i was wondering if someone could post a good Sam spellcast thanks in advance
i was wondering if someone could post a good Sam spellcast thanks in advance
Is the max distance from where WS still hits, and not just resets the TP to 0, same for every weapon? Or does each weapon have different reach? (barring ranged WS).
Tweaking my .xmls to make life easier on fickle mobs.
The max distance is the same for all non-ranged WS, but the distance varies depending on the size of the mob's model. You might want to use a variable that can be re-defined on the fly so that you don't end up locking yourself out of WSing on those mobs with particularly large models (Glavoid, for instance).
I don't use this sort of rule myself, but here's an example from one of the .xmls on windower.net:
You could start with something like that, and tweak it as necessary. There are several other ways to handle it, such as making a variable and using commands to change it as necessary, or adding lines to check the WS target and then use the appropriate maximum distance accordingly. It's really a matter of how complex you wish to make it.Code:<if Mode="OR" TargetDistanceGT="4.7" BuffActive="Amnesia|Sleep|Stun|Terror" TPLT="100"> <!-- Cancel WS if unable to cast --> <cancelspell /> </if>
The "4.7" would be the starting rule-of-thumb. You're on your own from there.![]()
I used something similar on SAM for a while, but I had TargetDistanceGT="$Distance" and then had a variable called Distance, to make it easier to change on the fly. //sc var set distance x.y
As for finding out exact numbers on each mob, trial and error will likely be the only way.
Completely different question:
Is it possible to make separate .xmls for different subjobs that auto-load every time you switch sub? E.g. Taube_WAR_NIN.xml, Taube_WAR_SAM.xml, etc.
Directly from the spellcast page on windower site:
SpellCast will again attempt to change XML files based on your new job. SpellCast will check for files in this order(using the first it finds): CharacterName_MainJob_SubJob.xml, CharacterName_MainJob.xml, MainJob_SubJob.xml, and MainJob.xml
And I looked through that page several times and still failed to see that![]()
My Ranger xml decided to stop changing gear on WS and I have no idea why. I haven't made any changes to the rules, just updating gear sets. It will still swap me into my TP set when I engage which is what has me really confused. I updated to 2.42 to see if that would fix the problem and still nothing. I would appreciate it if someone who knows more about this stuff could take a look at it for me and see if I'm missing something obvious.
http://pastebin.com/YDFcFwZj
I currently have an "idle" set defined in my blm spellcast which is used with "<equip when="Idle|aftercast" set="Idle" />". Previously I always had Terra's staff in as my weapon, but now I swapped in Owleyes. My only issue is I actually /ra quite a few mobs on pulls with aureole and hate having to hit another macro just to get terra's staff in. Let's say my pdt set is called "pdt," is there any rule to write that will equip pdt instead of idle after a /ra?
Possible you were on a SJ other than nin war sam? I changed the elseif subjob="WAR|SAM" to just else (since I was in the field on blm/rdm) and it worked for me.Code:<if spell="ranged"> <equip when="aftercast" set="pdt"/> </if> <else> <equip when="Idle|aftercast" set="Idle" /> </else>
Just so Oph-dork doesn't go on making two WS macros for each WS macro, how would one make a rule such that they WS in full DRG AF+2 when the wyvern is alive and has X% HP and use a different WS set when the wyvern is dead or has less than X% HP?
Far as I know there are no <if pethpp="XX"> rules working, but if you can set a variable like "sc v s pet_hp <pethpp>" before the ws then you can check that with advanced rules.
I've run into difficulties setting a variable to something other then the exact string provided - had to do... "//input //sc v s pet_hp <pethpp>" or something like that, I don't have a moment atm to play with it.
I'm interested in using a combination of Dualsend and oldschool windower scripts with Spellcast to try and make dualboxing easier to manipulate while staying on one window.
So, say I do something like:
bind key f1 input //send player2 "//exec marches.txt"
Then if I hit F1, marches.txt causes player2 play two marches and cast Haste on me (the gear-swaps for which will be handled automatically by Spellcast). I could do similar things for Paralyna, Stona, Cure 4, /follow, whatever. Obviously I'm going to have to figure out which keys don't already have useless but potentially annoying functions before I go sticking macros everywhere willy-nilly, but that's the general idea.
So.... How would I write marches.txt to do that? I'm familiar with spellcast, but less familiar with windower scripts. I'm looking at the scripting guide on the windower site and could probably figure it out through trial and error, but it'd be faster if someone could just dash it off.