Why can't he do that with
<if status="engaged" TPGT="50" HPPLT="75">
<command>input /ja "Curing Waltz III"</command>
</if>
Why can't he do that with
<if status="engaged" TPGT="50" HPPLT="75">
<command>input /ja "Curing Waltz III"</command>
</if>
Because it'll only check for that when you activate a spell.
and bind death to a key you just spam constantly would be the "best" spellcast only solutionCode:<if spell="death"> <if TPGT="50" HPPLT="75"> <command>input /ja "Curing Waltz III" <me></command> </if> </if>
You could do this:
and "//sc var set waltz 0" when you want it to stop. Need to attempt to cast Meteor to start it.Code:<variables> <var name="Waltz">1</var> </variables> <rules> <if spell="Meteor" advanced='$Waltz="1"'> <cancelspell /> <action type="command"> wait 1; meteor </action> <if HPPLT="75" TPGT="50"> <action type="command"> curingwaltz3 <me> </action> </if> </if> </rules>
Looking to get the most of my snapshot gear on COR. Would the best way to do this be something like:
thanks.Code:<if commandprefix="/range|/ra"> <equip when="Precast" set="Snapshot" /> <equip when="Midcast" set="RAttk" /> </if>
Trying to figure how to make code for my different idle sets on BLM , like when MP is less than certain threshold equip Owleyes/Genbu's Shield/Serpentes Cuffs/Sabots/Moonshade Earring , & When MP is full or HP under certain threshold equip Terra's Staff/Staff Strap/Sorc. Earring etc .
I know SpellCast doesn't realize if you're getting hit or you need MP , but think I could make my idle set like dynamic set ? to change under certain conditions . I understand the concept but can't make a code for it ;x.
Thanks in advance.
Would you be opposed to hitting the idle button/set when you need MP or do you want it to automatically occur? If the latter, you need autoexec.
http://pastebin.com/HQ0B7csm
That is my current WHM XML, it works just fine, but I would like to add a few more things to it (but without knowledge of how to write XML)
What I would like it to do:
If ring variable is set to 1, is it possible to have it ONLY use medicine ring on cure5/6 (and forcing yellow by canceling Abyssea's HP buff) and have it use AF3+1/2 body? In addition to that, I would like a set without using medicine ring for cure5/6 with facio bliaut. I don't have Surya+2 yet, so I'm either needing to get a curepotency atma or medicine ring to get ~46% with AF3+1/2 body, and 48% with Facio (no med.ring)
I typically don't like having yellow HP in abyssea, but until i get my cure potency atma(s), it's the only way for me to get greater than 40% cure potency while taking advantage of cureskin.
How do you check if you don't have any weapon equipped? I know you can check when a specific weapon is equipped like:
<if Advanced='"%EquipMain"=="Verethragna"'>
awesomeness
</if>
But not sure what to do for when you're barefisted! Or is there a way to check what weapon type you have equipped? I'm getting around this currently by just checking if I have specific staves (Celeritas Pole|$DarkStaff|$EarthStaff) equipped, then just setting my H2H specific vars in an else case.
<if notEquipMain="Verethranga">
Rules
</if>
This rule will take effect when you do an action and do not have Verethranga equipped.
I'm trying to check when there is specifically no weapon equipped though--that condition check would be true if I were to use anything other than Verethragna.
Try putting EquipMain="*" and see if that works. No idea if it will though. Could also try having nothing between the quotes.
equipmain="none", iirc
I finally made the switch from XBox to PC and I'm trying to wrap my head around Spellcast files now.
I've downloaded several people's existing files hoping to modify them for my jobs. One thing that looked interesting was the ability to make an Includes file that holds a lot of general rules.
My questions are:
Is the goal to make one Includes file and throw every conceivable recurring rule set in it for all your jobs' XML files to draw from? And if so, does anyone feel like sharing a good one with most of the general rule sets in it already?
Yes and http://pastebin.com/xw4AdNLq
Any SMNs out there have rules for controlling the AF3+1/2 hands?
need a rule that equips set "tp" for aftercast, when "main=twilight knife|joyeuse" and "when im engaged". otherwise, i need it to equip a different aftercast if I'm not "engaged" and "aftercast".
currently my spellcast puts on an idle set in aftercast which isnt tp gear, even if i'm engaged, and i cant figure out the syntax. :/
<if status="engaged" EquipMain="Twilight Knife|Joyeuse">
<equip when="engaged|aftercast" set="TP" />
</if>