Dia/Bio IV/V, Poison/ga III/IV/V, I think. You can check with the /recast "Spell|Ability" command to verify.
Dia/Bio IV/V, Poison/ga III/IV/V, I think. You can check with the /recast "Spell|Ability" command to verify.
If non-blu: Any blu spell 50+
If blu: any T3 nuke or above
Won't ever be added in, and will never gain access (unless they raise cap again)
In addition to what others have said, here are some more that might work... elemental-ga4 (assuming -ja spells replaced those for blm), elemental-ga5, holy 2, banish 5 (4 might make it into the game, doubt 5 would), Diaga 2,3,4,5, banishga 3,4,5.
Those are all in the dats, at least the animations are, according to altanaview. With maint, can't see if any of them are valid triggers, but there should be enough of them that are for you to use as fake triggers, I bet.
The list of valid spells:
~/Windower/plugins/resources/spells.xml
Okay, stupid question but so it goes.
How do I increment a variable in Spellcast? Something like this?
Also, recently I noticed "EngagedSet" in my config tags. I assume that's the set that gets automatically put on when you engage the monster? If so, can I put a variable in it so it would change for Abyssea or whatever, or is that not possible because it's in the config tags?Code:<if Advanced='$Varname $gt; 1'> <action type=var cmd="set Varname Varname+1" /> </if>
Can't give specific directions now, but I can lead you where you want to go. In the spellcasts directions, there is a place where it shows how to do calculations in spellcast. I assume that's where you want to go. I'm not sure what you want to do with the varname+1 or w/e though. I don't know of these engagedtags you speak of. Pastebin and see?
<var cmd="setcalc (variable name) (Operations)"/>Code:<var cmd="setcalc FC $FC + $BaseFC"/> <var cmd="setcalc Preland $Preland * (1-$FC)"/>
I haven't gone and tried anything too complicated with it, but it adds, subtracts, and multiplies for sure.
EngagedSet was a precursor to autoset, if I recall correctly.
should work.Code:<if spell="autoset"> <equip when="engaged" set="$setname"/> </if>
anyone have an up to date mnk or pup xml? My comp died awhile back and i lost all my stuff because i had not backed it up... thanks!
Has the windower/spellcast website been shut down?
What is the best way to deal with RDM in melee situation where you would want to auto lock main and sub when engaged and unlock main and sub as soon as unengaged?
Thank you.
Loads for me.
May require additional tweaking to equip melee weapons when you engage, typically:Code:<if status="engaged"> <equip when="precast|midcast|aftercast|autoset"> <main lock="true" /> <sub lock="true" /> </equip> </if>
but will depend on the rest of your spellcast.Code:<equip when="engaged" set="meleeSet"/>
I'm not sure if this should go into random or here , but anyways I just moved to PC lately I was strictly FFXI console player before , so I'm pretty noob about all this spellcast/xml/windower thing .
My question is from where should I start ? so far what I did was using Aikar BLM template , but I hate to "just replace" my gear in his XML w/o understanding what's going on in that XML D: ? is there good guide to learn XML just enough to get grip of using it for macros ?
My other question which probably is answered in the post just above , I'm Hvergelmir user , the way I used to "technically" lock it on console is to put all my ToM staves/dfferent grips in satchel/sack whenever I'm in abyssea , is there a way to lock it in SpellCast w/o going through all that pain ? also w/o engaging , because I only engage when I'm using Myrkr . I'm not aware of the different rules for locking , could it be TP based (because I use regain atma in combination with nuking atmas) ? or zone based for example (like when I'm outside abyssea might not be able to achieve that kind of TP relying only on Occult Acumen) so SpellCast use my usual nuking set/staves?
Text wall ;x , Thanks in advance :D.
You can lock based on your main weapon.
Best place to learn all the things you can do is http://wiki.windower.net/plugins/spellcast/rules and http://wiki.windower.net/plugins/spellcast/variables at least to start. The templates uploaded on windower wiki are... pretty old, but since people have started using pastebin you can find some by using the search on there (search terms like "<main>$earthstaff</main>" are going to turn up a lot of spellcasts for mages). Anything else, ask.Code:<if equipmain="Hvergelmir"> <equip when="precast|midcast|aftercast|autoset|Resting"> <main lock="true" /> <sub lock="true" /> <ranged lock="true" /> <ammo lock="true" /> </equip> </if>
Thanks Radec for the helpful info :D much appreciate it.
@Holyman
Its a basic if then else structure within the spellcast itself. Some things end up doing fancy stuff (like checking day/weather for obi)
if you want to lock slots on the fly you can just type "//sc disable main|sub|range|ammo" you can endlessly pipe (the '|' character) slots for that command. Likewise to enable its "//sc enable" or you can "//sc enable main" etc etc
Your most basic XML will follow this pattern:
Variables
Sets
Rules
If you have any form of programming background it should be fairly easy to follow and pick up.
What would a rule look like that would automatically cast Curing Waltz III on myself if my TP was >= 50 and my HP was <= 75% ? This would be with dancer as my subjob.