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  1. #221
    Old Merits
    Join Date
    Aug 2007
    Posts
    1,088
    BG Level
    6
    FFXI Server
    Ragnarok

    nvm, found the solution. Thank you.

  2. #222
    Flowery Twats
    Join Date
    Jul 2008
    Posts
    3,583
    BG Level
    7

    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
    Code:
    <?xml version="1.0" ?>
       <spellcast>
             <config
             RequireVersion="2.16"
             Debug="true"
             HideErrors="false"
             ShowGearSwaps="False" 
             />
    
    <sets>
    		<group default="yes" name="Thf">
    			<set name="TP|TP-NIN"> <!-- Your normal TP set -->
    				<head></head>
    				<neck>/neck>
    				<lear></lear>
    				<rear></rear>
    				<body></body>
    				<hands></hands>
    				<lring></lring>
    				<rring></rring>
    				<back></back>
    				<waist></waist>
    				<legs></legs>
    				<feet></feet>
    			</set>
    			<set name="TP-NotNIN" BaseSet="TP"> <!-- Removes Suppa when not /Nin -->
    				<lear></lear>
    			</set>
    			<set name="Haste" BaseSet="TP-$subjobSet"> <!-- TP set for Easy mobs/Feint up -->
    
    			</set>
    			<set name="Idle" BaseSet="TP-$subjobSet"> <!-- Equips for when not engaged -->
    
    			</set>
    			<set name="Evasion" BaseSet="TP-$subjobSet"> <!-- Your evasion set -->
    
    			</set>
    			<set name="Utsu" BaseSet="Evasion"> <!-- Haste+Evasion for Utsusemi: Ni -->
    
    			</set>
    			<set name="SA"> <!-- Solo Sneak Attack or SA + S.Bite/M.Stab WSs -->
    
    			</set>
    			<set name="MultiSA" BaseSet="SA"> <!-- SA + Multi Hit WS (DE/EV) -->
    
    			</set>
    			<set name="TA"> <!-- Solo TA set -->
    
    			</set>
    			<set name="TAWS" BaseSet="TA"> <!-- TAWS Set for WSs you don't need Acc (S.Bite/M.Stab) -->
    
    			</set>
    			<set name="MultiTA" BaseSet="TA"> <!-- TA + Multi Hit WS (DE/EV) -->
    
    			</set>
    			<set name="SATA"> <!-- Solo SATA or SATA + S.Bite/M.Stab -->
    
    			</set>
    			<set name="MultiSATA" BaseSet="SATA"> <!-- SATA + Multi Hit WS (DE/EV) -->
    
    			</set>
    			<set name="WS"> <!-- Solo Weaponskills -->
    
    			</set>
    			<set name="Ranged" BaseSet="Evasion"><!-- Ranged Attacks -->
    
    			</set>
    		</group>
    
    </sets>
    <rules>
    	<!--This spellcast will not swap back to TP set after usage of a JA/WS, with the exception of Flee. -->
    	<!-- Create the macro "//sc set S%StatusSet". This will equip TP/Idle depending on Idle/Engaged status. -->
    	
    	<!-- Innitial TP/Idle swaps -->
    	<!-- Equips the correct SA/TA/SATA set if the buff is active when you forst engage. Else equips TP -->
    	<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>
    	<else status="Idle">
    		<action type="equip" when="Idle" set="Idle" />
    	</else>
    
    
    	<!-- Solo SA/TA/SATA Equip Swaps -->
    	<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>
    	<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" />
    
    	<!-- Weapon Skill Combination swaps -->
    	<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>
    	
    	<if Spell="Shark Bite|Mandalic Stab">
    		<if BuffActive="Sneak Attack">
    			<if BuffActive="Trick Attack">
    				<action type="equip" when="Precast" set="SATA" />
    			</if>
    		</if>
    		<elseif BuffActive="Trick Attack">
    			<action type="equip" when="Precast" set="TAWS" />
    		</elseif>
    		<else BuffActive="Sneak Attack">
    			<action type="equip" when="Precast" set="SA" />
    		</else>
    	</if>
    	<!-- Utsusemi -->
    	<!-- Equips Evasion set for Ichi and aste/Eva "Utsu" for all other Ninjutsu -->
    	<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>
    
    </rules>
    <variables>
    	<var name="EngagedSet">TP</var>
    	<var name="IdleSet">Idle</var>
    	<var name="subjobSet">NIN</var>
    </variables>
    </spellcast>

    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.

  3. #223
    Melee Summoner
    Join Date
    May 2009
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    FFXI Server
    Unicorn

    Thanks noodles, i'm gonna steal that. i was working on my own for my thf currently 65 but got sidetracked on other stuff.

  4. #224
    Banned.

    Join Date
    Jul 2008
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    5

    found my problem~

  5. #225
    mcb
    mcb is offline
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    Quetzalcoatl

    were the templates ever posted?

  6. #226
    HKR
    HKR is offline
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    2

    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."

  7. #227
    Mrp
    Mrp is offline
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    Jun 2006
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    4

    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)

  8. #228
    Flowery Twats
    Join Date
    Jul 2008
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    7

    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.

  9. #229
    Relic Weapons
    Join Date
    Jun 2008
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    308
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    4
    FFXI Server
    Bahamut

    Quote Originally Posted by HKR View Post
    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."
    Hey, at least the OP has been constantly updated with every xml posted to make it manageable and useful.

  10. #230
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    Quote Originally Posted by noodles355 View Post
    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.

    Quote Originally Posted by tonystigma View Post
    Hey, at least the OP has been constantly updated with every xml posted to make it manageable and useful.
    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).

  11. #231
    Flowery Twats
    Join Date
    Jul 2008
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    3,583
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    This is what I am aiming to achieve in the Thf rules:
    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 Tp/SA/TA/SATA set depending on what buff you have active when you engage a mob.
    Code:
    	<else status="Idle">
    		<action type="equip" when="Idle" set="Idle" />
    	</else>
    Swaps to idle stuff like Striders when disengaged.
    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>
    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:
    	<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">
    The solo SA and TA rules. And the Feint else as mentioned above.
    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>
    Rules for SA/TA/SATA/Solo Multi Hit Ws. Copied with slight changes for Shark Bite/M.Stab afterwards.
    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>
    Pretty obvious, Ninjutsu/Flee/Ranged.
    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 >.>

  12. #232
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    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:
    Code:
    <if spell="autoset">
        <if status="Engaged">
        ...
        </if>
        <action type="equip" when="idle" set="Idle" />
        <action type="return" />
    </if>
    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.

    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:
    Code:
    <if advanced="BuffActive('Sneak Attack') AND BuffActive('Trick Attack')">
    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:
    <elseif BuffActive="Sneak Attack">
    The next chunk of code related to using SA/TA looks ok, but could be written more clearly like this:
    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>
    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.

    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.

  13. #233
    Melee Summoner
    Join Date
    Jun 2008
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    FFXI Server
    Cerberus

    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.

    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>


    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] &lt;%target&gt; Wearing off in 18s</action>
    				<action type="command" when="aftercast">wait 31;input /echo [$sleepid:%spell] &lt;%target&gt; 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>

  14. #234
    Flowery Twats
    Join Date
    Jul 2008
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    3,583
    BG Level
    7

    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!

  15. #235
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Gosyac
    "Is it possible to configure spellcast to swap around gear based on current cells unlocked in salvage?"
    I've ended up building these import rules:

    Specialized Return Rules to allow pass-through of control spells (as well as JAs used to change equipment sets):

    Spoiler: show

    Code:
      <!-- Handle stop conditions that will prevent action -->
      <include name="ReturnRules">
          <!-- Can't do anything if you're dead -->
          <if status="dead">
              <action type="addtochat">DEAD!</action>
              <action type="CancelSpell"/>
              <action type="return"/>
          </if>
          	      
          <!-- Allow manipulation of equipment sets while under adverse effects.  Otherwise block. -->
          <if NotSpell="$EquipChangeJAs">  <!-- Set this variable with any JAs that are being custom-used. -->
              <!-- Don't cancel if we're making use of Salvage equip testing rules. -->
              <if mode="Or" NotArea="*Remnants" NotSpell="Stone|Stone V|Water">
                  <!-- Specific restrictions on casting or JA/WS use. -->
                  <if type="*Magic|BardSong|Ninjutsu">
                      <if BuffActive="Silence">
                          <action type="addtochat">Silenced</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </if>
                      <elseif BuffActive="Omerta">
                          <action type="addtochat">Pathos: Cannot cast magic.</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </elseif>
                  </if>
                  <elseif type="WeaponSkill|JobAbility">
                      <if  BuffActive="Amnesia">
                          <action type="addtochat">Amnesia'd</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </if>
                      <elseif BuffActive="Impairment">
                          <action type="addtochat">Pathos: Cannot use JAs or Weaponskills.</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </elseif>
                  </elseif>
                  
                  <!-- General restrictions on any action. -->
                  <if BuffActive="Stun">
                      <action type="addtochat">Stunned</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </if>
                  <elseif BuffActive="Sleep">
                      <action type="addtochat">Slept</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Terror">
                      <action type="addtochat">Terrorized</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Petrification">
                      <action type="addtochat">Petrified</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Charm">
                      <action type="addtochat">Charmed</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
              </if>
          
              <!-- Prevent weaponskill gear swapping under various conditions. -->
              <if type="WeaponSkill">
                  <!-- Need to have at least 100 TP. -->
                  <if TPLT="100">
                      <action type="addtochat">Insufficient TP.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </if>
        
                  <!-- Can only weaponskill when in battle. -->
                  <elseif NotStatus="engaged">
                      <action type="addtochat">Not in combat.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
        
                  <!-- Cancels the WS if out of range.  -->
                  <!-- This can cause problems when fighting very large mobs (eg: Behemoths, Chariots, etc),
                       so max distance is on the high side. -->
                  <elseif advanced='%SpellTargetDistance &gt; 4.5'>
                      <action type="addtochat">Outside max range.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
              </if>
          </if>
      </include>


    Variables used to control what's unlocked in Salvage:

    Spoiler: show

    Code:
      <include name="SalvageEquipVars">
          <!-- Variables for whether slots have been unlocked in Salvage. -->
          <var name="SalvageMainLocked">true</var>
          <var name="SalvageAmmoLocked">true</var>
          <var name="SalvageHeadLocked">true</var>
          <var name="SalvageRingLocked">true</var>
          <var name="SalvageBodyLocked">true</var>
          <var name="SalvageHandLocked">true</var>
          <var name="SalvageWaistLocked">true</var>
          <var name="SalvageFeetLocked">true</var>
    
          <!-- The default gear listed is mainly gear that I should always have on me
               regardless of job (mostly), and that is All Jobs.
               You can adjust this set to whatever general values are appropriate.
               After that, you can modify each one to match specific jobs after importing
               this include by repeating the var rule after the import rule. -->
    
          <!-- Main: Must be set after import if you want main weapon explicitly tested.  Usually only for mages for staff swapping.
                     Leaving it blank is safe for melee to avoid loss of TP. -->
          <var name="SalvageTestMain"></var>
          <var name="SalvageTestAmmo">Bibiki Seashell</var>
          <var name="SalvageTestNeck">Peacock Charm</var>
          <var name="SalvageTestRing">Rajas Ring</var>
          <var name="SalvageTestBody">Federation Aketon</var>
          <var name="SalvageTestHands">Melee Gloves</var>
          <var name="SalvageTestWaist">Virtuoso Belt</var>
          <var name="SalvageTestFeet">Sprinter's Shoes</var>
      </include>


    Control system for unlocked gear:

    Spoiler: show

    Code:
      <include name="SalvageEquipRules">
    
          <!-- Stone spell is used to retest what's currently locked in salvage.  Water is used to reset vars. -->
    
          <!-- If we have not tested a slot and found that we can put gear there, lock the slot so that
               we aren't spammed with invalid attempts to change gear.  -->
          <if area="*Remnants" NotSpell="Stone|Water">
              <if advanced='"$SalvageMainLocked" = "true"'>
                  <lock slot="main|sub" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageAmmoLocked" = "true"'>
                  <lock slot="ranged|ammo" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageHeadLocked" = "true"'>
                  <lock slot="head|neck" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageRingLocked" = "true"'>
                  <lock slot="lear|rear|lring|rring" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageBodyLocked" = "true"'>
                  <lock slot="body" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageHandLocked" = "true"'>
                  <lock slot="hands" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageWaistLocked" = "true"'>
                  <lock slot="back|waist" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageFeetLocked" = "true"'>
                  <lock slot="legs|feet" when="All" lock="yes" />
              </if>
          </if>
    
          <!-- Trap for spells that won't be used in most cases so that we can run
               tests on whether those slots have been unlocked yet. -->
          <if area="*Remnants" type="BlackMagic">
              <!-- Stone is the starting point.  It attempts to equip designated pieces
                   of equipment into slots that are still marked as locked.  It makes a
                   delayed call to Stone V afterwards so that we can cancel this spell
                   and then see the results of attempting to equip the gear.  Any gear
                   that actually got equipped indicates that that slot is no longer locked. -->
              <if Spell="Stone">
                  <action type="Command">wait 1;input /ma Stone V</action>
                  <action type="CancelSpell"/>
    
                  <!-- Only attempt to equip gear in slots that are still currently locked so that
                       we don't attempt to change out normal gear on subsequent tests. -->
    
                  <if advanced='"$SalvageMainLocked" = "true"'>
                      <equip when="Precast"><main>$SalvageTestMain</main></equip>
                  </if>
                  <if advanced='"$SalvageAmmoLocked" = "true"'>
                      <equip when="Precast"><ammo>$SalvageTestAmmo</ammo></equip>
                  </if>
                  <if advanced='"$SalvageHeadLocked" = "true"'>
                      <equip when="Precast"><neck>$SalvageTestNeck</neck></equip>
                  </if>
                  <if advanced='"$SalvageRingLocked" = "true"'>
                      <equip when="Precast"><lring>$SalvageTestRing</lring></equip>
                  </if>
                  <if advanced='"$SalvageBodyLocked" = "true"'>
                      <equip when="Precast"><body>$SalvageTestBody</body></equip>
                  </if>
                  <if advanced='"$SalvageHandLocked" = "true"'>
                      <equip when="Precast"><hands>$SalvageTestHands</hands></equip>
                  </if>
                  <if advanced='"$SalvageWaistLocked" = "true"'>
                      <equip when="Precast"><waist>$SalvageTestWaist</waist></equip>
                  </if>
                  <if advanced='"$SalvageFeetLocked" = "true"'>
                      <equip when="Precast"><feet>$SalvageTestFeet</feet></equip>
                  </if>
              </if>
    
              <!-- This spell is automatically called after Stone is run. -->
              <!-- Anything that got equipped gets its pathos limiter variable unlocked. -->
              <elseif spell="Stone V">
                  <action type="CancelSpell"/>
                  <var cmd="set SalvageLocksUnlocked false" />
    
                  <if NotEquipMain=""> <!-- Simply check whether there's a weapon equipped.  Don't expect anything in particular. -->
                      <if advanced='"$SalvageMainLocked" = "true"'>
                          <action type="addtochat">Main weapon unlocked.</action>
                          <var cmd="set SalvageMainLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipAmmo="$SalvageTestAmmo">
                      <if advanced='"$SalvageAmmoLocked" = "true"'>
                          <action type="addtochat">Ranged/ammo slots unlocked.</action>
                          <var cmd="set SalvageAmmoLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipNeck="$SalvageTestNeck">
                      <if advanced='"$SalvageHeadLocked" = "true"'>
                          <action type="addtochat">Head/neck slots unlocked.</action>
                          <var cmd="set SalvageHeadLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipLRing="$SalvageTestRing">
                      <if advanced='"$SalvageRingLocked" = "true"'>
                          <action type="addtochat">Rings/earrings slots unlocked.</action>
                          <var cmd="set SalvageRingLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipBody="$SalvageTestBody">
                      <if advanced='"$SalvageBodyLocked" = "true"'>
                          <action type="addtochat">Body slot unlocked.</action>
                          <var cmd="set SalvageBodyLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipHands="$SalvageTestHands">
                      <if advanced='"$SalvageHandLocked" = "true"'>
                          <action type="addtochat">Hands slot unlocked.</action>
                          <var cmd="set SalvageHandLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipWaist="$SalvageTestWaist">
                      <if advanced='"$SalvageWaistLocked" = "true"'>
                          <action type="addtochat">Back/waist slots unlocked.</action>
                          <var cmd="set SalvageWaistLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipFeet="$SalvageTestFeet">
                      <if advanced='"$SalvageFeetLocked" = "true"'>
                          <action type="addtochat">Legs/feet slots unlocked.</action>
                          <var cmd="set SalvageFeetLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
    
                  <!-- If you have a consistent naming convention, you can force an
                       update to the default gear set at this point, or generate a
                       call to a JA/Spell that will properly readjust your gear now
                       that the new slots are unlocked -->
                  <if advanced='"$SalvageLocksUnlocked" = "true"'>
                      <!-- Fixed set: -->
                      <!-- <equip set="Standard" /> -->
                      <!-- Reset to default/normal: -->
                      <action type="Command">wait 1;input /ja Tranquility</action>
                  </if>
              </elseif>
    
              <!-- Reset variables (mainly for testing, but also in case Spellcast and its
                   variables are still loaded when you next make a salvage run). -->
              <elseif spell="Water">
                  <action type="CancelSpell"/>
                  <var cmd="set SalvageMainLocked true" />
                  <var cmd="set SalvageAmmoLocked true" />
                  <var cmd="set SalvageHeadLocked true" />
                  <var cmd="set SalvageRingLocked true" />
                  <var cmd="set SalvageBodyLocked true" />
                  <var cmd="set SalvageHandLocked true" />
                  <var cmd="set SalvageWaistLocked true" />
                  <var cmd="set SalvageFeetLocked true" />
              </elseif>
    
          </if>
      </include>



    To use:

    Include in Vars 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>
    Include at the start of the Rules section:
    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.

  16. #236
    New Spam Forum
    Join Date
    Jun 2008
    Posts
    170
    BG Level
    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.

  17. #237
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

    Join Date
    Sep 2007
    Posts
    26,424
    BG Level
    10

    edit: nvm fixed my issue, disregard

  18. #238
    Relic Weapons
    Join Date
    Mar 2006
    Posts
    396
    BG Level
    4
    FFXI Server
    Asura

    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.

  19. #239
    Fake Numbers
    Join Date
    Nov 2006
    Posts
    80
    BG Level
    2

    Quote Originally Posted by Redshift View Post
    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
    Code:
    input /equip main "$maindps"
    wait 1
    input /equip sub "$subdps"
    Code:
    input /equip main "$mainregen"
    wait 1
    input /equip sub "$subregen"
    Code:
    input /equip main "$scythe"
    wait 1
    input /equip sub "$dpsgrip"


    Spoiler: show
    Code:
    <?xml version="1.0" ?>
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
    	<config
            Debug="True"
            ShowGearSwaps="False"
            ShowSpellInfo="False"
            />
    	<variables>
    		<var name="jug">Fish Oil Broth</var>
    		<var name="scythe">Fourth Zaghnal</var>
    		<var name="lightmain">Light Staff</var>
    		<var name="maindps">Woodville's Axe</var>
    		<var name="subdps">Maneater</var>
    		<var name="mainregen">Rune Axe</var>
    		<var name="subregen">Rune Axe</var>
    		<var name="dpsgrip">Pole Grip</var>
    		<var name="charmgrip">Bugard Strap +1</var>
    	</variables>
    	<sets>
    		<!-- Gear that is shared by both subjobs -->
    		<group name="Shared">
    			<set name="Standard" default="yes">
    				<ammo>Bibiki Seashell</ammo>
    				<head>Walahra turban</head>
    				<body>Haubergeon</body>
    				<neck>Chivalrous Chain</neck>
    				<lear>Minuet Earring</lear>
    				<rear>Suppanomimi</rear>
    				<hands>Spiked Fng.Gnt.</hands>
    				<lring>Sniper's Ring</lring>
    				<rring>Woodsman Ring</rring>
    				<back>Forager's Mantle</back>
    				<waist>Swift Belt</waist>
    				<legs>Thick Breeches</legs>
    				<feet>Thick Sollerets</feet>
    			</set>
    			<set name="Charm" BaseSet="Standard">
    				<main>$lightmain</main>
    				<sub>$charmgrip</sub>
    				<head>Beast Helm</head>
    				<neck>Beast Whistle</neck>
    				<body>Beast Jackcoat</body>
    				<hands>Beast Gloves</hands>
    				<lring>Hope Ring</lring>
    				<rring>Hope Ring</rring>
    				<legs>Beast Trousers</legs>
    				<feet>Beast Gaiters</feet>
    			</set>
    			<set name="Tame" BaseSet="Standard">
    				<main>$lightmain</main>
    				<head>Beast Helm</head>
    			</set>
    			<set name="Reward" BaseSet="Standard">
    				<ammo>Pet Food Zeta</ammo>
    				<feet>Beast Gaiters</feet>
    				<body>beast jackcoat</body>
    			</set>
    			<set name="CB">
    				<ammo>$jug</ammo>
    			</set>
    			<set name="WS" BaseSet="Standard">
    				<head>Optical Hat</head>
    				<hands>Spiked Fng.Gnt.</hands>
    				<waist>Potent Belt</waist>
    				<rear>Spike Earring</rear>
    			</set>
    			<set name="TP" BaseSet="standard">
    				<hands>Dusk Gloves</hands>
    				<feet>Dusk Ledelsens</feet>
    			</set>
    		</group>
    		<!-- Ninja Subjob sets, /sc group "nin" -->
    		<group name="nin" inherit="Shared" default="yes">
    			<set name="dps" baseset="standard" basegroup="shared" default="yes">
    				<main>Woodville's axe</main>
    				<sub>maneater</sub>
    			</set>
    			<set name="DWAxe">
    				<main>Woodville's Axe</main>
    				<sub>Maneater</sub>
    			</set>
    			<set name="HPRegen" baseset="standard" basegroup="shared">
    				<main>Rune Axe</main>
    				<sub>Rune Axe</sub>
    			</set>
    			<set name="scythe" baseset="standard" basegroup="shared">
    				<main>$scythe</main>
    			</set>
    			<set name="WS"  BaseGroup="Shared" BaseSet="WS" />
    			<set name="Charm" BaseGroup="Shared" BaseSet="Charm" />
    			<set name="Tame" BaseGroup="Shared" BaseSet="Tame" />
    			<set name="CB" BaseGroup="Shared" BaseSet="CB" />
    			<set name="Reward" BaseGroup="Shared" BaseSet="Reward" />
    			<set name="TP" BaseGroup="Shared" BaseSet="TP" />
    		</group>
    		<group name="expansion" inherit="nin">
    			<set name="HPregen" baseset="hpregen" basegroup="nin">
    				<body>haubergeon</body>
    			</set>
    			<set name="WS"  BaseGroup="nin" BaseSet="WS" />
    			<set name="Charm" BaseGroup="nin" BaseSet="Charm" />
    			<set name="Tame" BaseGroup="nin" BaseSet="Tame" />
    			<set name="CB" BaseGroup="nin" BaseSet="CB" />
    			<set name="Reward" BaseGroup="nin" BaseSet="Reward" />
    			<set name="TP" BaseGroup="nin" BaseSet="TP" />
    		</group>
    		<!-- White Mage Subjob sets, /sc group "whm" -->
    		<group name="whm" inherit="Shared">
    			<set name="Standard" default="yes">
    				<main>Woodsville's axe</main>
    				<sub>Tatami Shield</sub>
    			</set>
    			<!-- Inheritance, once again /whm specific gear can be set here -->
    			<set name="WS"  BaseGroup="Shared" BaseSet="WS" />
    			<set name="Charm" BaseGroup="Shared" BaseSet="Charm" />
    			<set name="Tame" BaseGroup="Shared" BaseSet="Tame" />
    			<set name="CB" BaseGroup="Shared" BaseSet="CB" />
    			<set name="Reward" BaseGroup="Shared" BaseSet="Reward" />
    		</group>
    	</sets>
    	<rules>
    		<if Spell="Charm|Gauge">
    			<equip when="precast" set="Charm" />
    			<if equipmain="Rune Axe">
    				<command when="aftercast">exec regen.txt</command>
    			</if>
    			<elseif equipmain="$scythe">
    				<command when="aftercast">exec scythe.txt</command>
    			</elseif>
    			<else>
    				<command when="aftercast">exec dps.txt</command>
    			</else>
    		</if>
    		<elseif Spell="Tame">
    			<equip when="precast" set="Tame" />
    			<if equipmain="Rune Axe">
    				<command when="aftercast">exec regen.txt</command>
    			</if>
    			<elseif equipmain="$scythe">
    				<command when="aftercast">exec scythe.txt</command>
    			</elseif>
    			<else>
    				<command when="aftercast">exec dps.txt</command>
    			</else>
    		</elseif>
    		<elseif Spell="Reward">
    			<equip when="precast" set="Reward" />
    			<castdelay delay="0.5" />
    		</elseif>
    		<elseif Spell="Call Beast">
    			<equip when="precast" set="cb" />
    			<castdelay delay="0.5" />
    		</elseif>
    		<if Type="WeaponSkill">
    			<equip when="precast" set="WS" />
    		</if>
    		<if Status="Idle">
    			<equip when="Aftercast" set="Standard" />
    			<equip when="Idle" set="Standard" />
    			<if equipmain="Rune Axe">
    				<if notBuffActive="sigil|sanction">
    					<equip when="Aftercast|idle">
    						<body>gaudy harness</body>
    					</equip>
    				</if>
    			</if>
    		</if>
    		<elseif Status="Engaged">
    			<equip when="Aftercast" set="TP" />
    			<equip when="engaged" set="TP" />
    			<if equipmain="Rune Axe">
    				<if notBuffActive="sigil|sanction">
    					<equip when="Aftercast">
    						<body>gaudy harness</body>
    					</equip>
    					<equip when="engaged">
    						<body>gaudy harness</body>
    					</equip>
    				</if>
    			</if>
    		</elseif>
    	</rules>
    </spellcast>

    Pastebin link - http://paste.windower.net/f7dd2a625

  20. #240
    Relic Weapons
    Join Date
    Jun 2008
    Posts
    308
    BG Level
    4
    FFXI Server
    Bahamut

    Quote Originally Posted by Redshift View Post
    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.
    Going to plug in my gear and test!

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