stuff.

  2. #1182
    Relic Shield
    Join Date
    Sep 2007
    Posts
    1,825
    BG Level
    6
    FFXI Server
    Quetzalcoatl

    There's an error in line 117 after I fixed it. Add a > at the end. Fixed the link.

  3. #1183
    Relic Shield
    Join Date
    Oct 2007
    Posts
    1,552
    BG Level
    6

    Is there any way of editing my RDM spellcast so that if my main wep is joytoy, it wont change to staves for spells?

  4. #1184
    Radsourceful

    Join Date
    Jul 2007
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    Bismarck

    Code:
    <if equipmain="Joyeuse">
    	<equip when="precast|midcast|aftercast|autoset">
    		<main lock="true" />
    	</equip>
    </if>

  5. #1185
    Relic Shield
    Join Date
    Sep 2007
    Posts
    1,825
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    6
    FFXI Server
    Quetzalcoatl

    Nevermind. Too slow.

  6. #1186
    Relic Shield
    Join Date
    Oct 2007
    Posts
    1,552
    BG Level
    6

    Much appreciated guys.

  7. #1187
    Insert witty title here
    Join Date
    Jun 2007
    Posts
    1,191
    BG Level
    6
    FFXI Server
    Phoenix

    You could just get rid of any "aftercast" equips and do them manually with .txt file macros, I guess, but I would find that a ton more annoying than occasionally seeing "you cannot perform that action on the selected target" or whatever it says.

    Also, does <stpt> and <stal> give the same error? I only ask because I don't use stpt or stal other than for accomplice/collaborator, and haven't seen that issue with it, but I also haven't tried to force it, either.

  8. #1188
    Sea Torques
    Join Date
    Jul 2009
    Posts
    608
    BG Level
    5

    Anyone have a good BRD spellcast? The one I have isn't very good, it's rather basic.

  9. #1189
    CoP Dynamis
    Join Date
    Nov 2007
    Posts
    268
    BG Level
    4

    This is probably a very basic question, but how do I set spellcast to equip my idle set after each spell, but NOT after I disengage (if I'm lolmeleeing on RDM for example)? Currently I have it set as:

    Code:
    <if NotStatus="Engaged">
    <action type="equip" when="aftercast" set="Standard" />
    </if>

  10. #1190
    Insert witty title here
    Join Date
    Jun 2007
    Posts
    1,191
    BG Level
    6
    FFXI Server
    Phoenix

    Quote Originally Posted by calinz View Post
    This is probably a very basic question, but how do I set spellcast to equip my idle set after each spell, but NOT after I disengage (if I'm lolmeleeing on RDM for example)?
    So you want to stay in your melee set when you disengage, but if you were already in idle status, you want it to go to an idle set? Why? O_o

    If status="idle"
    Equip when="aftercast" set="idle"

    Then, don't put in an autoset rule, and don't have one like:
    Equip when="aftercast" set="idle"

    (Sorry for improperly formatted code, pain in the ass to do on a blackberry)

  11. #1191
    CoP Dynamis
    Join Date
    Nov 2007
    Posts
    268
    BG Level
    4

    Hmm I guess I didn't express myself right. I want to stay in melee set when I disengage since it's likely I'll be engaging another enemy.

    However, currently the way I have it set is after I cast a spell it will equip my idle set upon the spell's completion. That seems to happen when I disengage as well. And I don't want the latter.

    Browsing the thread I've come up with this solution so far, which I haven't tested yet so I'm not sure if it will work:
    Code:
    		<if equipmain="Joyeuse">
    			<equip when="precast|midcast|aftercast|autoset">
    				<main lock="true" />
    			</equip>
    		</if>	
    		
    		<if NotStatus="Engaged">
    			<action type="equip" when="aftercast" set="Standard" />
    		</if>
    		
    		<if Status="Engaged">
    			<action type="equip" when="aftercast" set="Melee" />
    		</if>
    EDIT: Well got to test it now and it didn't really work as I had hoped. It does switch to melee set after casting spells if engaged, but it doesn't retain the melee set upon the enemy's death.

    Also, it appears that having "/equip main ele staff" in the macro overwrites spellcast and changes the weapon despite the "Joyeuse lock"

  12. #1192
    Salvage Bans
    Join Date
    Aug 2006
    Posts
    932
    BG Level
    5
    FFXIV Character
    Mist Monster
    FFXIV Server
    Leviathan
    FFXI Server
    Fenrir

    Quick question, for summoner I'm trying to load a pet MAB set for magical attacks. Is there a variable that would define these types of attacks or do I have to do "if spell" and list them all out?

    Also does anyone have any code for blm that equips Goetia feet for mana wall and locks them in place until mana wall wear off? My idle switches to gaiters. I'm not sure of the best way to handle that.

    Thanks a bunch

  13. #1193
    RIDE ARMOR
    Join Date
    Dec 2009
    Posts
    15
    BG Level
    1
    FFXI Server
    Cerberus

    Quote Originally Posted by Esvedium View Post
    You could just get rid of any "aftercast" equips and do them manually with .txt file macros, I guess, but I would find that a ton more annoying than occasionally seeing "you cannot perform that action on the selected target" or whatever it says.

    Also, does <stpt> and <stal> give the same error? I only ask because I don't use stpt or stal other than for accomplice/collaborator, and haven't seen that issue with it, but I also haven't tried to force it, either.
    Yeah <stal> and <stpt> give the same errors
    I'm just trying to get used to using the //cure4 blabla thingies and get around it like that.

  14. #1194
    Radsourceful

    Join Date
    Jul 2007
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    1,964
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    Bismarck

    Quote Originally Posted by calinz View Post
    EDIT: Well got to test it now and it didn't really work as I had hoped. It does switch to melee set after casting spells if engaged, but it doesn't retain the melee set upon the enemy's death.

    Also, it appears that having "/equip main ele staff" in the macro overwrites spellcast and changes the weapon despite the "Joyeuse lock"
    Yeah, if you want to lock, you need to do all the equips in that slot through spellcast. No way around that, /equip will override. For melee set lock try something like...

    Code:
    <if status="engaged">
    	<action type="equip" when="aftercast" set="Melee" />
    </if>
    <else>
    	<if tpgt="10" equipmain="Joyeuse">
    		<action type="equip" when="aftercast" set="Melee" />
    	</if>
    	<else>
    		<action type="equip" when="aftercast" set="Standard" />
    	</else>
    </else>
    Edit: Another answer

    Quote Originally Posted by mistmonster View Post
    Quick question, for summoner I'm trying to load a pet MAB set for magical attacks. Is there a variable that would define these types of attacks or do I have to do "if spell" and list them all out?

    Also does anyone have any code for blm that equips Goetia feet for mana wall and locks them in place until mana wall wear off? My idle switches to gaiters. I'm not sure of the best way to handle that.

    Thanks a bunch
    Gotta list them, abils.xml only shows (For Wind Blade, as an example)

    Code:
    <a id="599" index="173" prefix="/pet" english="Wind Blade" german="Windklinge" french="Lame de vent"  japanese="ウインドブレード" type="BloodPactRage" element="None" targets="Enemy" skill="Ability" mpcost="182" casttime="0" recast="0" alias="" />
    SC has no idea if it's magical or physical based on that.

    If you're really adventurous open the spoiler, otherwise just list the spells and call it a day.
    Spoiler: show
    I haven't tried this and have no reasonable expectation of it to work, but if you added a thing to it like say...

    Code:
    <a id="599" index="173" prefix="/pet" english="Wind Blade" german="Windklinge" french="Lame de vent"  japanese="ウインドブレード" type="BloodPactRage" element="None" targets="Enemy" skill="Ability" mpcost="182" casttime="0" recast="0" alias="" SMNTYPE="magical" />
    you might be able to go <if SMNTYPE="Magical">*Avatar MAB gear*</if>... this could also just crash every spell you don't set it on, make a backup of abils and give it a shot.

    Listing spells in SC probably less work, but this is more abstracted and gets a cleaner spellcast xml - if it works, no idea.


    Edit More: Manawall

    Code:
    <if mode="OR" buffactive="Mana wall" Spell="Mana Wall">
    	<equip when="Aftercast"><Feet lock="true">Goetia Sabots +1/2</feet></equip>
    </if>
    Edit: 3rd one

    Quote Originally Posted by Kvazz View Post
    Yeah <stal> and <stpt> give the same errors
    I'm just trying to get used to using the //cure4 blabla thingies and get around it like that.
    Remember that SC will let you use short names that match nearby characters.

    /ma "Cure IV" Ihatemylsmembers

    can change to

    //c4 iha

    as long as you don't have someone with a same name match (Ihatemyparty, for example) it works great. Figure out a 3-4 letter match for your main tanks and DD and run with that, typically fewer button presses than <stal> or <stpt>

  15. #1195
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
    Posts
    3,709
    BG Level
    7
    FFXI Server
    Fenrir

    Is there a way to reduce AfterCastDelay beyond the default value of 1.5 seconds after base casting time without manually altering values in spells.xml?

  16. #1196
    Hydra
    Join Date
    Jul 2008
    Posts
    98
    BG Level
    2
    FFXI Server
    Asura

    Use command when aftecast combined with wait to do a manual. //sc set setname
    I use that for ws macros to see the animations for SCs

  17. #1197
    Radsourceful

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    Jul 2007
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    Bismarck

    Code:
    <action type="aftercastdelay" delay="<some number>"/>
    Works for midcast.

  18. #1198
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,884
    BG Level
    10
    FFXI Server
    Gilgamesh

    Code:
    <if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    			<action type="equip" when="engaged|aftercast">
    				<hands lock="yes">Asn. Armlets +1</hands>
    				<feet lock="yes">Raid. Poulaines +2</feet>
    			</action>
    		</if>
    I use that to equip AA's / AF3+2 when I have TK equipped...but I've recently run into a snag. Every time I fire a ranged attack to pull, it swaps me to TH items because its the aftercast of my ranged attack, with my weapon NOT drawn (which means I should be considered idle/movement). My THF.xml is incredibly messy to begin with, but strangely I've had no problems till now. I tried to bypass this entire pulling problem by doing something like this:
    Code:
                <if spell="Mercy Stroke">
                    <action type="castdelay" delay=".2" />
                    <action type="Equip" when="precast" set="Mercy" />
                    <action type="Equip" when="precast">
                        <neck>Soil Gorget</neck>
                    </action>
                    <if Group="Party">
                        <action type="Equip" when="Aftercast" set="Accuracy" />
    			<if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    				<action type="equip">
    					<hands lock="yes">Asn. Armlets +1</hands>
    					<feet lock="yes">Raid. Poulaines +2</feet>
    				</action>
    			</if>
                    </if>
                    <elseif Group="Tank">
                        <action type="Equip" when="Aftercast" set="Evasion" />
    			<if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    				<action type="equip">
    					<hands lock="yes">Asn. Armlets +1</hands>
    					<feet lock="yes">Raid. Poulaines +2</feet>
    				</action>
    			</if>
                    </elseif>
                    <elseif Group="Farm">
                        <action type="Equip" when="Aftercast" set="Haste" />
    			<if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    				<action type="equip">
    					<hands lock="yes">Asn. Armlets +1</hands>
    					<feet lock="yes">Raid. Poulaines +2</feet>
    				</action>
    			</if>
                    </elseif>
                </if>
    but it didnt work. Is there something I botched, or is there a way to have spellcast not process the aftercast of a ranged attack?

  19. #1199
    Sea Torques
    Join Date
    Jul 2009
    Posts
    608
    BG Level
    5

    Quote Originally Posted by Clerix View Post
    Anyone have a good BRD spellcast? The one I have isn't very good, it's rather basic.
    bump

  20. #1200
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
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    FFXI Server
    Bismarck

    Quote Originally Posted by NynJa View Post
    Code:
    <if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    			<action type="equip" when="engaged|aftercast">
    				<hands lock="yes">Asn. Armlets +1</hands>
    				<feet lock="yes">Raid. Poulaines +2</feet>
    			</action>
    		</if>
    This was closest, should work as:

    Code:
    <if mode="OR" EquipMain="Thief's Knife" EquipSub="Thief's Knife">
    	<action type="equip" when="engaged">
    		<hands lock="yes">Asn. Armlets +1</hands>
    		<feet lock="yes">Raid. Poulaines +2</feet>
    	</action>
    	<if status="Engaged">
    		<action type="equip" when="aftercast">
    			<hands lock="yes">Asn. Armlets +1</hands>
    			<feet lock="yes">Raid. Poulaines +2</feet>
    		</action>
    	</if>
    </if>

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