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  1. #201
    Aja
    Aja is offline
    Relic Weapons
    Join Date
    Jul 2008
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    Asura

    Variables

    <!-- more MP then this will ignore gear changes. Put your max nornal MP.-->
    <var name="ClockOn">0</var>
    <var name="CLockMp">682</var>

    Actual lock

    <!-- gear locks proccessed first -->
    <if advanced='"CLockOn" = "1"'>
    <if MAftercastPLT="$CLockMp">
    <enable />
    </if>
    <elseif MPGT="$CLockMp">
    <disable />
    </elseif>
    </if>

    Why do these not work for me?
    Would really like to not waste 300+ mp all the time.

  2. #202
    That SpellCast Guy
    Join Date
    Feb 2006
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    5

    Assuming that's actually your rules that you pasted, there are several problems with them.
    • You have "MAftercastPLT" when it's "MPAftercastLT". Either way, the way you're doing it, it's still going to waste MP on the last cast, because you're checking your MP after casting, but allowing it to swap before the casting finishes. So you'll waste some amount of MP that's less than the spell's casting cost. Not as big of a waste, but still there.
    • Make sure you're manually turning on the MP locking with a command like "/sc var set ClockOn 1", you have to do this every time the XML file is reloaded, whether it's manual or automatic.
    • The advanced rule should be:
      Code:
      <if advanced='$ClockOn = 1'>

  3. #203
    Aja
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    Alright thanks^^ I'll just take it all out. I found it on an earlier page in here but I guess it doesn't do what I was thinking.

  4. #204
    Melee Summoner
    Join Date
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    Leviathan
    WoW Realm
    Hellscream

    Hoping this is fixable through Spellcast settings...

    I'm curious if there is a way to lose the timers from the buff icons while keeping the rest of the plugin functional. The problem is, I don't even know which plugin causes the timer display.

    I like recast having timers countdown, but I recently installed yarnball, which as RDM and WHM makes my life 100x easier being able to see when exactly my specific buffs (haste/regen/refresh/barspells) are going to wear off on others.

    In my ideal UI - and again, I am sorry if this is not spellcast related. I don't know what addons do what in many cases - I would have standard buff icons, recast timers where they are located by default , and yarnball buff durations just underneath the recast timers. Is this something anyone would be kind enough to help with? If it is not spellcast related, would you mind pointing me in the right direction and moving this post to the proper forum.

    This is as close to UI perfection as I could ask, and I am really hoping there is a way to customize it further. Thanks in advance.

  5. #205
    That SpellCast Guy
    Join Date
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    I'm not totally sure what you're asking. If you just don't like having the timers on the buff icons at the top of the screen, the plugin that does that is called "statustimer".

  6. #206
    Melee Summoner
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    Leviathan
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    Hellscream

    Quote Originally Posted by Deimos View Post
    I'm not totally sure what you're asking. If you just don't like having the timers on the buff icons at the top of the screen, the plugin that does that is called "statustimer".

    Thanks.
    That is all I wanted gone, since yarnball seems to add those same timers on screen. It was just getting too messy having recast timers, status timer timers, and yarnball timers cluttering up the screen.

  7. #207
    Aja
    Aja is offline
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    Quote Originally Posted by calinz View Post
    * locking of gear until the MP it provides is used up (nothing more annoying than having ~1000 MP in idle set and losing 300 of it to cast Para/Slow)
    Does anyone know the correct way to do this? If so, can you please post or PM for me?!

    Thanks!

  8. #208
    That SpellCast Guy
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    It depends how exactly you want it to work. There's all sorts of possibilities from extremely basic, to extremely complex. The way I use for my RDM is somewhat in the middle. I've defined the amount of MP I have in every different gear set, and then whenever SpellCast would normally switch into a different set, it first checks to see whether the amount of MP I have is greater than that set's max. If I'd lose some MP from the swap, it only swaps my main and sub slots, everything else is left alone.

    For example, if I currently have 850 MP, and my "curing" set has a max of 650, it won't swap anything except staff/grip until I've used up 200 more MP. However, if another one of my sets (say, my Fast Cast set) has a higher max, it'll start swapping into that set earlier, as soon as my MP is low enough so that none will be lost during the swap.

    I also have a global "toggle switch" for it that lets me turn it off entirely, for situations where I'm more worried about all my spells landing than I am about maximizing my MP.

    I can post my RDM file if you want to have a look, but if there's a different way you want your mp-locking to work let me know and I can try to explain it.

  9. #209
    Aja
    Aja is offline
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    I would love to see your xml. I got mine from the Spellcast thread on Windower site. So who knows how much garbage is in it!

    Thanks.

  10. #210
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    Here's what I'm currently using (I'm 74). Still missing a few things, and I'll probably enhance it more once I'm 75, but it does the job for exp parties. It uses a lot of variables in ways that aren't really "normal", so if you want some explanation about how certain parts work, just let me know.

    Code:
    <?xml version="1.0" ?>
    <spellcast>
        <config>
        </config>
        <sets>
            <group default="yes" name="default">
                <set name="idle" baseset="maxmp">
                    <main>$EarthStaff</main>
                    <head>Remove</head>
                    <body>Royal Cloak</body>
                </set>
                <set name="resting">
                    <main>$DarkStaff</main>
                    <sub>Staff Strap</sub>
                    <head>Wivre Hairpin</head>
                    <neck>Beak Necklace +1</neck>
                    <lear>Insomnia Earring</lear>
                    <rear>Antivenom Earring</rear>
                    <head>Wivre Hairpin</head>
                    <body>Errant Hpl.</body>
                    <hands>Wood Gauntlets</hands>
                    <lring>Ether Ring</lring>
                    <rring>Serket Ring</rring>
                    <back>Lamia Mantle +1</back>
                    <waist>Qiqirn Sash +1</waist>
                    <legs>Baron's Slops</legs>
                    <feet>Zenith Pumps</feet>
                </set>
                <set name="maxmp" baseset="resting">
                    <body>Blue Cotehardie</body>
                    <waist>Forest Rope</waist>
                    <legs>Vendor's Slops</legs>
                </set>
                <set name="accuracy"> <!-- should only include pieces that are the most accurate for BOTH types of enfeebles -->
                    <main>$%SpellElementStaff</main>
                    <sub>%SpellElement Grip</sub>
                    <ammo>Sturm's Report</ammo>
                    <head>Wise Cap</head>
                    <neck>Enfeebling Torque</neck>
                    <body>Warlock's Tabard</body>
                    <lring>Balrahn's Ring</lring>
                    <back>Prism Cape</back>
                    <waist>Penitent's Rope</waist>
                    <legs>Mahatma Slops</legs>
                </set>
                <set name="mnd-potency" baseset="accuracy">
                    <main>Mythic Wand +1</main>
                    <sub>Spellcaster's Ecu</sub>
                    <head>Errant Hat</head>
                    <neck>Faith Torque</neck>
                    <lear>Geist Earring</lear>
                    <rear>Geist Earring</rear>
                    <body>Errant Hpl.</body>
                    <hands>Dvt. Mitts +1</hands>
                    <lring>Sapphire Ring</lring>
                    <rring>Sapphire Ring</rring>
                    <feet>Mahatma Pigaches</feet>
                </set>
                <set name="mnd-hybrid" baseset="mnd-potency">
                    <main>$%SpellElementStaff</main>
                    <sub>$SpellElement Grip</sub>
                </set>
                <set name="mnd-accuracy" baseset="accuracy">
                    <lear>Geist Earring</lear>
                    <rear>Geist Earring</rear>
                    <hands>Dvt. Mitts +1</hands>
                    <rring>Sapphire Ring</rring>
                    <feet>Mahatma Pigaches</feet>
                </set>
                <set name="int" baseset="accuracy">
                    <head>Warlock's Chapeau</head>
                    <lear>Morion Earring</lear>
                    <rear>Morion Earring</rear>
                    <hands>Mahatma Cuffs</hands>
                    <rring>Diamond Ring</rring>
                    <feet>Zenith Pumps</feet>
                </set>
                <set name="fastcast">
                    <head>Warlock's Chapeau</head>
                    <body>Warlock's Tabard</body>
                </set>
                <set name="buff">
                    <main>Fourth Mace</main>
                    <sub>Sentinel Shield</sub>
                    <head>Warlock's Chapeau</head>
                    <body>Raven Jupon</body>
                    <hands>Dusk Gloves</hands>
                    <waist>Swift Belt</waist>
                    <legs>Crow Hose</legs>
                    <feet>Dusk Ledelsens</feet>
                </set>
                <set name="cure" baseset="buff">
                    <main>$LightStaff</main>
                    <sub>Staff Strap</sub>
                    <head>Raven Beret</head>
                    <hands>Raven Bracers</hands>
                    <waist>Penitent's Rope</waist>
                    <feet>Crow Gaiters</feet>
                </set>
                <set name="nuking" baseset="int">
                    <neck>Elemental Torque</neck>
                    <body>Errant Hpl.</body>
                </set>
            </group>
        </sets>
        <variables>
            <var name="IceStaff">Aquilo's Staff</var>
            <var name="WindStaff">Auster's Staff</var>
            <var name="EarthStaff">Terra's Staff</var>
            <var name="ThunderStaff">Thunder Staff</var>
            <var name="WaterStaff">Water Staff</var>
            <var name="FireStaff">Fire Staff</var>
            <var name="DarkStaff">Pluto's Staff</var>
            <var name="LightStaff">Apollo's Staff</var>
            <var name="SlowParaSet">mnd-potency</var>
            <var name="SwapWhen">precast</var> <!-- used to decide when to swap into the "finish casting" set - should be precast for short spells, and midcast for longer spells that use fast cast set to start in -->
            <var name="target-precast">none</var>
            <var name="target-midcast">none</var>
            <var name="target-aftercast">none</var>
            <var name="mplocking">1</var>
            <var name="idlemp">876</var>
            <var name="maxmpmp">926</var>
            <var name="mnd-potencymp">549</var>
            <var name="mnd-hybridmp">554</var>
            <var name="mnd-accuracymp">581</var>
            <var name="intmp">627</var>
            <var name="nukingmp">613</var>
            <var name="fastcastmp">882</var>
            <var name="buffmp">688</var>
            <var name="curemp">658</var>
            <var name="mp-to-check">none</var>
            <var name="foodmp">0</var>
        </variables>
        <rules>
            <action type="var" cmd="set target-precast none" />
            <action type="var" cmd="set target-midcast none" />
            <action type="var" cmd="set target-aftercast none" />
    
            <if spell="autoset">
                <equip when="resting" set="resting" />
                <equip when="idle" set="idle" />
                <action type="return" />
            </if>
    
            <if casttimegt="3.9">
                <action type="precastdelay" delay="0.3" />
                <action type="midcastdelay" delay="1" />
                <action type="var" cmd="set SwapWhen midcast" />
                <action type="var" cmd="set target-precast fastcast" />
            </if>
            <else>
                <action type="var" cmd="set SwapWhen precast" />
            </else>
    
            <action type="var" cmd="set target-aftercast idle" />
    
            <if skill="EnfeeblingMagic">
                <if type="WhiteMagic">
                    <if spell="Slow*|Paralyze*">
                        <action type="var" cmd="set target-$SwapWhen $SlowParaSet" />
                    </if>
                    <else>
                        <action type="var" cmd="set target-$SwapWhen mnd-accuracy" />
                    </else>
                </if>
                <elseif type="BlackMagic">
                    <action type="var" cmd="set target-$SwapWhen int" />
                </elseif>
            </if>
            <elseif skill="ElementalMagic">
                <action type="var" cmd="set target-$SwapWhen nuking" />
            </elseif>
            <elseif skill="HealingMagic">
                <action type="var" cmd="set target-$SwapWhen cure" />
            </elseif>
            <elseif skill="EnhancingMagic">
                <if spell="Stoneskin">
                    <action type="var" cmd="set target-$SwapWhen mnd-potency" />
                    <action type="midcastdelay" delay="3" />
                    <action type="command" when="midcast">cancel 37</action>
                </if>
                <else>
                    <action type="var" cmd="set target-$SwapWhen buff" />
                </else>
            </elseif>
            <elseif spell="Convert">
                <action type="castdelay" delay="1" />
                <action type="var" cmd="set target-precast maxmp" />
            </elseif>
            <elseif spell="Sekkanoki"> <!-- cycle potency/accuracy gear sets for Paralyze and Slow -->
                <action type="cancelspell" />
                <if advanced='"$SlowParaSet" = "mnd-potency"'>
                    <action type="var" cmd="set SlowParaSet mnd-hybrid" />
                    <action type="addtochat">Hybrid Gear</action>
                </if>
                <elseif advanced='"$SlowParaSet" = "mnd-hybrid"'>
                    <action type="var" cmd="set SlowParaSet mnd-accuracy" />
                    <action type="addtochat">Accuracy Gear</action>
                </elseif>
                <else>
                    <action type="var" cmd="set SlowParaSet mnd-potency" />
                    <action type="addtochat">Potency Gear</action>
                </else>
            </elseif>
    
            <if advanced='$mplocking == 1'>
                <if advanced='"$target-precast" != "none"'>
                    <action type="var" cmd="set mp-to-check $target-precastmp" />
                    <if advanced='%MP > ($$mp-to-check + $foodmp)'>
                        <action type="ChangeLock" when="precast" slot="range|ammo|head|neck|lear|rear|body|hands|lring|rring|back|waist|legs|feet" lock="yes" />
                    </if>
                    <equip when="precast" set="$target-precast" />
                </if>
                <if advanced='"$target-midcast" != "none"'>
                    <action type="var" cmd="set mp-to-check $target-midcastmp" />
                    <if advanced='%MP > ($$mp-to-check + $foodmp)'>
                        <action type="ChangeLock" when="midcast" slot="range|ammo|head|neck|lear|rear|body|hands|lring|rring|back|waist|legs|feet" lock="yes" />
                    </if>
                    <equip when="midcast" set="$target-midcast" />
                </if>
            </if>
            <else>
                <if advanced='"$target-precast" != "none"'>
                    <equip when="precast" set="$target-precast" />
                </if>
                <if advanced='"$target-midcast" != "none"'>
                    <equip when="midcast" set="$target-midcast" />
                </if>
            </else>
    
            <if notspell="Convert|Divine Seal">
                <equip when="aftercast" set="$target-aftercast" />
            </if>
        </rules>
    </spellcast>

  11. #211
    Salvage Bans
    Join Date
    Sep 2008
    Posts
    972
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    I'm not entirely certain on how to do this, but maybe someone here can help. I want to take the sleep timer code from Aikar's BLM template and use it with my RDM, but I want it to use addtochat for the timer messages instead of party chat so only I can see the text, and I can set the color.

    Code:
    				
    <if Spell="Sleep II|Sleepga II">
    					<action type="command" when="aftercast">spellcast var inc sleepid;wait 45;input /p [$sleepid:%spell] &lt;%target&gt; Wearing off in 45s</action>
    					<action type="command" when="aftercast">wait 75;input /p [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</action>
    					<action type="command" when="aftercast">wait 85;input /p [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</action>
    				</if>
    				<elseif Spell="Sleep|Sleepga">
    					<action type="command" when="aftercast">spellcast var inc sleepid;wait 45;input /p [$sleepid:%spell] &lt;%target&gt; Wearing off in 15s</action>
    					<action type="command" when="aftercast">wait 55;input /p [$sleepid:%spell] &lt;%target&gt; Wearing off in 5s;spellcast var dec sleepid;</action>
    				</elseif>

  12. #212
    Old Merits
    Join Date
    Jan 2007
    Posts
    1,102
    BG Level
    6
    FFXI Server
    Phoenix

    Quote Originally Posted by Nishida View Post
    I'm not entirely certain on how to do this, but maybe someone here can help. I want to take the sleep timer code from Aikar's BLM template and use it with my RDM, but I want it to use addtochat for the timer messages instead of party chat so only I can see the text, and I can set the color.
    Replace /p with /echo. It wont get the custom color coding but it will get the job done and not be spammy. Not sure how you would use addtochat for the delay it has in there.

  13. #213
    Old Merits
    Join Date
    Aug 2007
    Posts
    1,088
    BG Level
    6
    FFXI Server
    Ragnarok

    Question, for pld, I have Resentment Cape, and I would like to use it in area that applies. Due to the nature of MDB set, I am most likely going to manually click on my macro to switch to MDB set when something is being casted on me, such as //sc set mdb ... I use Lamia's mantle +1 for when I am outside of conquest area.

    So the question is, how do I implement this. Is the only way to do it by using variable? If so, please show me how to.

    Thank you.

  14. #214
    Hydra
    Join Date
    Aug 2007
    Posts
    132
    BG Level
    3
    FFXI Server
    Ramuh

    I don't actually think Spellcast can read a certain area being under a certain control, you might just have to have two different sets and just change your macro, "//sc set MDB1/ //sc set MDB2"

  15. #215
    Cerberus
    Join Date
    Jan 2009
    Posts
    465
    BG Level
    4
    FFXIV Character
    Bik Pik
    FFXIV Server
    Hyperion
    FFXI Server
    Cerberus

    Quote Originally Posted by Nameless View Post
    Question, for pld, I have Resentment Cape, and I would like to use it in area that applies. Due to the nature of MDB set, I am most likely going to manually click on my macro to switch to MDB set when something is being casted on me, such as //sc set mdb ... I use Lamia's mantle +1 for when I am outside of conquest area.

    So the question is, how do I implement this. Is the only way to do it by using variable? If so, please show me how to.

    Thank you.
    From what I've remember, there's no way for SC to pick up what nation controls a region, so you have to manually alter your variables each week, but yes it would have to be done with variables.
    Code:
    <!--Add this to your variable section, add all the areas you own 
    (needs to be updated every conquest):-->
    
    <var name="AreasUnderOwnControl">*Sarutabaruta|*Canyon|*Giddeus</var> 
    
    <!--Add this near the bottom of your nuking code-->
    
    <if Area = "$AreasUnderOwnControl">
    <action type="equip" when="midcast">
       <head>republic circlet</head>
    </action>
    </if>
    taken from tezmania at: http://forums.windower.net/topic/161..._fromsearch__1

    ps. change this for your cape

  16. #216
    Old Merits
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    Ragnarok

    Great. Thank you.

    I usually just do it whenever I have signet on. Since the chance of me doing stuff that is important, such as Ultima or JoL, and Bastok having control of the area is small. But I will now set my variable as having signet on to make it simple. For stuff that I will need MDB set and in conquest area are usually controlled by beastman, and Resentment's cape is activated when area is "outside" own control. I will just have to make sure that I get rid of Signet when I step to the past or ToAU area, which is easy.

    So base on what I need. I need something that set my variable to let's say "1" when signet is up, and "2" when signet is not up. And variable is changed from casting maybe Flash (since you will be doing that on every mob you fight), and have spellcast detect if I have signet on either pre or aftercast, the value be set to 1 or 2. And from that point on, whenever I put on mdb set, which would only be triggered by in game macro since sc can't detect if you are being casted on or not, if variable is 1, then when I hit the macro it will have resentment cape in mdb set.

    How do I do that. From what I understand, when you do //sc set mdb in game, it doesn't reparse the whole rule. So I am not really sure how to best set this up.

    Thank you.

  17. #217
    Melee Summoner
    Join Date
    May 2009
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    FFXI Server
    Unicorn

    I'm working on a rdm xml and i need a rule to parse when it's not a specified spell, if i add it at the end of the xml after the others would it parse correctly, at work atm and can't test.

    Spoiler: show
    Code:
    <if spell="Paralyze*">
     <action type="equip" when="precast" set="fastcast" />
     <action type="equip" when="midcast" set="mnd" />
    </if>
    <if skill="EnfeeblingMagic">
     <action type="equip" when="precast" set="fastcast" />
    </if>

  18. #218
    Smells like Onions
    Join Date
    Dec 2009
    Posts
    2
    BG Level
    0
    FFXI Server
    Lakshmi

    I am looking for a way as BLM to swap my gear a bit once certain MP has been used. One example is I use Serket ring for MP and want to swap it out after max mp - 50... so would this work?

    Code:
    <if advanced='"%MP" &lt; "%MPMax"-50'>
         <action type="equip" when="midcast">
              <lring>Diamond Ring</lring>
         </action>
    </if>
    If not how would I go about this?

  19. #219
    Salvage Bans
    Join Date
    Sep 2008
    Posts
    972
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by smafdi View Post
    I'm working on a rdm xml and i need a rule to parse when it's not a specified spell, if i add it at the end of the xml after the others would it parse correctly, at work atm and can't test.

    Spoiler: show
    Code:
    <if spell="Paralyze*">
     <action type="equip" when="precast" set="fastcast" />
     <action type="equip" when="midcast" set="mnd" />
    </if>
    <if skill="EnfeeblingMagic">
     <action type="equip" when="precast" set="fastcast" />
    </if>
    if you want to exclude a certain spell or spells you use NotSpell="nameofspell"

    Quote Originally Posted by bladewing View Post
    I am looking for a way as BLM to swap my gear a bit once certain MP has been used. One example is I use Serket ring for MP and want to swap it out after max mp - 50... so would this work?

    Code:
    <if advanced='"%MP" &lt; "%MPMax"-50'>
         <action type="equip" when="midcast">
              <lring>Diamond Ring</lring>
         </action>
    </if>
    If not how would I go about this?
    In all reality trying to use up mp prior to switching in stat pieces you're going to end up casting nukes/enfeebles w/ less potency/accuracy than you should be. MP conserving is best used for spells that don't require stat modifiers such as refresh, haste, pro/shell, etc.

    Your best bet would probably be to set it up so that it checks if you're casting certain spells and keeps on your mp gear until a certain amount is used up and then allow it to switch to your gearsets..don't let it use that rule for ALL spells.

    Trust me..I had it that way for a while and I was casting a lot of resisted enfeebles on my RDM. @_@

  20. #220
    Fake Numbers
    Join Date
    Apr 2009
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    95
    BG Level
    2
    FFXI Server
    Quetzalcoatl

    I'm asking for a friend: "Is it possible to configure spellcast to swap around gear based on current cells unlocked in salvage?"

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    By berticus in forum FFXI: Everything
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    Last Post: 2004-09-23, 21:14