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  1. #1721
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    I just want to say I totally don't know if that petname rule works. I was asking if it did work. D: Ideally I'd like to idle in earth staff when I don't have a pet out. But petrules seem to be going right over my head though they seem easy enough given the above examples. Maybe you need a PETISVALID rule in it?

  2. #1722
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    Quote Originally Posted by Fereydoon View Post
    Derp, thought cape was separate from obis. When I finish my obis it should work properly, yes? Also any reason why staves aren't working? Should I just set it back to the variables I had before and add the staff swap into the rules?
    When you put the include line in your SCH XML, I'm not sure if it's supposed to look like that, but you have /include/include instead of //include. You also have href="includes.xml" instead of "include.xml" (Take out the s).

    Why would you make such horrible rules? You can use all $variables and %variables within gear sets (see Perpetuation example posted above). That rule has to be checked for every single action you do, and it is entirely unnecessary.
    That's the one from Techno's include.xml that I started with when I first made spellcast xmls.

  3. #1723
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    Quote Originally Posted by Fereydoon View Post
    I just want to say I totally don't know if that petname rule works. I was asking if it did work. D: Ideally I'd like to idle in earth staff when I don't have a pet out. But petrules seem to be going right over my head though they seem easy enough given the above examples. Maybe you need a PETISVALID rule in it?
    Pet variables don't update immediately: the processing is all done on the precast. Using release does not make %PetName be none nor does summoning immediately set %PetName.

    Code:
    			<set name="Summon*" baseset="Perpetuation">
    				<main>$%SpellElementPerpetuation</main>
    			</set>
    Code:
    		<if type="SummonerPact" notspell="Alexander|Odin">
    			<equip when="precast|aftercast" set="Summon-%Spell" />
    		</if>
    		<elseif spell="Release">
    			<equip when="precast|aftercast" set="Idle-None" />
    		</elseif>
    		<else>
    			<equip when="idle|aftercast" set="Idle-%PetName" />
    		</else>

  4. #1724
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    Quote Originally Posted by Yugl View Post
    When you put the include line in your SCH XML, I'm not sure if it's supposed to look like that, but you have /include/include instead of //include. You also have href="includes.xml" instead of "include.xml" (Take out the s).



    That's the one from Techno's include.xml that I started with when I first made spellcast xmls.
    I changed it to //include, everything worked except staff/obi rules. Realize why obi/cape didn't work now. But no idea about staves. And it's includes.xml because I had named it that, should I rename it to take out the S? Everything works except the stave rules, so I thought it was a problem somewhere along there. I just put the old stave rules I had back into my xml for now, though.

    Quote Originally Posted by Cymmina View Post
    Pet variables don't update immediately: the processing is all done on the precast. Using release does not make %PetName be none nor does summoning immediately set %PetName.

    Code:
    			<set name="Summon*" baseset="Perpetuation">
    				<main>$%SpellElementPerpetuation</main>
    			</set>
    Code:
    		<if type="SummonerPact" notspell="Alexander|Odin">
    			<equip when="precast|aftercast" set="Summon-%Spell" />
    		</if>
    		<elseif spell="Release">
    			<equip when="precast|aftercast" set="Idle-None" />
    		</elseif>
    		<else>
    			<equip when="idle|aftercast" set="Idle-%PetName" />
    		</else>
    So using that set/rules with a basic idle set I'd be able to idle in pdt/misc refresh gear (Serpentes etc) while not having an avatar out, right? If I don't release (my pet dies) it'll update on my next action, I'm assuming? set="Summon-%Spell" would be the set described in the beginning right? type="SummonerPact" is just the spell and not a BP?

    Sorry for all the questions, I'm just so used to 2.2.

    http://pastebin.com/GSjENByL My SMN XML for reference.

  5. #1725
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    The only other thing I can think of is that or updating spellcast. You could try just using the include.xml variables and put <main>$Staff-%SpellElement</main> in your equipment and see if that works. If it does, we know it's a problem with the rule and not the variable or include xml.

  6. #1726
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    Quote Originally Posted by Cymmina View Post
    Pet variables don't update immediately: the processing is all done on the precast. Using release does not make %PetName be none nor does summoning immediately set %PetName.
    Correct, it doesn't actually update until the pet is officially out (ie, about the time you can start doing your blood pacts, and see the name pop up above the chat bar).
    You'll notice when you cast the spell for the summoner pet, you can't do blood pacts or much of anything during the animation of the pet arriving specifically (approx 1-2s of animation)
    During that time, %PetName is not set because it's not even ready in memory yet.
    Cast > Animate Spawning of pet > Pet is spawned > Pet is assigned to player.
    Last step is when %PetName is something other than None.

    Code:
    <set name="Pet" baseset="Idle">
                    <main>$%PetElementPerpetuation</main>
    Also, why do people INSIST on doing it that way?
    It has presented way too many problems WAY too often.

    Code:
    <group name = "Staff">
                <set name = "Strap">
                    <sub lock = "t">Bugard Strap +1</sub>
                </set>
                <set name = "Fire Staff" BaseSet = "Strap">
                    <main lock = "t">Vulcan's Staff</main>
                </set>
                <set name = "Ice Staff" BaseSet = "Strap">
                    <main lock = "t">Aquilo's Staff</main>
                </set>
                <set name = "Wind Staff" BaseSet = "Strap">
                    <main lock = "t">Auster's Staff</main>
                </set>
                <set name = "Earth Staff" BaseSet = "Strap">
                    <main lock = "t">Terra's Staff</main>
                </set>
                <set name = "Thunder Staff" BaseSet = "Strap">
                    <main lock = "t">Jupiter's Staff</main>
                </set>
                <set name = "Water Staff" BaseSet = "Strap">
                    <main lock = "t">Neptune's Staff</main>
                </set>
                <set name = "Light Staff" BaseSet = "Strap">
                    <main lock = "t">Apollo's Staff</main>
                </set>
                <set name = "Dark Staff" BaseSet = "Strap">
                    <main lock = "t">Pluto's Staff</main>
                </set>
                <set name = "Kirin Pole" BaseSet = "Strap">
                    <main lock = "t">Kirin's Pole</main>
                </set>
            </group>
    That's one way.

    Code:
    in sets:
    <main>$Perp-%PetElement</main>
    
    in vars:
    <var name="Perp-None">Light Staff</var>
    <var name="Perp-Thunder">Thunder Staff</var>
    It's the way the variables are handled which is not done recursively and won't be fixed until i redo it in spellcast 3.
    Make sure if you're doing multi-level nested variables like that, to start your INNER variables with a letter closer to "a"
    or at least grouped together.

    See http://forums.windower.net/forum-0/a...vel-variables/ for further reference.

  7. #1727
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    Oh, I see now. So this:

    Code:
       <variables clear="true">
    		<var name="Perp-None">Earth Staff</var>
    		<var name="Perp-Thunder">Thunder Staff</var>
    		<var name="Perp-Ice">Aquilo's Staff</var>
    		<var name="Perp-Fire">Fire Staff</var>
    		<var name="Perp-Water">Water Staff</var>
    		<var name="Perp-Earth">Earth Staff</var>
    		<var name="Perp-Dark">Dark Staff</var>
    		<var name="Perp-Light">Light Staff</var>
    		<var name="Perp-Wind">Wind Staff</var>
            <var name="LockTP">25</var>
        </variables>
    	
        <sets>
            <group name="DefaultSMN" default="yes">
       		   <set name="Idle">
    				<main>$Perp-%PetElement</main>
                    <sub>Dark Grip</sub>
                    <ammo>Fortune Egg</ammo>
                    <head>Wivre Hairpin</head>
                    <neck>Caller's Pendant</neck>
                    <body>Yinyang Robe</body>
                    <hands>Caller's Bracers +1</hands>
                    <lear>Insomnia Earring</lear>
                    <rear>Antivenom Earring</rear>
                    <lring>Ether Ring</lring>
                    <rring>Evoker's Ring</rring>
                    <back>Cheviot Cape</back>
                    <waist>Hierarch Belt</waist>
                    <legs>Tatsumaki Sitagoromo</legs>
                    <feet>Caller's Pigaches +1</feet>
                </set>
    Should work properly, right?

    Edit: How would I make a variable that excludes one element, if possible? Basically a carby mitts rule. I was thinking I'd use something like:

    Code:
     <var name="Mitt-Light">Carbuncle Mitts</var>
    But I don't really want to make one for every other element/none that swaps in Caller's +1, unless there's something like "Element = all except light" but I wouldn't know how to word it.

    EditEdit: I guess I could also just make a carby set that inherits my idle set with only carby mitts, and toss a <if petelement=Light> set idle to carby rule in my rules somewhere.

  8. #1728
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    Spoiler: show
    Quote Originally Posted by Fereydoon View Post
    Oh, I see now. So this:

    Code:
       <variables clear="true">
    		<var name="Perp-None">Earth Staff</var>
    		<var name="Perp-Thunder">Thunder Staff</var>
    		<var name="Perp-Ice">Aquilo's Staff</var>
    		<var name="Perp-Fire">Fire Staff</var>
    		<var name="Perp-Water">Water Staff</var>
    		<var name="Perp-Earth">Earth Staff</var>
    		<var name="Perp-Dark">Dark Staff</var>
    		<var name="Perp-Light">Light Staff</var>
    		<var name="Perp-Wind">Wind Staff</var>
            <var name="LockTP">25</var>
        </variables>
    	
        <sets>
            <group name="DefaultSMN" default="yes">
       		   <set name="Idle">
    				<main>$Perp-%PetElement</main>
                    <sub>Dark Grip</sub>
                    <ammo>Fortune Egg</ammo>
                    <head>Wivre Hairpin</head>
                    <neck>Caller's Pendant</neck>
                    <body>Yinyang Robe</body>
                    <hands>Caller's Bracers +1</hands>
                    <lear>Insomnia Earring</lear>
                    <rear>Antivenom Earring</rear>
                    <lring>Ether Ring</lring>
                    <rring>Evoker's Ring</rring>
                    <back>Cheviot Cape</back>
                    <waist>Hierarch Belt</waist>
                    <legs>Tatsumaki Sitagoromo</legs>
                    <feet>Caller's Pigaches +1</feet>
                </set>
    Should work properly, right?

    Edit: How would I make a variable that excludes one element, if possible? Basically a carby mitts rule. I was thinking I'd use something like:

    Code:
     <var name="Mitt-Light">Carbuncle Mitts</var>
    But I don't really want to make one for every other element/none that swaps in Caller's +1, unless there's something like "Element = all except light" but I wouldn't know how to word it.

    EditEdit: I guess I could also just make a carby set that inherits my idle set with only carby mitts, and toss a <if petelement=Light> set idle to carby rule in my rules somewhere.


    There ya go. Yes, not everything can be done with a single rule Because then I'd have to have a "EverythingButDark" or "EverythingButWind" and I'm not programming in every possible combination XD

    However, if you just want a variable the excludes one element, you could do <if NotPetElement="Fire|Earth|Water|Thunder|Dark|Wind| Ice"> </if> But no, there's no variable specifically to do that.

    If you're going to use %PetElement as a variable decider, you have to make variables for all cases, otherwise the effect is undefined. I haven't tried it, but I'd assume it'll just swap in an empty string if it's not found.
    Either that or it tries to send /equip hands "$Perp-Fire" as the line (since the variable would never resolve. Either that or /equip hands "-Fire" if it swaps in an empty string in place of unfound variables.
    I didn't write that portion of the code, so I'd have to wade through it again to find it.

    EDIT: Spoilered the quote... ugh

  9. #1729
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    Quote Originally Posted by Yekyaa View Post
    Also, why do people INSIST on doing it that way?
    It has presented way too many problems WAY too often.
    I understand how variable variables work, which is why I NEVER have a problem. I have absolutely no reason to change something that isn't broken.

  10. #1730
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    My SMN XML and includes; I recently made changes so it's not fully tested.

    SMN XML - http://pastebin.com/xxYJGQD4
    Includes:
    Pet Equipment - http://pastebin.com/aafdb3J5
    BP Alias - http://pastebin.com/0vxYRGam

  11. #1731
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    Quote Originally Posted by Innuendo View Post
    I'm using this to cancel my final shadow midcast:
    Code:
    <if spell="Utsusemi: Ichi" notarea="Abyssea*">
    			 <action type="midcastdelay" delay="2.5"/>
    				<action type="Command" when="midcast">cancel 66</action>
    	</if>
    But if I get an apoc quick magic proc it's cancelling the fresh set of shadows. How can I avoid this? =(
    That's what I use, and I just manually cancel when in Abyssea. Sucks, and someone tried to get it to work by firing off a second spell midcast, but that didn't work for me, and I didn't want to fuck with it more to get it to work when I could just cancel it myself. Annoying, but the times when quick magic helps me is far more frequent than when it fucks me over going ni>ichi.

  12. #1732
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    Quote Originally Posted by Yekyaa View Post

    There ya go. Yes, not everything can be done with a single rule Because then I'd have to have a "EverythingButDark" or "EverythingButWind" and I'm not programming in every possible combination XD

    However, if you just want a variable the excludes one element, you could do <if NotPetElement="Fire|Earth|Water|Thunder|Dark|Wind| Ice"> </if> But no, there's no variable specifically to do that.

    If you're going to use %PetElement as a variable decider, you have to make variables for all cases, otherwise the effect is undefined. I haven't tried it, but I'd assume it'll just swap in an empty string if it's not found.
    Either that or it tries to send /equip hands "$Perp-Fire" as the line (since the variable would never resolve. Either that or /equip hands "-Fire" if it swaps in an empty string in place of unfound variables.
    I didn't write that portion of the code, so I'd have to wade through it again to find it.

    EDIT: Spoilered the quote... ugh
    Hmm, I can jimmyrig it for carby mitts the same way the staves work, no? Mitt-Light for mitts Mitt-None/Fire/etc for Caller's Hands, until I get something like serpentes and I have to fix it, but it'll do for now.

    Edit: So staff swaps don't work, but it does read pet element as none because it switches earth staff in after curing. I've no idea why it isn't working, it should. Unless update broke something.

  13. #1733
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    Update broke something. More specifically the addition of <petmpp> to the mobarray I'm sure. It'll be fixed in the next update which I'm not doing right now, but it will be soon.

  14. #1734
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    Ah, alright. I'll just toss in my back-up XML until the update then. Thanks~

  15. #1735
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    Is it possible to modify a spellcast variable directly from a macro? If so, how do I do that?

    //spellcast var "set VAR_NAME value" ?

    A lot of my dancer's spellcast is devoted to maintaining different amounts of Evasion at any given time. It would be nice if I could set this directly from the game instead of making different groups for it or using a dummy spell to increment a counter.

  16. #1736
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    Quote Originally Posted by Byrthnoth View Post
    Is it possible to modify a spellcast variable directly from a macro? If so, how do I do that?

    //spellcast var "set VAR_NAME value" ?

    A lot of my dancer's spellcast is devoted to maintaining different amounts of Evasion at any given time. It would be nice if I could set this directly from the game instead of making different groups for it or using a dummy spell to increment a counter.
    In an in-game macro, you can do
    Code:
    //sc var set var_name value
    just the same as typing it into the chat window.

  17. #1737
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    Quote Originally Posted by Esvedium View Post
    In an in-game macro, you can do
    Code:
    //sc var set var_name value
    just the same as typing it into the chat window.
    Okay, thanks!

  18. #1738
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    I'm in dire need of someones whm spellcast hit 85 and have just a very basic one I've built which I know there has to be a better one out there.

  19. #1739
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    Someone is mentioning having problems with their spellcast after the update, but it's only affecting part of the spellcast. Specifically, it's a BLU spellcast that has an INT set and says if element="blah blah", then use the INT set. Not sure why it's being problematic now and I can't test it.

    Edit: Perhaps it has to do with spelltargettype=monster?

    Code:
            <elseif skill="BlueMagic" SpellTargetType="MONSTER" Element="Earth|Fire|Water|Wind|Ice|Thunder|Dark|Light" notSpell="Dream*|Sheep*|Act*|Yawn|Sopor*|Demora*|Heat Breath|Frost Breath|Poison Breath|Radiant Breath">
                <equip when="midcast" set="INT" />
            </elseif>

  20. #1740
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    Quote Originally Posted by Yugl View Post
    Someone is mentioning having problems with their spellcast after the update, but it's only affecting part of the spellcast. Specifically, it's a BLU spellcast that has an INT set and says if element="blah blah", then use the INT set. Not sure why it's being problematic now and I can't test it.

    Edit: Perhaps it has to do with spelltargettype=monster?

    Code:
            <elseif skill="BlueMagic" SpellTargetType="MONSTER" Element="Earth|Fire|Water|Wind|Ice|Thunder|Dark|Light" notSpell="Dream*|Sheep*|Act*|Yawn|Sopor*|Demora*|Heat Breath|Frost Breath|Poison Breath|Radiant Breath">
                <equip when="midcast" set="INT" />
            </elseif>
    Have they upgraded their spellcast to 2.43? TargetType doesn't function correctly anymore unless you're using the latest version. They changed something in the Mob array and I had to update it.

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