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Spell Cast XML Templates now including Object Oriented XML

#1 User is offline   souleman 

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Posted 25 June 2008 - 10:44 AM

Okay, this is sort of a work in progress. Since I am at work and will have to do this in a few steps. This is just a basic guide on how to write your XML file. The "Object Oriented XML" is simply XML code that has been written by different people that can be plugged into your XML so you don't have to write it all over again. I put the code here instead of pastebin so it doesn't go away after a while. If you copy the code into an XML editor (like notepad ++) it will look a lot cleaner and have pretty colors that I don't feel like adding at the moment.

First things first... the requirements. Just to note, comments are between <!-- and -->
<?xml version="1.0" ?>	  <!-- this should be the first line, it identifies the file as being xml.  -->
   <spellcast>	 <!-- this should be the 2nd line.  it identifies the file as being for spellcast -->
	 <config
	 RequireVersion="2.16"
	 Debug="true"
	 HideErrors="false"
	 ShowGearSwaps="False" 
	 />			<!-- this is the config section, see below -->

<!-- other stuff here -->
   </spellcast>  <!-- always close all tags.. this closes the spellcast tag.  Should be the last line. -->




Config setion:
RequireVersion="2.16" <-- this is optional. It says that you must be using spellcast 2.16 or greater for this to work
Debug="true" <-- this puts the debug file in your spellcast directory. If everything is working, you can set it to false. If you have any questions, make sure to set this to true so we can help you.
HideErrors="false" <-- this puts errors in your console. It lets you know if you messed something up.
ShowGearSwaps="False" <-- if this is set to true, it puts an "echo" in ffxi showing all your gear swaps. if you set it to true, you can see exactly what gear is being equipped and when, which is nice when you don't know if a rule is working.

For the "other stuff" there are 3 sections. Variables, Sets, and Rules.

Variables are completely optional:
   <variables> <!-- start the variables -->
	 <var name="whatever">DefaultValue</var> <!-- this is how you define a variable -->
   </variables><!-- end the variables -->

Place any variables, between the opening and closing tag. From ffxi, if you type "//sc var list" it will list all your current variables in echo. To change the value of a variable, type "//sc var set whatever NewValue"

Sets. These are broken down into groups and individual sets.
   <sets> <!-- say we are starting the sets -->
	 <group default="yes" name="mygroup"> <!-- start of our first group.  Only 1 group should have the default="yes".  
	  <set name="Standard"> <!-- this is the name of your first set in mygroup group.  This will be your "normal" gear -->
		<main></main> <!-- this is all 16 possible equipment slots.  Just put the name of the item you want between the tags -->
		<sub></sub>
		<ranged></ranged>
		<ammo></ammo>
		<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="Resting" BaseSet="Standard"> <!-- baseset means any slots you don't fill will use the baseset -->
	  </set>  <!-- resting set is when you take a knee -->
	  <set name="Engaged" BaseSet="Standard"> <!-- engaged set is when you have your weapon out -->
	  </set>
	  <set name="WeaponSkill" BaseSet="Engaged"> <!-- weaponskill set is when you perform a weaponskill -->
	  </set>
<!-- you can add more sets to this group here -->
	 </group> <!-- close your mygroup group
<!-- add more groups here -->
   </sets> <!-- close all sets.. we can move on -->

You do not have to use the names I used. They do match with the rules section though.

So the rules. This is the "hard" part. The most important thing to remember is that rules work from top to bottom. So if you have a rule at the start to equip item A, then one later to equip item B, you will end up equiping item B. The following is some default rules, that will actually be useful for pretty much every single job anyway.
<rules> <!-- this starts your rules section -->
	<!-- "default" sets -->
	<if spell="autoset">  <!-- this makes it so when you change status (rest, idle, engage), your gear changes -->
		<action type="equip" when="resting" set="Resting" /> <!-- when resting, equip resting -->
		<action type="equip" when="idle" set="Standard" />  <!-- when idle, equip standard -->
		<action type="equip" when="engaged" set="Engaged" /> <!-- when fighting, equip engaged -->
	</if> <!-- always end your tags...  note that this only changes gear when you change status, so if you gear swap a weapon skill, it doesn't automatically go back to engaged set -->

	<!-- default "aftercast" (to take care of above line) -->		
	<if NotStatus="Engaged">  <!-- if we don't have our weapon out... -->
		<action type="equip" when="aftercast" set="Standard" /> <!-- ...return to standard (idle) set -->
	</if> <!-- don't forget to close it -->
	<else> <!-- otherwise (which means we do have weapon out) -->
		<action type="equip" when="aftecast" set="Engaged" /> <!-- ... return to engaged set -->
	</else>

	<!-- Keep weapons equipped.  This keeps you from swapping weapons and losing your TP -->
	<if TPGT="10"> <!-- if we have at least 10 TP -->
		<action type="Disable" slot="main|sub|ranged" /> <!-- never allow any swaps on main/sub/ranged -->
	</if> <!-- note you can still swap ammo, because it doesn't lose TP.  -->
	<else> <!-- otherwise (less then 10 TP) -->
		<action type="Enable" slot="main|sub|ranged" /> <!-- allow those slots to have gear swaps -->
	</else>

	<!-- Weapon skill -->		
	<if Type="WeaponSkill" NotTPLT="100">  <!-- if you have 100 TP and use a weaponskill -->
		<action type="castdelay" delay=".2" /> <!-- delay it by .2 seconds (this is to give time for gear swap) -->
		<action type="Equip" when="Precast" set="WeaponSkill" /> <!-- equip your WeaponSkill set before you use it -->
	</if> <!-- note that any "instant" abilities (provoke, steal, hasso, etc) should be done like this with the .2 castdelay -->
</rules> <!-- end your rules -->


So now we have all our parts... This is what the final product should look like (without most of the notes)
<?xml version="1.0" ?>
<spellcast>
	<config
			RequireVersion="2.16"
			Debug="true"
			HideErrors="false"
			ShowGearSwaps="False" 
			/>

	<variables>
		<var name="whatever">DefaultValue</var>
	</variables>

	<sets>
		<group default="yes" name="mygroup">
			<set name="Standard">
				<main></main>
				<sub></sub>
				<ranged></ranged>
				<ammo></ammo>
				<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="Resting" BaseSet="Standard">
			</set>
			<set name="Engaged" BaseSet="Standard">
			</set>
			<set name="WeaponSkill" BaseSet="Engaged">
			</set>
		</group>
	</sets>

	<rules>
		<!-- "default" sets -->
		<if spell="autoset">
			<action type="equip" when="resting" set="Resting" /> 
			<action type="equip" when="idle" set="Standard" /> 
			<action type="equip" when="engaged" set="Engaged" /> 
		</if> 
		<!-- default "aftercast" -->		
		<if NotStatus="Engaged">
			<action type="equip" when="aftercast" set="Standard" />
		</if>
		<else>
			<action type="equip" when="aftecast" set="Engaged" />
		</else>
		<!-- Keep weapons equipped -->
		<if TPGT="10">
			<action type="Disable" slot="main|sub|ranged" />	
		</if>
		<else>
			<action type="Enable" slot="main|sub|ranged" />
		</else>
		<!-- Weapon skill -->		
		<if Type="WeaponSkill" NotTPLT="100">
			<action type="castdelay" delay=".2" />
			<action type="Equip" when="Precast" set="WeaponSkill" />
		</if>
	</rules>
</spellcast>


As a side note, if you put in your equipment in the sets, this will actually work for leveling any melee job as long as long as you don't need specific equipment for things like hasso, sneak attack, etc.

Now for the "Object oriented" part. AKA plug and play XML. This is stuff that has been tested and works and is used by quite a few people. It also makes it so that instead of asking "how do I get obi's to work" you can just copy the code from here. If there is something in "variables" tag, make sure you place it in the variables section. Otherwise, it should probably be in the rules section.

Elemental Obi's
	<variables>
		<var Name="EarthObi">Dorin Obi</var>
		<var Name="ThunderObi">Rairin Obi</var>
		<var Name="WaterObi">Suirin Obi</var>
		<var Name="FireObi">Karin Obi</var>	 
		<var Name="IceObi">Hyorin Obi</var>
		<var Name="WindObi">Furin Obi</var>
		<var Name="LightObi">Korin Obi</var>
		<var Name="DarkObi">Anrin Obi</var>
	</variables>
	<rules>
		<if Advanced='("%SpellElement" = "%WeatherElement" OR "%SpellElement" = "%DayElement") AND "$%SpellElementObi" != "\$%SpellElementObi"'> 
			<action Type="Equip" When="MidCast">
				<waist>$%SpellElementObi</waist>
			</action>
		</if>
	</rules>

If you do not have the obi, remove it from the variables section. You only need the obi's that you actual own.

Elemental Staves
	<variables>
		<var name="FireStaff">Vulcan's Staff</var>
		<var name="IceStaff">Aquilo's Staff</var>
		<var name="WindStaff">Auster's Staff</var>
		<var name="EarthStaff">Terra's Staff</var>
		<var name="ThunderStaff">Jupiter's Staff</var>
		<var name="WaterStaff">Neptune's Staff</var>
		<var name="LightStaff">Apollo's Staff</var>
		<var name="DarkStaff">Pluto's Staff</var>
	</variables>
	<rules>
		<action type="equip" when="midcast">
			<main>$%SpellElementStaff</main>
		</action>
	</rules>

2 notes.. 1> if you have the NQ staff, change the value to the staff name (ie, change Vulcan's Staff to Fire Staff). 2 > there is no "if" section on this. if you just put this in right now, it will be trying to change staves on midcast of everything you do. Place the action inside the if section of the code when you want to change staves.

Black Mage Sorcerer's Tonban (AFv2 Pants)
First need a variable defined:
<variables>
	<var name="BLMAF2Pants">1</var>
</variables>

Set to 1 if you have pants or set to 0 (or dont add the variable) if you do not have pants.
Then use the following rule:
<if Advanced='(!((regex)%Weather=^.* x2$(/regex) AND "%WeatherElement" = "%SpellElement" AND "$%SpellElementObi" != "\$%SpellElementObi") OR !("%WeatherElement" = "%spellElement")) AND ("%SpellElement" = "%DayElement" AND "$BLMAF2Pants" = "1") AND ("%skill"="ElementalMagic")'>
	<action type="equip" when="midcast">
		<legs lock="yes">Sorcerer's Tonban</legs>
	</action>
</if>

THIS IS DESIGNED TO BE COMBINED WITH THE ABOVE OBI SETUP. PLEASE USE THE ABOVE OBI SETUP TOO.
This will handle the logic on wether or not to use Sorcerer Tonban if you can get triple bonuses from Obi alone. These 2 rules are THE BEST way of handling both rules in SpellCast.

Day or Night
	<variables>
		<var name="DorN">D</var>
	</variables>
	<rules>
		<if mode="OR" TimeLT="6.00" TimeGT="18.00">
			<action type="Var" cmd="set DorN N" /> <!-- or just set night stuff -->
		</if>
		<else>
			<action type="Var" cmd="set DorN D" /> <!-- or just set day stuff -->
		</else>
	</rules>

The way this is currently written, if you want to equip certain things durring the day, use <if advanced=' "$DorN"=="D" '>. For night, use N instead of D.

Day or Night without variables
	<rules>
		<if mode="OR" TimeLT="6.00" TimeGT="18.00">
			<action type="equip"> <!-- night time stuff --> </action>
		</if>
		<else>
			<action type="equip"> <!-- day time stuff --> </action>
		</else>
	</rules>

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#2 User is offline   tard 

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Posted 25 June 2008 - 03:45 PM

Thank you :)
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#3 User is offline   Aikar 

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Posted 27 June 2008 - 05:20 AM

Pinned and added BLM AF2 Pants rules, but should prolly move this to the wiki so can have headers for each section and such.
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#4 User is offline   Lighsovit 

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Posted 27 August 2008 - 01:26 PM

View Postsouleman, on Jun 25 2008, 08:44 AM, said:

<?xml version="1.0" ?>	  <!-- this should be the first line, it identifies the file as being xml.  -->
	<spellcast>	 <!-- this should be the 2nd line.  it identifies the file as being for spellcast -->
	  <config
	  RequireVersion="2.16"
	  Debug="true"
	  HideErrors="false"
	  ShowGearSwaps="False" 
	  />			<!-- this is the config section, see below -->
 
 <!-- other stuff here -->
	</spellcast>  <!-- always close all tags.. this closes the spellcast tag.  Should be the 2nd to last line. -->
 [s]</xml> <!-- this should be the last line, closing the xml tag -->[/s]


There is no xml tag to close, so that </xml> should not be there. The special <?xml version="1.0" ?> closes itself and is not itself an XML tag.
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#5 User is offline   Aikar 

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Posted 27 August 2008 - 03:49 PM

I fixed his post.
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#6 User is offline   souleman 

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Posted 28 August 2008 - 04:41 PM

Good catch.. It's from the way I was organizing things when doing the prep-work for this.. One of these days I'll actually have time to make this a wiki thing :/
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#7 User is offline   maximillian 

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Post icon  Posted 08 October 2008 - 09:00 PM

um... ok i have created my XML file already for rdm, and thnx to Whitewing's RDM Xml Version, Ryuke's RedMage, Carpesaxum's RDM (thnx a lot guys) =D i know it's from a lot of people but by looking at their XMLs they really opened my eyes on how to understand how spellcast work, and i didn't start looking at the forums till i got stuck with this issue. anyway, i put my XML file together and whne it came to load it into the game, it wouldn't do it, it kept on loading the Default.XML file i really don't know why. i understand that Default.XML is an XML Document, but does my RDM.XML being Text Document have anything to do with it? i know the answer is around the forum somewhere, but i couldn't find it, lol i think i blind or something lol, but any help would be appreciated though, thnx a lot
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#8 User is offline   Rave 

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Posted 10 October 2008 - 11:01 AM

Well. I'm a noob at this so i was wondering... I copied the above xml setup and started editing it... My question is how do i set it up for differnt WSs? I'm a DRG so I wanna be able to have a set for penta, wheeling thrust, and hopefully 1 day Drakesbane. ^^ Some guidance on this would be great... ty ahead of time
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#9 User is offline   Whitewing 

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Posted 27 October 2008 - 03:56 AM

<set name="Standard">
				<main></main>
				<sub></sub>
				<ranged></ranged>
				<ammo></ammo>
				<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>


Just use this and rename the name bit to whichever WS you want it to work with (don't forget to put your gear between the tags). The same goes for any sets you want just make a new one and name it then you can use it.

then you want a rule for each ws like this.

<if spell="Penta*">
<action type="castdelay" delay=".2" />
<action type="equip" when="precast" Set="Penta"/>
</if


View Postmaximillian, on Oct 9 2008, 02:00 AM, said:

um... ok i have created my XML file already for rdm, and thnx to Whitewing's RDM Xml Version, Ryuke's RedMage, Carpesaxum's RDM (thnx a lot guys) =D i know it's from a lot of people but by looking at their XMLs they really opened my eyes on how to understand how spellcast work, and i didn't start looking at the forums till i got stuck with this issue. anyway, i put my XML file together and whne it came to load it into the game, it wouldn't do it, it kept on loading the Default.XML file i really don't know why. i understand that Default.XML is an XML Document, but does my RDM.XML being Text Document have anything to do with it? i know the answer is around the forum somewhere, but i couldn't find it, lol i think i blind or something lol, but any help would be appreciated though, thnx a lot


make sure your default.xml has AutoLoadXML="True" in the config section at the top.

This post has been edited by Whitewing: 27 October 2008 - 08:29 AM

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#10 User is offline   tard 

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Posted 27 October 2008 - 08:06 AM

<if spell="Penta">
<action type="castdelay" delay=".2" />
<action type="equip" when="precast" Set="Penta"/>
</if

?? Shouldn't that be wildcarded or the whole name WW ?
Ie: <if spell="Penta*">
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#11 User is offline   Whitewing 

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Posted 27 October 2008 - 08:10 AM

lol yeah should be the full name or wildcarded (*). I will change my post.

This post has been edited by Whitewing: 27 October 2008 - 08:28 AM

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#12 User is offline   krazyrs 

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Posted 21 February 2009 - 10:19 AM

having trouble re-equiping Standard gear if i take kill shot or engaged gear if im stil fighting mob

<?xml version="1.0" ?>
<spellcast>
	<config 
	 AutoLoadXML="true" 
	 RequireVersion="2.16"
	 Debug="true"
	 HideErrors="false"
	 ShowGearSwaps="False"
	 />		  

<sets> 
	   <group default="yes" name="WAR"> 
	   <set name="Standard"> 
		<main lock="true" /> 
		<sub lock="true" />
		<ammo>Bomb Core</ammo>
		<head>Walahra turban</head>
		<neck>Chivalrous chain</neck>
		<lear>Fowling Earring</lear>
		<rear>Brutal Earring</rear>
		<body>Hecatomb Harness</body>
		<hands>Hecatomb mittens</hands>
		<lring>Rajas Ring</lring>
		<rring>Ulthalam's Ring</rring>
		<back>Amemet Mantle +1</back>
		<waist>Swift Belt</waist>
		<legs>Byakko's Haidate</legs>
		<feet>Hecatomb Leggings</feet>
	   </set>
	  
	  <set name="Engaged" BaseSet="Standard"> 
	  <body>Hauberk</body>
	  <hands>Dusk Gloves</hands>
	  <feet>Fighter's Calligae</feet>
	  </set>
	  
	  <set name="Weaponskill" BaseSet="Engaged"> 
		<head>Adaman Celata</head>
		<body>Hecatomb Harness</body>
		<hands>Hecatomb mittens</hands>
		<rring>Flame ring</rring>
		<waist>Warwolf Belt</waist>
		<feet>Hecatomb Leggings</feet>
	  </set>
	  
	 </group> 
   </sets> 
   
<rules> 
   
	<if spell="autoset">  
		<action type="equip" when="resting" set="Resting" /> 
		<action type="equip" when="idle" set="Standard" />  
		<action type="equip" when="engaged" set="Engaged" /> 
	</if> 

		 
	<if NotStatus="Engaged">  
		<action type="equip" when="aftercast" set="Standard" /> 
	</if> 
	<else> 
		<action type="equip" when="aftercast" set="Engaged" /> 
	</else>

	
	<if TPGT="10"> 
		<action type="Disable" slot="main|sub|ranged" />
	</if> 
	<else> 
		<action type="Enable" slot="main|sub|ranged" /> 
	</else>

		  
	<if Type="WeaponSkill" NotTPLT="100"> 
		<action type="castdelay" delay=".2" /> 
		<action type="Equip" when="Precast" set="WeaponSkill" /> 
	</if> 
</rules> 
</spellcast>


typo in post but didnt fix ; ;

Quote

<action type="equip" when="aftercast" set="Engaged" />


thanks

This post has been edited by krazyrs: 21 February 2009 - 12:50 PM

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#13 User is offline   jaredfox16 

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Posted 13 June 2009 - 03:49 PM

is there a template for certain zones or if you are doing assaults?
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#14 User is offline   iliketoeatcookies 

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Posted 31 July 2009 - 01:07 PM

im having a problem getting spellcast to gear swap for my WS's

if anybody is interested in helping me, could you please let me know, i can post or e-mail my script.
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#15 User is offline   Largefarva 

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Posted 07 August 2009 - 08:53 PM

Question, with elemental obi rules, is there a good way to make it so it only swaps to obis for nukes, and not enfeebles etc?
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#16 User is offline   Kaedetsuka 

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Posted 13 August 2009 - 02:36 AM

View Postjaredfox16, on 13 June 2009 - 04:49 PM, said:

is there a template for certain zones or if you are doing assaults?

<rule spell="Guillotine|Cross Reaper">
<action type="castdelay" delay=".2" />
<if area="Leujaoam Sanctum|Mamool Ja Training Grounds|Lebros Cavern|Periqia|Ilrusi Atoll|Nyzul Isle">
<action type="Equip" set="AssaultWS" />
</if>
<else>
<action type="Equip" set="WSgear" />
<if Status="engaged">
<action type="equip" when="aftercast" set="tp" />
</if>
<else>
<action type="equip" when="aftercast" set="lounge" />
</else>
</rule>

then use your ring from Toau Mission on your based set "Assault WS",
Just wondering too if item from campaign can be used with the same template for assault

Sorry for double posting,
as i said before can be work if i write
<if area="Campaign Battle all Zone [S]"> ?
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#17 User is offline   Jeiger 

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Posted 17 August 2009 - 06:58 PM

I started off with whitewings template, which worked great btw, but it lacked a convert setup so i had to make one, or piece one together from some other templates. This is what i came up with for my elvaan RDM hope it helps

<if spell="convert">
<action type="command" when="precast">input /raw /ja "Divine Seal" Jeiger</action>
<action type="castdelay" delay="1" />
<action type = "equip" when="precast|midcast" set="Convert"/>
<action type="midcastdelay" delay="2"/>
<action type="command" when="midcast">input /raw /ma "Cure IV" Jeiger</action>
<action type="aftercastdelay" delay="7"/>
<action type = "equip" when="aftercast" set="Standard"/>
</if>

Of course my convert set is named "Convert" and my idle set is named "Standard", hope this helps some of you lost RDMs needing a good convert script.
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#18 User is offline   chocobo-meow 

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  • Name: Chaanya
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Posted 29 November 2009 - 12:58 PM

just a little FYI if you wanna cut down on the number of lines for the "autoset" you can do this: *makes a funny face* problem solved ^_^





ok you want code don't you...
<if spell="autoset">
			<action type="equip" when="%Status" set="%status" />
		</if>


so basically you change gear "when" %status changes to the set of that %status name
only thing you need is to create a set for resting,engaged,idle those are the most used
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#19 User is offline   obidon 

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Posted 28 April 2010 - 08:11 AM

Not sure if this is the right place for this question, but it is sort of related to templates.

How do I submit my XML for the User Submitted XML page?

I've created an account but do not get the 'Create this page' button.
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#20 User is offline   Rubicant_ 

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Posted 10 June 2010 - 12:11 AM

Quote

<!-- Weapon skill -->
<if Type="WeaponSkill" NotTPLT="100">
<action type="castdelay" delay=".2" />
<action type="Equip" when="Precast" set="WeaponSkill" />
</if>


I'm a little thrown by this. in my current .xml the weapon skill don't swap gear properly.
I have v2.3

have tried to get the swap to work in different ways:

one way was:

<if Type="WeaponSkill" NotTPLT="100">
<action type="castdelay" delay=".2" />
<action type="Equip" when="Precast" set="Rampage" />
</if>

another was:

<if spell = "Steel*">
<equip when = "precast" set = "SC" />
<defaulttarget Target="&lt;t&gt;" />
<equip when="aftercast" set="Fight" />
</if>

They are from two differnt xmls that I have been working with to try and get a WAR xml that works...
As all the user xmls that are posted I have tried have not worked for WAR...
I don't know where I am going wrong and it is drinking me crazy :x

please help me save what little bit of sanity I have left LoL
Thanks!
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