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  1. #81
    Old Merits
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    Kujata

    That "swap weapon if you have 10% or less TP" thing that someone posted for BST could be a good rule. Unless you just started fighting, or just whiffed a WS, that should work for COR. And hey, if you lose 7% TP, oh well.

    Edit: I think this is a better idea than basing it on SJ, because you might be TPing/not TPing in various SJs, depending on the situation.

  2. #82
    rog
    rog is offline
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    Quote Originally Posted by Argettio View Post
    RDM should macro AF hat and Relic body into the beginning of every spell.

    Precasting fastcast gear is an option in every jobs spellcast.
    Definitely shouldn't for every spell. It's absolutely a good idea for longer spells, but short spells like barspells are completely pointless, and anything that casts within 1-2 secs, i'd honestly rather just keep refresh gear on for, instead of risking losing 1-2 mp if you get your tic before switching back. 1-2 mp obviously isn't much, but it is more useful than saving a tenth of a second off cast time, for a spell that doesn't really matter how fast you cast it (spikes, dia, sneak/invis, etc). Also using different gear for pre/mid cast with spellcast, without a delay can sometimes result in part of your midcast sets not being equiped, so that should be considered as well.

  3. #83
    CoP Dynamis
    Join Date
    Nov 2007
    Posts
    268
    BG Level
    4

    Yup, that's one of my main concerns with putting fast cast/haste gear before every spell. It often screws the midcast sets. And I can never be sure that the bonuses from the enfeebling set have been completely applied when using fast cast set as precast. Thus, I prefer to use it only for stat insensitive spells and some enhancing magic.

  4. #84
    That SpellCast Guy
    Join Date
    Feb 2006
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    802
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    5

    Quote Originally Posted by calinz View Post
    Yup, that's one of my main concerns with putting fast cast/haste gear before every spell. It often screws the midcast sets. And I can never be sure that the bonuses from the enfeebling set have been completely applied when using fast cast set as precast. Thus, I prefer to use it only for stat insensitive spells and some enhancing magic.
    SpellCast can do rules based on a spell's casting time, I think it's good to use this to only do the Fast Cast swap on longer spells. I also haven't tested, do you need to add a casting delay along with this swap, or will it work if you do the swap with no delay? It makes it even worse if swapping to Fast Cast gear forces you to add a delay before starting to cast.

  5. #85
    CoP Dynamis
    Join Date
    Nov 2007
    Posts
    268
    BG Level
    4

    Quote Originally Posted by Deimos View Post
    SpellCast can do rules based on a spell's casting time, I think it's good to use this to only do the Fast Cast swap on longer spells. I also haven't tested, do you need to add a casting delay along with this swap, or will it work if you do the swap with no delay? It makes it even worse if swapping to Fast Cast gear forces you to add a delay before starting to cast.
    For short spells like Para1/Slow1 adding fast cast causes me problems because it mixes with the MND enfeebling set, since the spell's casting time is so short. It seems like it anyway. And since I always return to my idle set after a spell finishes it seems like its swapping to that set before the effects of the MND enfeebling set have been applied yet.

    I don't really have any delays because I don't know how to use them correctly... it's not as simple as /wait X unfortunately :/

  6. #86
    Hydra
    Join Date
    Aug 2007
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    132
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    3
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    Ramuh

    I didn't see this while I looked through here; but here is a WS cancel if your target is out of range for a weapon skill.

    Code:
    <if commandprefix="/weaponskill|/ws">
    	<if mode="OR" advanced='%spelltargetdistance &gt; 3.9' tplt="100">
    		<action type="cancelspell" />
    		<action type="return" />
    </if>
    You can change the "3.9'" to "15.0" or whatever range it is for ranged weapon skills.

    I'm sure someone could also add some <elseif></elseif> into it to check for melee ws on RNG (if your main target check is at 15.0'), or whatever, if you're into that sort of thing.

  7. #87
    Old Merits
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    Valefor

    Quote Originally Posted by rog View Post
    Definitely shouldn't for every spell. It's absolutely a good idea for longer spells, but short spells like barspells are completely pointless, and anything that casts within 1-2 secs, i'd honestly rather just keep refresh gear on for, instead of risking losing 1-2 mp if you get your tic before switching back. 1-2 mp obviously isn't much, but it is more useful than saving a tenth of a second off cast time, for a spell that doesn't really matter how fast you cast it (spikes, dia, sneak/invis, etc). Also using different gear for pre/mid cast with spellcast, without a delay can sometimes result in part of your midcast sets not being equiped, so that should be considered as well.
    True, and I was probably exaggerating for effect.

    I pre-cast with fastcast gear on nukes, some buffs, cure, status cures etc.

    I used to do it with things like phalanx and I did notice in places like dynamis that I wouldn't get the mid cast gear equiped in time.

    Because of that I never did it with enfeebles as I didn't want to risk landing them with weak gear. The simple solution would be 'if the spellcasting time is greater than X seconds, precast your fast cast gear'

    Quote Originally Posted by Bakthi View Post
    That "swap weapon if you have 10% or less TP" thing that someone posted for BST could be a good rule. Unless you just started fighting, or just whiffed a WS, that should work for COR. And hey, if you lose 7% TP, oh well.

    Edit: I think this is a better idea than basing it on SJ, because you might be TPing/not TPing in various SJs, depending on the situation.
    If you are referring to the code I wrote, there is a variable that stops it ever chancing weapon, so if you are in a situation where you don't want to swap then you set the var to 0 and it will never swap, no matter what your TP is.

    You could add a sub job check if you wish. Spellcasts greatest strength is also its greatest weakness.

    It does what the code says, no matter what... This means you need to write rules that either cover every possible situation or you give the user some control via vars.

    Even if you have 99% of situations covered by rules, there will still be 1% of the time when spellcast will do the 'wrong thing', and often the 1% you haven't got a rule for is a life and death moment.

  8. #88
    New Merits
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    Jan 2008
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    4

    Quote Originally Posted by Cymmina View Post
    What do you mean it doesn't need as much enhancing? Phalanx tiers are in 10 skill increments. You need Argute Gown, Scholar's Pants, Enhancing Torque, Augmenting Earring, and a +7 Enhancing Fay Staff to hit 300 exactly (without merits). The only other options for SCH are a +3 augmented belt from ACP and the Merciful Cape.

    WHM (or any other job locked into a healing position) should have a way to grade out +MP gear as they consume it.
    Eh, you're right. I forget about augmented items. The extra items once you reach the tier below for Phalanx are necessary to hit higher numbers for en-spell which is why I said that. I'd completely forgotten about the fay staff.

  9. #89
    Ned
    Ned is offline
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    Diabolos

    I've been using SC for a while now and tried many different ways from simple to very complicated. In the past i've found i've overcomplicated SC scripts just because I want to get a really difficult minor gear swap to work just becuase its tough to do and i get satisfaction out of working this shit out! I recently re-made a lot of my SC scripts for the new version and found myself reverting to more simple set ups with more control over what i wanted, rather than excessive rules.

    There are lots of different ways you can do anything and everyone will approach it differently, so the main thing is for you to understand how your SC works so you can get it doing what you need. In many instances that can mean keeping it simple!

    For example customise your current sets with variables if you don't want to use detailed situational rules and you can have a fairly straight forward script you can adjust to whatever you are doing at that time.

  10. #90
    Old Merits
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    Valefor

    Alla with some thing useful on it....
    Allakhazam.com: Final Fantasy XI

    Fair play to this guy, he has made a hell of a WAR xml, which could be edited to work for any melee job.

  11. #91
    Relic Weapons
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    Asura

    I posted that here on the second page =P

  12. #92
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    Quote Originally Posted by Redshift View Post
    I posted that here on the second page =P
    ok woops

  13. #93
    That SpellCast Guy
    Join Date
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    5

    Just wanted to leave a quick note - I've been really busy at work the last few days, so I haven't had much time to update this thread. However, the reason I'm so busy is because tomorrow morning I leave for three weeks in Japan and Hong Kong. This is going to involve quite a bit of time on planes and trains, and I'll have my laptop along with a copy of this thread and all the SpellCast docs. So hopefully a large amount of the work should get done on my trip and I'll be able to post some initial versions for people to pick over soon, either when I'm back or from one of my hotels.

    Thanks for all the input so far, lots of great information.

  14. #94
    Cerberus
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    Mar 2005
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    Leviathan

    o.o;

    if you ever get this completed, let me know and ill bundle it up with the plugin some.

  15. #95
    Banned.

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    I've been using narse's relic drk spellcast for a few days now and so far it's pretty amazing , ty for posting it Narse, it covers

    Apocalypse Drk

    Sets

    * Idle\oshit set
    * Melee set
    * Ws builds
    * Aftermath swap
    * Souleater swap
    * Souleater+ aftermath swap
    * Max hp Swap in for Dread spikes
    * Dark magic swaps
    * Stun
    * Enfeebling
    * Ring swap for Salvage

    Code:
    <?xml version="1.0" ?>
     
    <!-- This template requires the use of of AutoExec in order to trigger a gear swap to standard TP gear when Aftermath wears off while engaged, as I use two different gear sets depending upon if the buff is active or not. -->
     
    <spellcast>
        <config RequireVersion="2.18" />
        <variables>
            <!-- Sleep timers, announces to echo when sleep is wearing off. Set to 0 to not use. -->
            <var name="SleepTimers">1</var>
            <var name="DarkObi">1</var>
        </variables>
        <sets>
            <group name="Main" default="yes">
                <set name="Standard">
                    <main>Apocalypse</main>
                    <sub>Pole Grip</sub>
                    <ammo>Fire Bomblet</ammo>
                    <head>Valhalla Helm</head>
                    <neck>Parade Gorget</neck>
                    <lear>Ethereal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Iron Ram Dastanas</hands>
                    <lring>Defending Ring</lring>
                    <rring>Jelly Ring</rring>
                    <back>Shadow Mantle</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Blood Cuisses</legs>
                    <feet>Iron Ram Greaves</feet>
                </set>
                <set name="Melee">
                    <main>Apocalypse</main>
                    <sub>Pole Grip</sub>
                    <ammo>Fire Bomblet</ammo>
                    <head>Ace's Helm</head>
                    <neck>Justice Torque</neck>
                    <lear>Abyssal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Adaman Hauberk</body>
                    <hands>Dusk Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Velocious Belt</waist>
                    <legs>Homam Cosciales</legs>
                    <feet>Homam Gambieras</feet>
                </set>
                <set name="MeleeAftermath" BaseSet="Melee">
                    <ammo>Fire Bomblet</ammo>
                    <head>Ace's Helm</head>
                    <neck>Justice Torque</neck>
                    <lear>Abyssal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Adaman Hauberk</body>
                    <hands>Dusk Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Velocious Belt</waist>
                    <legs>Ares's Flanchard</legs>
                    <feet>Homam Gambieras</feet>
                </set>
                <set name="Souleater" BaseSet="Melee">
                    <ammo>Fire Bomblet</ammo>
                    <head>Ace's Helm</head>
                    <neck>Justice Torque</neck>
                    <lear>Abyssal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Gloom Breastplate</body>
                    <hands>Dusk Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Velocious Belt</waist>
                    <legs>Homam Cosciales</legs>
                    <feet>Homam Gambieras</feet>
                </set>            
                <set name="SouleaterAftermath" BaseSet="Melee">
                    <ammo>Fire Bomblet</ammo>
                    <head>Ace's Helm1</head>
                    <neck>Justice Torque</neck>
                    <lear>Abyssal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Adaman Hauberk</body>
                    <hands>Dusk Gloves +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Toreador's Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Velocious Belt</waist>	
                    <legs>Sable Cuisses</legs>
                    <feet>Homam Gambieras</feet>
                </set>            
                <set name="WSAres" BaseSet="Melee">
                    <ammo>Fire Bomblet</ammo>
                    <head>Ares's Mask</head>
                    <neck>Soil Gorget</neck>
                    <lear>Abyssal Earring</lear>
                    <rear>Brutal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Ares's Gauntlets</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Flame Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Ares's Flanchard</legs>
                    <feet>Ares's Sollerets</feet>
                </set>
                <set name="WSHecatomb" BaseSet="Melee">                    
                    <ammo>Fire Bomblet</ammo>
                    <head>Hecatomb Cap</head>
                    <neck>Justice Torque</neck>
                    <lear>Abyssal Earring1</lear>
                    <rear>Brutal Earring</rear>
                    <body>Adaman Hauberk</body>
                    <hands>Chaos Gauntlets +1</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Flame Ring</rring>
                    <back>Cerb. Mantle +1</back>
                    <waist>Warwolf Belt</waist>
                    <legs>Ares's Flanchard</legs>
                    <feet>Hecatomb Leggings</feet>
                </set>
                <set name="EnfeeblingMagic">
                    <head>Crimson Mask</head>
                    <neck>Enfeebling Torque</neck>
                    <lear>Enfeebling Earring</lear>
                    <rear>Loquacious Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Dusk Gloves +1</hands>
                    <lring>Blitz Ring</lring>
                    <rring>Omega Ring</rring>
                    <back>Abyss Cape</back>
                    <waist>Velocious Belt</waist>
                    <legs>Homam Cosciales</legs>
                    <feet>Abyss Sollerets</feet>                
                </set>
                <set name="DarkMagic">
                    <head>Chaos Burgeonet</head>
                    <neck>Dark Torque</neck>
                    <lear>Dark Earring</lear>
                    <rear>Abyssal Earring</rear>
                    <body>Ares's Cuirass</body>
                    <hands>Crimson Finger Gauntlets</hands>
                    <lring>Blitz Ring</lring>
                    <rring>Omega Ring</rring>
                    <back>Abyss Cape</back>
                    <waist>Velocious Belt</waist>
                    <legs>Homam Cosciales</legs>
                    <feet>Homam Gambieras</feet>
                </set>
                <set name="Stun" BaseSet="DarkMagic">
                    <head lock>Walahra Turban</head>
                    <rear lock>Loquacious Earring</rear>
                    <hands lock>Dusk Gloves +1</hands>
                    <lring lock>Blitz Ring</lring>
                    <rring lock>Omega Ring</rring>
                    <back lock>Abyss Cape</back>
                    <waist lock>Velocious Belt</waist>
                    <legs lock>Homam Cosciales</legs>
                    <feet lock>Homam Gambieras</feet>                
                </set>
                <set name="DreadSpikes">
                    <ammo>Happy Egg</ammo>
                    <head lock>Walahra Turban</head>
                    <neck lock>Ritter Gorget</neck>
                    <lear lock>Ethereal Earring</lear>
                    <rear lock>Loquacious Earring</rear>
                    <body lock>Ares's Cuirass</body>
                    <hands lock>Dusk Gloves +1</hands>
                    <lring lock>Bloodbead Ring</lring>
                    <rring lock>Bomb Queen Ring</rring>
                    <back lock>Gigant Mantle</back>
                    <waist lock>Velocious Belt</waist>
                    <legs lock>Homam Cosciales</legs>
                    <feet lock>Homam Gambieras</feet>
                </set>
            </group>
        </sets>
        <rules>
            <!-- utility: if you have no target currently, and casting a spell that can be cast on self, then cast on self (buffs). -->
            <if ValidTargets="*Self*" TargetType="None" SpellTarget="&lt;t&gt;">
                <action type="ChangeTarget" target="&lt;me&gt;" />
            </if>
            <!-- utility: if targetting a monster, but casting a spell that can not be cast on monsters, then cast on self (buffs). -->
            <if SpellTarget="&lt;t&gt;" TargetType="MONSTER" NotValidTarget="*Enemy*" ValidTarget="*Self*">
                <action type="changetarget" target="&lt;me&gt;" />
            </if>    
            <!-- dont parse this file if under level 73... ie capped areas -->
            <if MLVLLT="73"> <action type="return" /> </if>
            <!-- set of gear to equip when finished casting a spell or coming back from resting mp (idle set) -->
            <action type="equip" when="Idle" set="Standard" />
     
    		<if Area="* Remnants">
    			<action type="equip">
    				<rring lock>Ulthalam's Ring</rring>
    			</action>
    		</if>
     
            <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="engaged" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="engaged" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="engaged" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="engaged" set="Melee" />
                        </else>
                    </else>
            </if>
     
            <rule Spell="Stun">
                <action type="equip" set="Stun" when="precast" />
                <!-- Drop Hasso during Stun to reduce recast time and reapplies Hasso. Requires Cancel plugin. -->
                <!-- Hasso is in a text file as opposed to just a command because it requires an additional 1.5s delay to use the ability, but I want the gear swapped back earlier. -->
                    <!-- <if BuffActive="Hasso">
                        <action type="command" when="precast">cancel 353</action>
                        <action type="Command" when="aftercast">exec hasso.txt</action>
                    </if> -->
                <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="Melee" />
                        </else>
                    </else>
                </if>
                <if status="idle">
                    <action type="equip" when="done" set="Standard" />
                </if>
            </rule>
     
            <rule Spell="Dread Spikes">
                    <action type="equip" set="DreadSpikes" when="precast" />
                    <if mode="AND" TimeGT="5.59" TimeLT="18.00">
                        <action type="equip" when="midcast"><ammo>Fenrir's Stone</ammo></action>
                    </if>
                        <!-- <action type="equip" when="aftercast"> -->
                <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="Melee" />
                        </else>
                    </else>
                </if>
                <if status="idle">
                    <action type="equip" when="done" set="Standard" />
                </if>
            </rule>
     
            <rule Skill="DarkMagic">
                <if mode="AND" spellNOT="Stun" spellNOT="Dread Spikes">
                <action type="equip" set="DarkMagic" when="precast" />
                <if Spell="Absorb-ACC|Absorb-STR|Absorb-DEX|Absorb-VIT|Absorb-AGI|Absorb-INT|Absorb-MND|Absorb-CHR">
                        <action when="midcast" type="command">input /equip Hands "Vicious Mufflers"</action>
                </if>
                    <if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
                        <if Element="Dark">
                            <action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
                        </if>
                    </if>
                <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="Melee" />
                        </else>
                    </else>
                </if>
                <if status="idle">
                        <action type="equip" when="done" set="Standard" />
                </if>
                </if>
            </rule>
     
            <rule Skill="EnfeeblingMagic">
                <action type="equip" when="precast" Set="EnfeeblingMagic" />
                    <if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
                        <if Element="Dark">
                            <action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
                        </if>
                    </if>
                <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="done" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="done" set="Melee" />
                        </else>
                    </else>
                </if>
                <if status="idle">
                        <action type="equip" when="done" set="Standard" />
                </if>
            </rule>
     
            <if Spell="Souleater">
                <action type="equip" Set="Souleater" />
            </if>
     
            <rule CommandPrefix="/weaponskill">
                <if Spell="Catastrophe">
                    <action type="Equip" when="Precast" set="WSAres" />
                    <action when="done" type="command">input /ma "Fire V" Narse</action>
                </if>
                <else>        
                    <action type="Equip" when="Precast" set="WSHecatomb" />
                    <if BuffActive="Aftermath">
                        <action type="Equip" when="done" set="MeleeAftermath" />
                    </if>
                    <else>
                        <action type="Equip" when="done" set="Melee" />
                    </else>
                </else>
            </rule>
     
    <!-- Dummy Spell for AutoExec to fire off in order to switch to melee gear from aftermath melee gear when Aftermath wears off while in combat. -->
     
            <if spell="Water V">
                <if status="engaged">
                    <if BuffActive="Souleater">
                        <action type="equip" when="precast" set="Souleater" />
                    </if>
                    <else>
                        <action type="equip" when="precast" set="Melee" />
                    </else>
                </if>
                <action type="cancelspell"/>
                <action type="return"/>
            </if>
     
    <!-- Dummy Spell for after Catastrophe, since it will check for the presence of aftermath before weaponskill executes otherwise. -->
     
            <if spell="Fire V">
                <if status="engaged">
                    <if BuffActive="Aftermath">
                        <if BuffActive="Souleater">
                            <action type="equip" when="precast" set="SouleaterAftermath" />
                        </if>
                        <else>
                            <action type="equip" when="precast" set="MeleeAftermath" />
                        </else>
                    </if>
                    <else>
                        <if BuffActive="Souleater">
                            <action type="equip" when="precast" set="Souleater" />
                        </if>
                        <else>
                            <action type="equip" when="precast" set="Melee" />
                        </else>
                    </else>
                <action type="cancelspell"/>
                <action type="return"/>
            </if>
     
    <!-- Handle Elemental Obi's -->
    <!--
        <if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" = "1"'>
            <if Element="Dark">
                <action type="equip" when="midcast"><waist lock="yes">Anrin Obi</waist></action>
            </if>
        </if>
    -->        
    <!-- Timers for when sleep is wearing off. -->
     
        <if advanced='"$SleepTimers"="1"'>
            <if Spell="Sleep II">
                <action type="command" when="aftercast">spellcast var inc sleepid;wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; off in 45sec</action>
                <action type="command" when="aftercast">wait 75;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15sec</action>
                <action type="command" when="aftercast">wait 85;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5sec;spellcast var dec sleepid;</action>
            </if>
            <elseif Spell="Sleep">
                <action type="command" when="aftercast">spellcast var inc sleepid;wait 30;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 30sec</action>
                <action type="command" when="aftercast">wait 45;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 15sec;spellcast var dec sleepid;</action>
                <action type="command" when="aftercast">wait 55;input /echo [$sleepid:%spell] &lt;%target&gt; Wearing off in 5sec;spellcast var dec sleepid;</action>
            </elseif>
        </if>
     
     
        </rules>
    </spellcast>

  16. #96
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    Quote Originally Posted by Aikar View Post
    o.o;

    if you ever get this completed, let me know and ill bundle it up with the plugin some.
    Oh good, you're still alive. :b

    Having it bundled with SpellCast itself would be extremely cool, that's definitely extra motivation for me, thanks.

  17. #97
    Cerberus
    Join Date
    Mar 2005
    Posts
    395
    BG Level
    4
    FFXI Server
    Leviathan

    Quote Originally Posted by Deimos View Post
    Oh good, you're still alive. :b

    Having it bundled with SpellCast itself would be extremely cool, that's definitely extra motivation for me, thanks.
    lifes been hectic lately, in debt atm!

  18. #98
    Sandworm Swallows
    Join Date
    Dec 2006
    Posts
    7,328
    BG Level
    8

    Quote Originally Posted by nakedsnake09 View Post
    I didn't see this while I looked through here; but here is a WS cancel if your target is out of range for a weapon skill.

    Code:
    <if commandprefix="/weaponskill|/ws">
    	<if mode="OR" advanced='%spelltargetdistance &gt; 3.9' tplt="100">
    		<action type="cancelspell" />
    		<action type="return" />
    </if>
    You can change the "3.9'" to "15.0" or whatever range it is for ranged weapon skills.

    I'm sure someone could also add some <elseif></elseif> into it to check for melee ws on RNG (if your main target check is at 15.0'), or whatever, if you're into that sort of thing.
    I have used this and advise against it. You will more often find yourself unable to WS on large mobs than you will find yourself losing TP on smaller mobs. I would suggestion something higher like 5+.

  19. #99
    Sandworm Swallows
    Join Date
    Dec 2006
    Posts
    7,328
    BG Level
    8

    Quote Originally Posted by Deimos View Post
    Oh good, you're still alive. :b

    Having it bundled with SpellCast itself would be extremely cool, that's definitely extra motivation for me, thanks.
    God that would be amazing...

    Hey Aikar, is Azaril dead? LOL

  20. #100
    Relic Shield
    Join Date
    Oct 2006
    Posts
    1,946
    BG Level
    6
    FFXI Server
    Phoenix

    The pld xml should also contian a function for when sentinel is active it uses your max haste set for enmity spells. Also I use 3 xml's for pld because I'm not totally sure how to write the vairables. I have one thats for /rdm when I don't want swap out of my pdt/shield set for bind/blind/sleep/grav/dispel unless reprisal and/or sentinel is active.. I could combine 2 of them and keep a seperate one for DI.

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