nvm, found the solution. Thank you.
nvm, found the solution. Thank you.
Hey Deimos, I've finally finished up my Thief's spellcast, and have taken out all the me-speific gear so it's like a template. Going to post it incase any Thf's want a starter template to work with.
It covers all cobinations of SA/TA/SATA + SB/Stab or DE/EV. Adding a rule for Mercy stroke would be simple. Basically just copy the rules for TA+SB/Stab and paste them for SAMS/TAMS/SATAMS. Then it does a few other basic things like utsu/racc swaps and AF feet for flee. Left out steal because I'm unsure if anyone actually uses it for much other than aura steal any more.
Spoiler: show
The sets it uses then are: TP(High Acc), TP(High Haste), Eva/:Ichi, Utsu: Ni, SA, TA, SATA, TA(SB/Stab), SADE/EV, TADE/EV, SATADE/EV, Solo WS and Racc.
SA(SB/Stab) and SATA(SB/Stab) sets aren't included because they should probably be the same as solo SA/SATA.
Hope this is useful to someone.
Thanks noodles, i'm gonna steal that. i was working on my own for my thf currently 65 but got sidetracked on other stuff.
found my problem~
were the templates ever posted?
There are a bunch scattered around in the thread, some of them actually good while others are useless because people started treating this thread as "post your highly specialized crappy spellcast xml that will take someone else an hour just to edit out the rules and equipment that don't apply to 99% of the people looking for these."
What is your opinion on Fast Cast and Spellcast?
I have Blm/rdm/smn job
My blm have Loq earring and Royal Redingote for fast cast gear. ( no pumps )
I use .3 for precast and it does'nt faster at all on spell like burst2
I really feel i waisted my Royal Redingote cuz the difference seems so minimal.
When should i use my Redingote?
Should i bother use precast fastcast gear?
note ( i do have Goliard Body 4% haste for recast)
My one posted abive might need very small tweaks. I've found I'm having slight problems with it. Basically, I put in an <else Spell="Feint"> rule, because without that whenever I used a JA I hadn't specified within the rules (like feint/ass charge/berserk/etc) it would swap to a set (I think it was TA, I can't remember). Putting in that else has fixed that, meaning no random gear swaps on JAs that dont need them, however occasionally I get "Poor practice on xml: Some <rule> or <if> or <else> or <elseif> definied without any criteria" when I stack a JA+WS.
I'm having a similar problem on my Drg spellcast that I've been working on.
My Drg rules are set out: idle/TP standard stuff > JAs > Magics (for HB) > WSs. I put in a <else Spell="Deep Breathing" /> like thf, to try and stop it from gear swapping on things like Hasso and meditate, but it still does. it uses my Healing2 set, which is doubly wierd as that should only swap in for Type="BlueMagic|WhiteMagic|BlackMagic"...
Anyone know what I'm doing wrong? You can see the <else Spell="Feint"> example posted in the script above.
I'm not sure exactly what you're going for. An <else> tag means "anything else that wasn't specified in the above if or elseifs", putting anything inside it makes no sense. Your THF rules also don't make much sense to me though, so it's probably something in there that's causing the strange gearswap.
I'm not going to be using other peoples' XMLs, almost all of the ones posted in this thread have been for the purpose of "something in here is broken, help me" not "here's one for you to use". Even the ones that have been submitted often have problems in them, like noodles355's THF one (not to pick on you, just the most recent example).
This is what I am aiming to achieve in the Thf rules:
Swaps to Tp/SA/TA/SATA set depending on what buff you have active when you engage a mob.Code:<if status="Engaged"> <if BuffActive="Sneak Attack AND Trick Attack"> <action type="equip" when="Engaged" set="SATA" /> </if> <if BuffActive="Sneak Attack"> <action type="equip" when="Engaged" set="SA" /> </if> <elseif BuffActive="Trick Attack"> <action type="equip" when="Engaged" set="TA" /> </elseif> <else> <if NotSubJob="Nin"> <action type="equip" when="Engaged" set="TP-NotNIN" /> </if> <else> <action type="equip" when="Engaged" set="TP" /> </else> </else> </if>
Swaps to idle stuff like Striders when disengaged.Code:<else status="Idle"> <action type="equip" when="Idle" set="Idle" /> </else>
Equip SATA when using SA/TA when TA/SA are up (So if you hit one macro it'll swap the normal set, if you hit the 2nd itll swap to SATA)Code:<if spell="Trick Attack" buffActive="Sneak Attack"> <action type="equip" when="precast" set="SATA" /> </if> <if spell="Sneak Attack" buffActive="Trick Attack"> <action type="equip" when="precast" set="SATA" /> </if>
The solo SA and TA rules. And the Feint else as mentioned above.Code:<elseif spell="Sneak Attack" NotBuffActive="Trick Attack"> <action type="equip" when="precast" set="SA" /> </elseif> <elseif spell="Trick Attack" NotbuffActive="Sneak Attack"> <action type="equip" when="precast" set="TA" /> </elseif> <else Spell="Feint">
Rules for SA/TA/SATA/Solo Multi Hit Ws. Copied with slight changes for Shark Bite/M.Stab afterwards.Code:<if Spell="Evisceration|Dancing Edge"> <if BuffActive="Sneak Attack"> <if BuffActive="Trick Attack"> <action type="equip" when="Precast" set="MultiSATA" /> </if> <elseif> <action type="equip" when="Precast" set="MultiSA" /> </elseif> </if> <elseif BuffActive="Trick Attack"> <action type="equip" when="Precast" set="MultiTA" /> </elseif> <else> <action type="equip" when="Precast" set="WS" /> </else> </if>
Pretty obvious, Ninjutsu/Flee/Ranged.Code:<!-- Utsusemi --> <if Skill="Ninjutsu"> <if spell="Utsusemi: Ichi"> <action type="equip" when="Precast" set="Evasion" /> </if> <else> <action type="equip" when="precast" set="Utsu" /> </else> </if> <!-- Misc. Swaps --> <if Spell="Flee"> <action type="equip" when="precast"> <feet>Rogue's Poulaines</feet> </action> <action type="Equip" when="aftercast"> <feet>Homam Gambieras</feet> </action> </if> <if Spell="Ranged"> <action type="equip" when="precast" set="Ranged" /> </if>
It doesn't auto swap back to anything afterwards so I use a "//sc set $%StatusSet " macro (also has /targets in).
I tried to make it as simple as possible, could you show me what doesn't make sense? If there's better/easier ways of doing what I've tried to do then I'm all ears. I'm verging on OCD when it comes to neat script >.>
Hmm, I'm not sure what the best way to comment on this stuff is, I was trying to find some sort of site like a pastebin that supports annotations, but I couldn't find anything. So I'll just try to make comments, hopefully this all makes sense.
I would surround the whole top set dealing with engage/disengage with an autoset rule, like this:
Note that I also changed how the idle rule was written because, as I mentioned above, having spell="..." (or any other check) inside an <else> is totally meaningless. The return action is just for efficiency, when you engage/disengage it'll read this first chunk of rules, hit the return, and then skip the rest.Code:<if spell="autoset"> <if status="Engaged"> ... </if> <action type="equip" when="idle" set="Idle" /> <action type="return" /> </if>
Inside the "Engaged" section, there are a couple of problems. First of all, the way you're checking for both SA and TA being on is wrong. It has to be written like this:
Secondly, the check for SA only is an <if>, which is wrong. This rule will trigger even if TA is also on, so your SA set will always end up overwriting your SATA set. It needs to be (change the closing tag too):Code:<if advanced="BuffActive('Sneak Attack') AND BuffActive('Trick Attack')">
The next chunk of code related to using SA/TA looks ok, but could be written more clearly like this:Code:<elseif BuffActive="Sneak Attack">
Note that I excluded the <else spell="Feint" /> part from the bottom, because it's meaningless, and also doesn't do anything, so omitting it won't change anything.Code:<if spell="Sneak Attack"> <if buffactive="Trick Attack"> <action type="equip" set="SATA" /> </if> <else> <action type="equip" set="SA" /> </else> </if> <elseif spell="Trick Attack"> <if buffactive="Sneak Attack"> <action type="equip" set="SATA" /> </if> <else> <action type="equip" set="TA" /> </else> </elseif>
For the weapon skills, things are again written incorrectly, and have various logic errors.
The Evisc/DE rules have an <elseif> inside the SA section with no actual condition, so that probably doesn't work at all and will always be skipped. The <elseif> needs to be changed to <else>.
The Shark Bite/Mandalic Stab rules will break in various ways. Using one of these WSes with SA alone will result in no gear change, using the WS in your TP gear. Your SA gear will be used when neither SA or TA are on. I don't know which gear you meant to be using, but you need to add an <else> inside the SA check for the SA-only case (same as you have for Evisc/De), and you also need to get rid of the buffactive check on the <else> tag at the bottom. That <else> tag represents the action to take when SB/MS is used without SA or TA on, you want to use your SA gearset for that? Or was that a mistake? (I don't know THF gear)
The Utsusemi, Flee, and Ranged rules all look fine, those should work.
I thought I could just do some edits here and there but it won't work. How do I set this for my Lullabys on BRD? Can anyone shed some light on what I'm missing?
Here's what I did:
Code:<!-- Timers for when sleep is wearing off. --> <if advanced='"$SleepTimers"="1"'> <if Spell="Foe Lullaby|Horde Lullaby"> <action type="command" when="aftercast">spellcast var inc sleepid;wait 18;input /echo [$sleepid:%spell] <%target> Wearing off in 18s</action> <action type="command" when="aftercast">wait 31;input /echo [$sleepid:%spell] <%target> Wearing off in 5s</action> </if> </if>
Edit:
FIXED - I figured it out. Sorry about, that still learning how Spellcast works. The above code works better when you add the following line to your variables section:
<var name="SleepTimers">1</var>
Thanks for all the advice Diemos, I'll get around to editing the SC and post a correction soon. Just posting quick to answer your last question: I've ommitted a solo Stab/Shark Bite rule because those WSs are always used stacked with a JA.
Right. Time to get to work!
I've ended up building these import rules:Originally Posted by Gosyac
Specialized Return Rules to allow pass-through of control spells (as well as JAs used to change equipment sets):
Spoiler: show
Variables used to control what's unlocked in Salvage:
Spoiler: show
Control system for unlocked gear:
Spoiler: show
To use:
Include in Vars section:
Include at the start of the Rules section:Code:<!-- For JAs used to change equipment sets (customize for personal use) --> <var name="EquipChangeJAs">Aggressor|Shikikoyo|Tranquility|Perfect Dodge|Invincible|Chainspell</var> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipVars']/*" /> <!-- Custom changes to test variables --> <var name="SalvageTestHands">Melee Gloves</var>
Code:<!-- Imported rules to handle stop conditions that will prevent action. --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='ReturnRules']/*" /> <!-- Imported rules for locking gear in Salvage, and tests to unlock slots. --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipRules']/*" />
To make it work, just use "/ma stone" after unlocking a gear slot to update currently unlocked slots, or "/ma water" to reset all slots back to locked.
You can then (if the question was about more elaborate control) test the *Locked variables if you want to change what equipment you want to use based on how many slots are unlocked, or similar.
Requires version 2.3.
Could anyone link me to a good blm xml for 2.3? I had to update mine from 2.22 to 2.3 and it broke some stuff on it that I don't know how to fix so I've been trying to find a good one to replace it with.
edit: nvm fixed my issue, disregard
Easy to use WAR script for aggressor up/down. I had this posted on alla, until it was in my signature for 6 months... Lazy or stupid admins, which ever makes them feel better.
I haven't tested it since the last time I played (September). I don't see any reason it shouldn't work anymore.
Did you run it on the 2.3 beta? Just reviewing it you use the old rules syntax, I can't remember or not if it will still run in 2.3. I remember using a blm template using the auto updater made an error with the regex but that was back when it came out. Things might have changed but with the amount of regex in your spellcast I would not know.
http://windower.net/plugins/spellcastupdatexml.php
---
BST
Gear Sets
* Idle
* TP
* WS
* Charm
Necessary Functions
* Switch to previous melee weapon after charm.
* Swap Equipment for certain abilities then swap back. (reward, call beast, tame)
Optional Fuction
* The ability to determine if the character is getting the refresh effect from a sigil/sanction by being in the right zone. This will let you equip your TP body rather than the gaudy harness. As it stands I only have it checking if you have the sigil/sanction buff. The ability to toggle a lock the dps body would actually make this unnecessary.
Here is what I made from a template. This has a big focus on ninja sub. It's not 100% polished but I just saw this thread and wanted to contribute.
First spoiler is the text files in the script folder necessary for spellcast to equip dualwield weapons. Name them dps.txt regen.txt scythe.txt.
Second is the actual XML.
Spoiler: show
Spoiler: show
Pastebin link - http://paste.windower.net/f7dd2a625