Ah sorry, thanks >_<
Total noob/idiot at this sorta stuff.
Ah sorry, thanks >_<
Total noob/idiot at this sorta stuff.
There's an error in line 117 after I fixed it. Add a > at the end. Fixed the link.
Is there any way of editing my RDM spellcast so that if my main wep is joytoy, it wont change to staves for spells?
Code:<if equipmain="Joyeuse"> <equip when="precast|midcast|aftercast|autoset"> <main lock="true" /> </equip> </if>
Nevermind. Too slow.
Much appreciated guys.![]()
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.
Anyone have a good BRD spellcast? The one I have isn't very good, it's rather basic.
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>
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)
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:
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.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>
Also, it appears that having "/equip main ele staff" in the macro overwrites spellcast and changes the weapon despite the "Joyeuse lock"![]()
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![]()
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...
Edit: Another answerCode:<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>
Gotta list them, abils.xml only shows (For Wind Blade, as an example)
SC has no idea if it's magical or physical based on that.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="" />
If you're really adventurous open the spoiler, otherwise just list the spells and call it a day.
Spoiler: show
Edit More: Manawall
Edit: 3rd oneCode:<if mode="OR" buffactive="Mana wall" Spell="Mana Wall"> <equip when="Aftercast"><Feet lock="true">Goetia Sabots +1/2</feet></equip> </if>
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>
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?
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
Works for midcast.Code:<action type="aftercastdelay" delay="<some number>"/>
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 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>
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?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>
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>