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  1. #1961
    Radsourceful

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    Replace your Line410-433 with

    Code:
    		<!-- if we're using swordchucks -->		
    		<if advanced='"$swordchucks"=="True"'>
    			<equip when="precast|midcast|aftercast|autoset|Resting">
    				<main lock="true" />
    				<sub lock="true" />
    				<ranged lock="true" />
    				<ammo lock="true" />
    			</equip>
    			<action type="var" cmd="set AfterCast TP" />
    		</if>
    		<else>
    			<action type="var" cmd="set AfterCast Idle" />
    		</else>
    You may not need to lock ammo/range depending on your sets, but I swap between chakram and ammos a lot.

    Edit: That's what I get for not refreshing before replying, Yugl's should also work but didn't handle changing the aftercast set.

  2. #1962
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    Quote Originally Posted by Yugl View Post

    I'll simplify your MNK rules in a sec (It's unnecessarily complex atm), but as for your issue, are you saying you want to change your TP set to MDT/PDT/So forth and stay in that set until you change back?

    Also, Add a space between words for your WS/JA set (Dragonkick => Dragon Kick) and replace your WS + JA Rules with this:
    Code:
            <elseif Type="WeaponSkill">
                <if TPGT="99">
                    <if advanced='%SpellTargetDistance &lt; 5.0'>
                        <!--cancels the WS if out of range.  This won't work with ranged WS-->
                        <castdelay delay=".2" />
                        <if Spell="Dragon Kick|Tornado Kick|Asuran Fists|Ascetic's Fury">
                            <equip when="precast|midcast" set="%Spell" />
                        </if>
                        <else>
                            <equip when="precast|midcast" set="WeaponSkill" />
                        </else>
                    </if>
                    <else>
                        <cancelspell />
                    </else>
                </if>
            </elseif>
            <elseif type="JobAbility">
                <if Spell="Chakra|Chi Blast|Dodge|Focus|Boost|Counterstance">
                    <equip when="Precast" set="%Spell" />
                </if>
            </elseif>
    Also, have you checked to make sure that your counter set is on when Perfect Counter is up? It seems you have Idle/Engaged/Counter tied to "aftercast" while you're engaged with no way to distinguish between them. What I *think* you want is....

    If not meleeing (Running/standing) => Standing set
    Meleeing without Perfect Counter for max dmg => Engaged
    Meleeing, but need PDT for the entire fight => PDT
    Meleeing, but need MDT (Either the entire fight or for a particular spell) => MDT
    Meleeing, but have Perfect counter up => Counter

    What would be priority for when counter is up? MDT/PDT > Counter or?
    Ok did the first change, still haven't tried but thank you very much, I barely understand this type of things so it was a nice thing to clean it up a bit, I can now understand better what's happening.

    The Ideal thing I'd love to do is this:

    have my mnk sets on autoswap on normal actions like:

    idle= idle gear
    engaged= normal tp gear
    doing a ja/ws= right gear

    but also I'd like to add the fuction to force a specific set like:

    engaged but need to be in PDT SET= hit a macro, switch to pdt, avoid another swap to change it like, chakra macro not changing body
    enaged but need to be in MDT set= as above: don't change my earrings unless I hit again a macro.

    So I would have benefits of auto swap when dding or just doing normal things, but on special occasions to be able to set my pdt set without having it changed at my next ws or ja or autoattack even.

    For example I had to use pdt set on a nm yesterday, but at the moment of engagin it made me go back on TP set making it all harder, I'd love to avoid that somehow without having to stop using spellcast...

    About counter or whatever it was just a small fix, I'd love to have a macro to switch to a full counter set if possible so it doesn't need to be there a counter auto swap set.

  3. #1963
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    Alright, it'll run off variables if doing that (And you'll need certain lines in your macro), but it's doable. The reason I asked about the priority of counter was because if you have a counter set and a PDT set, I'll need to give one priority over the other. I'll see what I can come up with.

    Edit: I changed the name of certain sets and cut out the gear (To make it easier for me to edit). I removed "Standard" since I didn't know what that referred to. Put all your TP gear in your "Engaged" set. Idle is based on the engaged set, so anything DIFFERENT from it you put in the idle set (Don't even bother writing <slot></slot> if you're not making a change). In fact, PDT,MDT, and Counter will be based on your Engaged set. Only add gear to these sets that are different from your Engaged set. Same goes for WSs and Footwork. I removed the JA sets BUT KEEP THEM THERE. I only moved them to make it cleaner for me to edit. Using this edit as a list of notes as I go on.

    Ok so here it is:
    Code:
        <variables>
            <var name="TP">Engaged</var>
        </variables>
        <sets>
            <group name="Main" default="yes">
                <set name="Idle" baseset="Engaged" />
                <set name="Engaged">
                    <ranged lock="true" />
                    <sub lock="true" />
                </set>
                <set name="WeaponSkill" baseset="Engaged" />
                <set name="Asuran Fists" baseset="Engaged" />
                <set name="Dragon Kick" baseset="Engaged" />
                <set name="Ascetic's Fury" baseset="Engaged" />
                <set name="Tornado Kick" baseset="Engaged" />
                <set name="Footwork" baseset="Engaged" />
                <set name="PDT" baseset="Engaged" />
                <set name="MDT" baseset="Engaged" />
                <set name="Counter" baseset="Engaged" />
            </group>
        </sets>
        <rules>
            <if status="idle">
                <equip when="idle" set="Idle" />
            </if>
            <if status="engaged">
                <equip when="engaged|aftercast" set="$TP" />
            </if>
            <if BuffActive="Counterstance" Spell="Counterstance">
                <cancelspell />
                <return />
            </if>
        </rules>
    IMPORTANT: In order for this to work, you need to set your macros up to correspond with it. Also, remove old rules pertaining to Idle/TP/Counter/PDT/MDT (Keep the WS one I gave you). At the end of the line, take out the "/" and add </set> after typing in your gear. Example: <set name="Idle" baseset="Engaged" /> changes to <set name="Idle" baseset="Engaged"> all the gear here</set>.

    With your Engaged set macro have a line that says: //sc var set TP Engaged
    For PDT, have a line that says: //sc var set TP PDT
    For MDT, have a line that says: //sc var set TP MDT
    For Counter (Put this in your counterstance macro): //sc var set TP Counter

    How this works: In your macro, you'll have these lines that will change the variable. Think of the variable as in math problems (x). The rule says to use $TP when engaged (Aftercast is for after WS and JAs). Think of $TP as X. When you hit the macro, the macro changes X to the name of the set you want to use. For example, when you hit the PDT macro, it makes it say X=PDT. So when you're engaged, you'll use PDT. See if this works and post back.

  4. #1964
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    In your macro to change the "tp" sets, I would also add a second line ( if using in game macros) like this:

    For pdt
    //sc set pdt

    Put that after the "//sc var set TP pdt" line. That way it'll change the variable, and it'll change the set at the same time. Without that, you would have to send another command to the game (ja, dummy spell, etc.) for it to change your set.

    Code:
    PDT Macro
    //sc var set TP pdt
    //sc set pdt
    Hope this makes sense, typing on my phone right now...

  5. #1965
    An exploitable mess of a card game
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    Yes! Add what he said. However, for counterstance, put a /wait 1.5-2 before the //sc set Counter. The reason is because you'll want the melee gaiters to be on when you activate the JA and THEN change to Counter set.

    /ja "Counterstance" <me>
    /wait 1.5
    //sc var set TP Counter
    //sc set Counter
    For the others
    //sc var set TP PDT
    // sc set PDT

  6. #1966
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    Questions for RDMs:
    1) Is there a way to make rules deciding when to equip MND potency gear or Enfeebling Skill set without specifying certain target names ? like I want MND potency to be the default but if I get resisted switch to Enfeebling Skill set , will that requires me to do multiple groups & load them manually ?

    2) I want a rule to decide when to equip 5/5 RDM AF3+2 , & when to equip haste/conserve MP gear , since the way RDM AF3 works is only on others w/ Composure active while buffs on self don't get the benefit of the set except from pants for refresh/feet generally & back , so I wanna put something like Zelus Tiara for head/Goliard Saio for body/Dusk for hands.

    Thanks :D .

  7. #1967
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    Quote Originally Posted by Holyman View Post
    Questions for RDMs:
    1) Is there a way to make rules deciding when to equip MND potency gear or Enfeebling Skill set without specifying certain target names ? like I want MND potency to be the default but if I get resisted switch to Enfeebling Skill set , will that requires me to do multiple groups & load them manually ?

    2) I want a rule to decide when to equip 5/5 RDM AF3+2 , & when to equip haste/conserve MP gear , since the way RDM AF3 works is only on others w/ Composure active while buffs on self don't get the benefit of the set except from pants for refresh/feet generally & back , so I wanna put something like Zelus Tiara for head/Goliard Saio for body/Dusk for hands.

    Thanks :D .
    1) You'd have to switch groups manually.

    2) This is possible with target= and buffactive= rules. I think there was a question about this previously with some code in a response, but it would be quite a few pages back. Worth checking before reinventing the wheel, though.

  8. #1968
    Pandemonium
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    Many thank you to Yugl and Nyosan. That was a BLM .xml from Aikar back in the day that I just renamed, not a whm xml built from scratch, so it is pretty ugly.

  9. #1969
    Hydra
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    For changing between RDM sets I used to have it set up with a list of main names where I'd want a skill build then added $resistname as a variable within the list. Then you can just add a line in your init file binding some key command to set that variable to the current target and execute a triggering action. Worked pretty well for me.

  10. #1970
    An exploitable mess of a card game
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    Quote Originally Posted by Holyman View Post
    Questions for RDMs:
    1) Is there a way to make rules deciding when to equip MND potency gear or Enfeebling Skill set without specifying certain target names ? like I want MND potency to be the default but if I get resisted switch to Enfeebling Skill set , will that requires me to do multiple groups & load them manually ?

    2) I want a rule to decide when to equip 5/5 RDM AF3+2 , & when to equip haste/conserve MP gear , since the way RDM AF3 works is only on others w/ Composure active while buffs on self don't get the benefit of the set except from pants for refresh/feet generally & back , so I wanna put something like Zelus Tiara for head/Goliard Saio for body/Dusk for hands.

    Thanks :D .
    1. Although I don't know how to bind keys (I use controller), Atariel's idea is pretty brilliant as far as "on the spot without specifying beforehand" techniques work. You'll want something like...
    Code:
    <if spell="Para*|Slo*" target="$Resisttarget">
        <equip set="Resist Enfeebles Set" />
    </if>
    <else>
        <equip set="Potency Enfeeble Set" />
    </else>
    In your variables, you'll want the name to be...
    Code:
    <var name="Resisttarget">Absolute Virtue</var>
    You'll then want to find a way to bind to your key the command //sc var set Resisttarget <t>

    What that will do is change the variable (Absolute Virtue) to the name of the mob. So what ends up happening in the spellcast is that it sees that mob's name as the variable and uses resist for that mob. If you don't change the variable, it will only use use resist gear on AV initially.

    2. Use these rules (Change the sets to w/e you want to use)

    Code:
                <!-- Magic: Enhancing [Others] -->
                <if Skill="EnhancingMagic" SpellTargetType="PLAYER" BuffActive="Composure" NotSpell="Erase|Escape|Protect*|Shell*|Tele*|Warp">
                    <equip when="midcast" set="Enhancing Magic Others" />
                </if>
                <elseif Skill="EnhancingMagic" SpellTargetType="PLAYER" notBuffActive="Composure" NotSpell="Erase|Escape|Protect*|Shell*|Tele*|Warp">
                    <equip when="midcast" set="Enhancing Magic Self" />
                </elseif>
                <!-- Magic: Enhancing [Self] -->
                <if Skill="EnhancingMagic" SpellTargetType="SELF" NotSpell="Phalanx|En*|Erase|Escape|Protect*|Shell*|Tele*|Warp">
                    <equip when="midcast" set="Enhancing Magic Self" />
                </if>
                <elseif spell="Phalanx|En*">
                    <equip when="midcast" set="Enhancing Magic" />
                </elseif>

  11. #1971
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    Quote Originally Posted by Radec View Post
    Replace your Line410-433 with

    Code:
    		<!-- if we're using swordchucks -->		
    		<if advanced='"$swordchucks"=="True"'>
    			<equip when="precast|midcast|aftercast|autoset|Resting">
    				<main lock="true" />
    				<sub lock="true" />
    				<ranged lock="true" />
    				<ammo lock="true" />
    			</equip>
    			<action type="var" cmd="set AfterCast TP" />
    		</if>
    		<else>
    			<action type="var" cmd="set AfterCast Idle" />
    		</else>
    You may not need to lock ammo/range depending on your sets, but I swap between chakram and ammos a lot.

    Edit: That's what I get for not refreshing before replying, Yugl's should also work but didn't handle changing the aftercast set.
    You people are so goddamn sexy. Between you and Yugl I've been able to get my XML sorted out to a point where I'm pretty damn happy with it. Thanks guys

  12. #1972
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    Thanks bunch to Yugl , Atariel , & Nyosan for the brilliant ideas :D works great!

  13. #1973
    Radsourceful

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    Quote Originally Posted by Yugl View Post
    1. Although I don't know how to bind keys (I use controller), Atariel's idea is pretty brilliant as far as "on the spot without specifying beforehand" techniques work. You'll want something like...
    Code:
    <if spell="Para*|Slo*" target="$Resisttarget">
        <equip set="Resist Enfeebles Set" />
    </if>
    <else>
        <equip set="Potency Enfeeble Set" />
    </else>
    ...More stuff that was long...
    Quoting for damn, this is a good idea.

    Edit: Idea credit where due

    Quote Originally Posted by Altariel View Post
    For changing between RDM sets I used to have it set up with a list of main names where I'd want a skill build then added $resistname as a variable within the list. Then you can just add a line in your init file binding some key command to set that variable to the current target and execute a triggering action. Worked pretty well for me.

  14. #1974
    RIDE ARMOR
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    pastebin = 5rtf8WMA

    Trying to get my restraint to work properly. I want for my war+2 hands to lock when restraint is up, and then perle moufles when restraint is down. I tried going through the thread to find help, and tried to use the manawall rule from about a page back, but its still not working. Is there something in here i'm doing wrong?

    And the other thing I'd really like some help with would be a rule to equip zahaks mail when i've got berserk active, but grim +1 when its down?

    I'd also be interested in anyone who has a ukon war xml to use? I'm sure there are lots of good ones out there... I just want to be able to get the best out of all of my gear...

  15. #1975
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    Double post, sorry.

  16. #1976
    Radsourceful

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    Quote Originally Posted by Exael View Post
    pastebin = 5rtf8WMA

    Trying to get my restraint to work properly. I want for my war+2 hands to lock when restraint is up, and then perle moufles when restraint is down. I tried going through the thread to find help, and tried to use the manawall rule from about a page back, but its still not working. Is there something in here i'm doing wrong?

    And the other thing I'd really like some help with would be a rule to equip zahaks mail when i've got berserk active, but grim +1 when its down?

    I'd also be interested in anyone who has a ukon war xml to use? I'm sure there are lots of good ones out there... I just want to be able to get the best out of all of my gear...
    Code:
    		<if mode="or" buffactive="Restraint" spell="Restraint">
    			<equip when="aftercast|idle">
    				<hands lock="yes">Ravager's Mufflers +2</hands>
    			</equip>
    		</if>
    You need to specify when you want to equip the hands. Lock locks at a specific time, not for all times (unless when="all"). Should be able to do the exact same thing for berserk case.

    Edit: if you don't specify a when, I believe it assumes precast only - always specify a when, makes life easier.

    Longer explanation of locking copied from a PM set taling about PLD:
    Spoiler: show
    For Excal: You're setting it very early, and it's not locked, so changes lower on (499, 512, 525, 538, 551) override it. You can either move the excal code to the bottom of the file, or add
    Code:
    <SLOTNAME lock="true"></SLOTNAME>
    to every equip in the excal set. Lock prevents other gear swaps in the same slot at the same time from taking effect, rather than blocking all swaps from that time onwards. It's not well explained or used in some examples on windower site.
    Code:
    <set name="A">
        <head>AHead</head>
        <body lock="true">ABody</body>
    </set>
    <set name="B">
        <head>BHead</head>
        <body>BBody</body>
    </set>
    <set name="C">
        <head lock="true">CHead</head>
        <body>CBody</body>
    </set>
     
    Case 1
    <equip when="precast" set="A"/>
    <equip when="midcast" set="B"/>
    <equip when="aftercast" set="C"/>
     
    Pre: AHead ABody
    Mid: BHead BBody
    After: CHead CBody
     
    Nice and Normal
     
    Case 2
    <equip when="precast|midcast" set="A"/>
    <equip when="midcast" set="B"/>
    <equip when="aftercast" set="C"/>
     
    Pre: AHead ABody
    Mid: BHead ABody
    After: CHead CBody
     
    ABody is locked, overrides BBody
     
    Case 3
    <equip when="precast|midcast" set="A"/>
    <equip when="midcast|aftercast" set="C"/>
    <equip when="midcast|aftercast" set="B"/>
     
    Pre: AHead ABody
    Mid: CHead ABody
    After: CHead BBody
     
    Mid: CHead, ABody locked, overrides BHead BBody, even though B is last in order
    After: BBody comes later, and CBody isn't locked, so BBody is equipped.

  17. #1977
    An exploitable mess of a card game
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    Code:
            <if mode="or" buffactive="Restraint" spell="Restraint">
                <equip when="engaged|precast|midcast|aftercast">
                    <hands lock="yes">Ravager's Mufflers +2</hands>
                </equip>
            </if>
    Try that. If you don't want the hands on while restraint is up for some reason, then you'll need to specify.

    Edit: Damn it radec.

  18. #1978
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    Quote Originally Posted by Yugl View Post
    Alright, it'll run off variables if doing that (And you'll need certain lines in your macro), but it's doable. The reason I asked about the priority of counter was because if you have a counter set and a PDT set, I'll need to give one priority over the other. I'll see what I can come up with.

    Edit: I changed the name of certain sets and cut out the gear (To make it easier for me to edit). I removed "Standard" since I didn't know what that referred to. Put all your TP gear in your "Engaged" set. Idle is based on the engaged set, so anything DIFFERENT from it you put in the idle set (Don't even bother writing <slot></slot> if you're not making a change). In fact, PDT,MDT, and Counter will be based on your Engaged set. Only add gear to these sets that are different from your Engaged set. Same goes for WSs and Footwork. I removed the JA sets BUT KEEP THEM THERE. I only moved them to make it cleaner for me to edit. Using this edit as a list of notes as I go on.

    Ok so here it is:
    Code:
        <variables>
            <var name="TP">Engaged</var>
        </variables>
        <sets>
            <group name="Main" default="yes">
                <set name="Idle" baseset="Engaged" />
                <set name="Engaged">
                    <ranged lock="true" />
                    <sub lock="true" />
                </set>
                <set name="WeaponSkill" baseset="Engaged" />
                <set name="Asuran Fists" baseset="Engaged" />
                <set name="Dragon Kick" baseset="Engaged" />
                <set name="Ascetic's Fury" baseset="Engaged" />
                <set name="Tornado Kick" baseset="Engaged" />
                <set name="Footwork" baseset="Engaged" />
                <set name="PDT" baseset="Engaged" />
                <set name="MDT" baseset="Engaged" />
                <set name="Counter" baseset="Engaged" />
            </group>
        </sets>
        <rules>
            <if status="idle">
                <equip when="idle" set="Idle" />
            </if>
            <if status="engaged">
                <equip when="engaged|aftercast" set="$TP" />
            </if>
            <if BuffActive="Counterstance" Spell="Counterstance">
                <cancelspell />
                <return />
            </if>
        </rules>
    IMPORTANT: In order for this to work, you need to set your macros up to correspond with it. Also, remove old rules pertaining to Idle/TP/Counter/PDT/MDT (Keep the WS one I gave you). At the end of the line, take out the "/" and add </set> after typing in your gear. Example: <set name="Idle" baseset="Engaged" /> changes to <set name="Idle" baseset="Engaged"> all the gear here</set>.

    With your Engaged set macro have a line that says: //sc var set TP Engaged
    For PDT, have a line that says: //sc var set TP PDT
    For MDT, have a line that says: //sc var set TP MDT
    For Counter (Put this in your counterstance macro): //sc var set TP Counter

    How this works: In your macro, you'll have these lines that will change the variable. Think of the variable as in math problems (x). The rule says to use $TP when engaged (Aftercast is for after WS and JAs). Think of $TP as X. When you hit the macro, the macro changes X to the name of the set you want to use. For example, when you hit the PDT macro, it makes it say X=PDT. So when you're engaged, you'll use PDT. See if this works and post back.
    I tried doing the thing but noticed already a problem probably due to me failing: when around in town so not engaged, if I use let's say focus, it swaps my crown, does focus, doesn't swap me back to idle gear...but if I am engaged, do focus, disengage it brings me in idle set...

    While engaged seems to work fine, rest seems to be perfectly fine, I tried the sc var blabla and they change perfectly.Now I still haven't tried ws but I guess if it works with buffs it works with everything, you've been awesome guys! I'm also learning by seeing completed works how I should do things.

    This is my xml now, so we can see why it's not going in idle, and if I did screw up something:

    Code:
    <?xml version="1.0" ?>
    <spellcast>
    
    
            <config
                    Debug="false"
                    HideErrors="false"
                    ShowGearSwaps="false"
                    ShowSpellInfo="false"
                    DefaultAftercast="Engaged"/>
          
    
      <variables>
            <var name="TP">Engaged</var>
        </variables>
        <sets>
            <group name="Main" default="yes">
                <set name="Idle" baseset="Engaged">
    		<ranged lock="true" />
                    <sub lock="true" />
    		<ammo>Thew Bomblet</ammo>
                    <head>Tantra Crown +2</head>
                    <neck>Faith Torque</neck>
    		<lear>Brutal Earring</lear>
                    <rear>Kemas Earring</rear>
                    <body>Mirke Wardecors</body>
                    <hands>Tantra Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Sniper's Ring</rring>
                    <back>Amemet Mantle +1</back>
                    <waist>Brown Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Fuma sune-ate</feet>
    
                </set>
    
                <set name="Engaged">
                    <ranged lock="true" />
                    <sub lock="true" />
    		<ammo>Thew Bomblet</ammo>
                    <head>Tantra Crown +2</head>
                    <neck>Faith Torque</neck>
    		<lear>Brutal Earring</lear>
                    <rear>Kemas Earring</rear>
                    <body>Mirke Wardecors</body>
                    <hands>Tantra Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Sniper's Ring</rring>
                    <back>Amemet Mantle +1</back>
                    <waist>Brown Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Fuma sune-ate</feet>
    
                </set>
    
                <set name="WeaponSkill" baseset="Engaged">
                    <hands>Ochimusha Kote</hands>
                    <rring>spiral Ring</rring>
                    <feet>Aurore Gaiters</feet>
    
                </set>
    
                <set name="Asuran Fists" baseset="Engaged">
                    <hands>Ochimusha Kote</hands>
                    <rring>Spiral Ring</rring>
                    <waist>Shadow Belt</waist>
                    <feet>Aurore Gaiters</feet>
    
                </set>
    
    
                <set name="Dragon Kick" baseset="Engaged">
                    <hands>Ochimusha Kote</hands>
                    <rring>Spiral Ring</rring>
                    <feet>Aurore Gaiters</feet>
    
                </set>
    
                <set name="Ascetic's Fury" baseset="Engaged">
                    <hands>Ochimusha Kote</hands>
                    <rring>Spiral Ring</rring>
                    <feet>Aurore Gaiters</feet>
    
                </set>
    
                <set name="Tornado Kick" baseset="Engaged">
                    <hands>Ochimusha Kote</hands>
                    <rring>Spiral Ring</rring>
                    <feet>Aurore Gaiters</feet>
    
                </set>
    
                <set name="Footwork" baseset="Engaged" />
    
    
                <set name="PDT" baseset="Engaged">
                     <neck>Twilight Torque</neck>
    
                </set>
    
                <set name="MDT" baseset="Engaged">
                     <neck>Twilight Torque</neck>
    
                </set>
    
                <set name="Counter" baseset="Engaged">
                     <back>Ultion Mantle</back>
    
                </set>
    
                <set name="Chakra" baseset="Engaged">
                     <ammo>Bibiki Seashell</ammo>
                     <head>Genbu's Kabuto</head>
                     <body>Temple Cyclas</body>
                     <rring>Spiral Ring</rring>
                     <waist>Warrior's Belt +1</waist>
                     <legs>Republic Subligar</legs>
    
                </set>
    
                <set name="Dodge" baseset="Engaged">
                      <feet>Temple Gaiters</feet>
    
                </set>
    
                <set name="Focus" baseset="Engaged">
                      <head>Temple Crown</head>
    
                </set>
    
                <set name="Boost" baseset="Engaged">
                      <hands>Temple Gloves</hands>
    
                </set>
    
                <set name="Counterstance" baseset="Engaged">
                      <feet>Melee Gaiters</feet>
    
                </set>
    
                <set name="FastCast" baseset="Engaged">
    		  <head>Tantra Crown +2</head>
    		  <back>Ultion Mantle</back>
    		  <rear>Loquacious Earring</rear>
    
                </set>
    
                <set name="Chi Blast" baseset="Engaged">
                      <head>Temple Crown</head>
    
                </set>
    
            </group>
    
        </sets>
    
    
    
        <rules>
            <if status="idle">
                <equip when="idle" set="Idle" />
            </if>
            <if status="engaged">
                <equip when="engaged|aftercast" set="$TP" />
            </if>
            <if BuffActive="Counterstance" Spell="Counterstance">
                <cancelspell />
                <return />
            </if>
    
    
                    <if type="Ninjutsu">
                            <action type="equip" when="Precast" set="FastCast"/>
                            <if Spell="Utsusemi: Ichi">
                                    <action type="midcastdelay" delay="2.5"/>
                                    <action type="Command" when="midcast">cancel 66</action>
                            </if>
                    </if>
    
    
          <elseif Type="WeaponSkill">
                <if TPGT="99">
                    <if advanced='%SpellTargetDistance &lt; 5.0'>
                        <!--cancels the WS if out of range.  This won't work with ranged WS-->
                        <castdelay delay=".2" />
                        <if Spell="Dragon Kick|Tornado Kick|Asuran Fists|Ascetic's Fury">
                            <equip when="precast|midcast" set="%Spell" />
                        </if>
                        <else>
                            <equip when="precast|midcast" set="WeaponSkill" />
                        </else>
                    </if>
                    <else>
                        <cancelspell />
                    </else>
                </if>
            </elseif>
            <elseif type="JobAbility">
                <if Spell="Chakra|Chi Blast|Dodge|Focus|Boost|Counterstance">
                    <equip when="Precast" set="%Spell" />
                </if>
            </elseif>
    
            </rules>
    
    </spellcast>
    Btw on an unrelated note regarding your blu xml, would it be possible to add a set dedicated to plenilune embrace?I tend to be spamming it sometimes and having troubles making it a set with autoswaps.Also I think I have the same idle problem with that xml but can't confirm it right now since I can't go in game and test it...Gonna try and see tomorrow for this.Btw yugl awesome work, I think only thing missing from spellcast right now would be a basic set for every job like yours, which are somehow easy but all-around perfect.

  19. #1979
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Code:
            <if status="idle">
                <equip when="idle|aftercast" set="Idle" />
            </if>
    Change the current idle stuff you have to that. For BLU, I'll add a code for it to work with Plen Embrace + change to idle in a sec.

    Try this for BLU:
    Code:
    <elseif spell="*Fruit|*Embrace">
        <equip when="midcast" set="Cure" />
    </elseif>
    <if status="idle" group="*Sword">
        <equip when="idle|aftercast" set="Idle" />
    </if>
    You can change "Cure" to whatever set you're using for curing. Put the (cure) code with the rest of the <!--BLU Spells-->. The Idle code can sit next to the staff Idle.

  20. #1980
    RIDE ARMOR
    Join Date
    Dec 2009
    Posts
    23
    BG Level
    1

    Thanks for the help with the restraint. Works perfectly now.

    Any advice on how to get berserk to work properly? was thinking something along the lines of a buffactive=berserk but not sure about all the other rules?

    also is the rule at the bottom that is meant to cancel ws' when i'm too far away from the target correct? most of my spellcast is copy pastes from other spellcasts i've seen so i admit to being new to all this.

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