id like to point out the top part is the one of the best reasons for spellcast. Its a big ass mage thing really, but can be used for any job.
i onl have it change for a few things, fafnir, sky gods. anything else is almost always the same
but is there a way to define mobs in a group in spellcast? I will have to look into that i guess.
EX would be put jorm tia and a few other mobs in one group.
lol shit i do have mine in groups >.> nvm then.
Thanks everyone for the input and sharing your XMLs! I am hoping to piece them together. It's been interesting figuring out XML.
@Burnsy: No harm done man. I started off on PS2, then moved to XBox. Once the wife went back to school, i've taken over the PC finally. Maybe I am a bit anal, but now that I have such a powerful tool at my finger tips, I would really like to try and make the most of it. I have some programming experience, and can generally pick up the basics of something new in a bit of time. Shit like this intrigues me.
That's all well and good dude. Like I said I just balked at the use of something designed for mages. I'm anal about my MNK as well, but I am just so used to having the standard 20 macros, that I probably miss out on alot. Ctrl+E and fast fingers always got me thru when I needed to alter my basic eq sets.
Alot of stuff people do on these boards puzzle me, (like a loquatious for 1 sec off ichi, and 2% faster cast, PLD i get, not worth it on MNK imo) and seems like it could be done a number of different ways (read: lrntocancelni). Windower macros took me long enough to figure out, impliment and use correctly, and I'm always opening my scripts library and editing little things, I'm thinking about converting them all to bindings to prevent macrofire lag (see other thread) and even that makes me kinda @.@ because I'm a gamer and artist, not a math nerd or programmer.
you could just do
<if spelltargetname="mob|mob2|etc" advanced='"$mobgroup"!="x">
<action type="command">sc var set mobgroup x</action>
</if>
<else>
<action type="command">sc var set mobgroup y</action>
</else>
then check if mobgroup=x do Y, else do Z.
or of course you forget the var, and copypasta the <if spelltargetname="mob|mob2|etc"> in front of every rule that you want to do something different for those mobs.
Why not do sets?
<set name="tp">
...haset tp gear
</set>
<set name="acc">
...high acc tp gear
</set>
<if status="engaged" target="list of high eva mobs here">
<action type="equip" when="aftercast" set="acc" />
</if>
<else>
<action type="equip" when="aftercast" set="tp" />
</else>
I was under this same impression. I do not have a delay specified in my macros, just when="precast" and I gain benefits from my chakra macro which is the easiest one to see a benefit from on monk. I was also under the impression that lag didn't matter cause spellcast intercepted the line, reworked it per your macros and then fees it to ffxi.
Hopefully I'm not wrong since I'll have to add .2 delay to a lot of my spellcast xmls.
Well, that will help me clean up a bit of what i'm working on, haha. I seem to have put a line for precastdelay in each of my rules for JAs without even really thinking about 1 catch all rule.
But since <rule> is being left out of SC 2.3, will it still work with <if>?
edit: NM.. just thought about that. there will still be <rules> but <rule> itself will become <if> I think.
Right, the rules section will still be there, just won't be able to start the individual rules with <rule..., it'll have to be <if.. <elseif... <else...