Help With Low MP SpellCast Rule

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Help with Low MP SpellCast Rule
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 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 15:53:33
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I had a particular spell cast working fine. But when I try to add in a rule to change to a different type of ring when MP will be 51% after cast it doesn't seem to work, I've tried longer variants such as having an else if for greater than 50 as well as the less than 51.

The variables in question:
Code
		<var name="INTRingl">Icesoul Ring</var>
		<var name="MNDRingl">Sirona's Ring</var>
		<var name="INTRingr">Aquilo's Ring</var>
		<var name="MNDRingr">Solemn Ring</var>
		<var name="MNDRingrLOW">Miseria Ring</var>


And the segment that changes rings based on type of magic.
Code



		<if Skill="EnfeeblingMagic">
			<action type="equip" set="Enfeebling" />
			<if type="BlackMagic">
				<action type="equip">
					<rring>$INTRingr</rring>
					<lring>$INTRingl</lring>
				</action>
			</if>
			<elseif type="WhiteMagic">
				<action type="equip" when="precast">
					<rring>$MNDRingr</rring>
					<lring>$MNDRingl</lring>
				</action>
				<if MPPAftercastLT="51">
					<action Type="equip" when="midcast">
						<rring>$MNDRingrLOW</rring>
					</action>
				</if>
			</elseif>
		</if>
		<elseif Skill="EnhancingMagic">
			<action type="equip" when="precast">
				<rring>$MNDRingr</rring>
				<lring>$MNDRingl</lring>
			</action>
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<rring>$MNDRingrLOW</rring>
				</action>
			</if>
		</elseif>
		<elseif Skill="DarkMagic">
			<action type="equip">
				<rring>$INTRingr</rring>
				<lring>$INTRingl</lring>
			</action>
		</elseif>
		<elseif Skill="DivineMagic">
			<action type="equip" when="precast">
				<rring>$MNDRingr</rring>
				<lring>$MNDRingl</lring>
				<main>$WaterStaff</main>
			</action>
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<rring>$MNDRingrLOW</rring>
				</action>
			</if>
		</elseif>
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:01:07
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The best way to find out where something goes wrong in the logic with your spellcast is to enable the debug within your spellcast script:

Code xml
    <config
        Debug="True"
        ShowgearSwaps="False"
        ShowSpellInfo="False" />

You can enable the others if you want, they can help during testing your scripts.
 Cerberus.Wolfshadow
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By Cerberus.Wolfshadow 2011-08-24 16:01:32
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I, personally, would change the
Code
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>


to
Code
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>
        <else>
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        </else>


Also, I don't understand your need for the variables if all you're doing is just placing them in their proper place in the rules anyways, like what's stopping you from just putting the actual name of the ring in <rring>$MNDRingrLOW</rring>, like <rring>Miseria Ring</rring> unless you have some part of your rules changing what that ring is for some particular reason. It just seems to be overcomplicating things.
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:08:17
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Also, what Cerberus.Wolfshadow said. I'd do it a bit differently though (although probably not the best way). It's easier for me to see where stuff goes wrong though.
Code xml
<if MPPAftercastLT="51">
    <action Type="equip" when="midcast">
        <rring>$MNDRingrLOW</rring>
    </action>
</if>
<if NotMPPAftercastLT="51">
    <action type="equip" when="precast">
        <rring>$MNDRingr</rring>
        <lring>$MNDRingl</lring>
    </action>
</if>
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:11:00
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Cerberus.Wolfshadow said: »
I, personally, would change the
Code
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>


to
Code
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>
        <else>
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        </else>


Also, I don't understand your need for the variables if all you're doing is just placing them in their proper place in the rules anyways, like what's stopping you from just putting the actual name of the ring in <rring>$MNDRingrLOW</rring>, like <rring>Miseria Ring</rring> unless you have some part of your rules changing what that ring is for some particular reason. It just seems to be overcomplicating things.
Because the same sets of rings are used multiple times. If I want to change the rings in the future I only need to change the one variable.

Also your method which I've tried before only loads up the left ring (I modified it so that both sets would load both left and right, just the low one depending on MP).

And with Debug info enabled and spell cast reloaded, the new debug_Haruhigmi.log doesn't show anything useful, just that it was loaded successfully.
 Lakshmi.Greggles
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By Lakshmi.Greggles 2011-08-24 16:11:41
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Cerberus.Wolfshadow said: »
I, personally, would change the
Code
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>


to
Code
        <if MPPAftercastLT="51">
            <action Type="equip" when="midcast">
                <rring>$MNDRingrLOW</rring>
            </action>
        </if>
        <else>
        <action type="equip" when="precast">
            <rring>$MNDRingr</rring>
            <lring>$MNDRingl</lring>
        </action>
        </else>


Also, I don't understand your need for the variables if all you're doing is just placing them in their proper place in the rules anyways, like what's stopping you from just putting the actual name of the ring in <rring>$MNDRingrLOW</rring>, like <rring>Miseria Ring</rring> unless you have some part of your rules changing what that ring is for some particular reason. It just seems to be overcomplicating things.

If you put them in the variables section, then you don't have to mess around with changing the gear in the rules if you ever get a new ring or whatever(Not a huge deal, but can save some time)
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:12:11
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Siren.Kalilla said: »
Also, what Cerberus.Wolfshadow said. I'd do it a bit differently though (although probably not the best way). It's easier for me to see where stuff goes wrong though.
Code xml
<if MPPAftercastLT="51">
    <action Type="equip" when="midcast">
        <rring>$MNDRingrLOW</rring>
    </action>
</if>
<if NotMPPAftercastLT="51">
    <action type="equip" when="precast">
        <rring>$MNDRingr</rring>
        <lring>$MNDRingl</lring>
    </action>
</if>

Tried that before as well, though important to note when doing it that way I have to make sure lring is also defined in the (<51%) block as well. Otherwise the left ring won't be loaded in a under 51 situation.
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:13:23
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Leviathan.Haruhigumi said: »
And with Debug info enabled and spell cast reloaded, the new debug_Haruhigmi.log doesn't show anything useful, just that it was loaded successfully.
You don't know how to use it yet!

Load it, cast the 1 spell your trying to test for, wait for it to finish.

Then unload it, go to your spellcast folder and look in the log. Follow the logic checks and see where it doesn't follow through at.
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:13:35
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This is my current full SCH.xml , adjustments made to enhancing magic for testing out the suggestions above.
Code
<?xml version="1.0" ?>
<spellcast>
	<config>
		RequireVersion="2.16"
		ShowGearSwaps="true"
		Debug="true"
		ShowSpellInfo="false"
	</config>
	<sets>
		<group default="yes" name="SCHset">
		<set name="standard">
			<main>Apollo's Staff</main>
			<sub>Staff Strap</sub>
			<ammo>Incantor Stone</ammo>
			<head>Savant's Bonnet +1</head>
			<neck>Savant's Chain</neck>
			<lear>Hecate's Earring</lear>
			<rear>Graiai Earring</rear>
			<body>Savant's Gown +1</body>
			<waist>Penitent's Rope</waist>
			<hands>Savant's Bracers +1</hands>
			<lring>Icesoul Ring</lring>
			<rring>Aquilo's Ring</rring>
			<back>Errant Cape</back>
			<legs>Savant's Pants +1</legs>
			<feet>Savant's Loafers +1</feet>
		</set>
		<set name="resting">
			<main>Pluto's Staff</main>
			<neck>Grandiose Chain</neck>
			<ammo>Clarus Stone</ammo>
			<waist>Austerity Belt</waist>
			<back>Felicitas Cape</back>
			<legs>Nisse Slacks</legs>
		</set>
		<set name="LArts" BaseSet="standard">
			<main>Apollo's Staff</main>
			<sub>Staff Strap</sub>
			<ammo>Incantor Stone</ammo>
			<back>Errant Cape</back>
			<lear>Bloodgem Earring</lear>
			<lring>Sirona's Ring</lring>
			<rring>Solemn Ring</rring>
		</set>
		<set name="DArts" BaseSet="standard">
			<main>Auilo's Staff</main>
			<back>Eloquence Cape +1</back>
			<sub>Ossa Grip</sub>
			<lear>Hecate's Earring</lear>
			<neck>Savant's Chain</neck>
			<ammo>Witchstone</ammo>
		</set>
		<set name="Enfeebling" BaseSet="standard">
			<main></main>
		</set>
		<set name="Enhancing" BaseSet="standard">
			<main></main>
		</set>
		<set name="Nuking" BaseSet="DArts">
			<head></head>
		</set>
		</group>
	</sets>
	<variables>
<!--Var: Elemental Staves-->
		<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="FireStaff">Vulcan's Staff</var>
		<var name="DarkStaff">Pluto's Staff</var>
		<var name="LightStaff">Apollo's Staff</var>
		<var name="CureStaff">Apollo's Staff</var>
<!--Var: Other Equipment-->
		<var name="INTRingl">Icesoul Ring</var>
		<var name="MNDRingl">Sirona's Ring</var>
		<var name="INTRingr">Aquilo's Ring</var>
		<var name="MNDRingr">Solemn Ring</var>
		<var name="MNDRingrLOW">Miseria Ring</var>
	</variables>
	<rules>
<!--Light Arts Set-->
		<if BuffActive="Light Arts|Addendum: White">
				<action type="equip" set="LArts" />
				<action type="var" cmd="set CurrentArts LArts" />
		</if>
<!--Dark Arts Set-->
		<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="equip" set="DArts" />
				<action type="var" cmd="set CurrentArts DArts" />
		</elseif>
<!--Rule: Correct Equip for Spells-->
		<if Skill="EnfeeblingMagic">
			<action type="equip" set="Enfeebling" />
			<if type="BlackMagic">
				<action type="equip">
					<rring>$INTRingr</rring>
					<lring>$INTRingl</lring>
				</action>
			</if>
			<elseif type="WhiteMagic">
				<action type="equip" when="precast">
					<rring>$MNDRingr</rring>
					<lring>$MNDRingl</lring>
				</action>
				<if MPPAftercastLT="51">
					<action Type="equip" when="midcast">
						<rring>$MNDRingrLOW</rring>
					</action>
				</if>
			</elseif>
		</if>
		<elseif Skill="EnhancingMagic">
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<lring>$MNDRingl</lring>
					<rring>$MNDRingrLOW</rring>
				</action>
			</if>
			<else>
				<action type="equip" when="precast">
					<rring>$MNDRingr</rring>
					<lring>$MNDRingl</lring>
				</action>
			</else>
		</elseif>
		<elseif Skill="DarkMagic">
			<action type="equip">
				<rring>$INTRingr</rring>
				<lring>$INTRingl</lring>
			</action>
		</elseif>
		<elseif Skill="DivineMagic">
			<action type="equip" when="precast">
				<rring>$MNDRingr</rring>
				<lring>$MNDRingl</lring>
				<main>$WaterStaff</main>
			</action>
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<rring>$MNDRingrLOW</rring>
				</action>
			</if>
		</elseif>
<!--Rule: Dark Staff/Obi-->
		<if spell="Bio*|Sleep*|Drain*|Aspir*">
			<action type="equip">
				<main>$%SpellElementStaff</main>
			</action>
		</if>
<!--Rule: Cure Staff/Obi-->
		<elseif spell="Cure*|Cura*">
			<action type="equip">
				<main>$CureStaff</main>
			</action>
		</elseif>
<!--Rule: Elemental Staff/Obi/Tonban-->
		<elseif skill="ElementalMagic">
			<action type="equip" set="nuking" >
				<main>$%SpellElementStaff</main>
				<rring>$INTRingr</rring>
				<lring>$INTRingl</lring>
			</action>
		</elseif>
<!--Sneak Auto-Cancel Rule-->
		<elseif spell="Sneak|Spectral Jig|Monomi*" buffActive="Sneak">
			<action type="command" when="midcast">cancel 71</action>
		</elseif>
<!--Stoneskin Auto-Cancel Rule-->
		<elseif spell="Stoneskin|Earthen Ward" buffActive="Stoneskin">
			<action type="command" when="midcast">cancel 37</action>
		</elseif>
<!--Rule: Correct Strategem for Proper Arts-->
		<elseif spell="Penury|Parsimony">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Penury" />
				<action type="Command">input /recast Penury</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Parsimony" />
				<action type="Command">input /recast Parsimony</action>
			</elseif>
		</elseif>
		<elseif spell="Celerity|Alacrity">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Celerity" />
				<action type="Command">input /recast Penury</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Alacrity" />
				<action type="Command">input /recast Parsimony</action>
			</elseif>
		</elseif>
		<elseif spell="Accession|Manifestation">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Accession" />
				<action type="Command">input /recast Penury</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Manifestation" />
				<action type="Command">input /recast Parsimony</action>
			</elseif>
		</elseif>
		<elseif spell="Rapture|Ebullience">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Rapture" />
				<action type="Command">input /recast Penury</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Ebullience" />
				<action type="Command">input /recast Parsimony</action>
			</elseif>
		</elseif>
		<elseif spell="Addendum*">
			<if BuffActive="Light Arts">
				<action type="ChangeSpell" Spell="Addendum: White" />
				<action type="Command">input /recast "Addendum: White"</action>
			</if>
			<elseif BuffActive="Dark Arts">
				<action type="ChangeSpell" Spell="Addendum: Black" />
				<action type="Command">input /recast "Addendum: Black"</action>
			</elseif>
		</elseif>
<!-- autosets -->
		<action type="equip" when="resting" set="resting" />
		<action type="equip" when="idle" set="$CurrentArts" />
	</rules>
</spellcast>
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:17:35
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Siren.Kalilla said: »
Leviathan.Haruhigumi said: »
And with Debug info enabled and spell cast reloaded, the new debug_Haruhigmi.log doesn't show anything useful, just that it was loaded successfully.
You don't know how to use it yet!

Load it, cast the 1 spell your trying to test for, wait for it to finish.

Then unload it, go to your spellcast folder and look in the log. Follow the logic checks and see where it doesn't follow through at.

No need to yell!

I did as you said. Loaded, casted an enhancing spell, waited for it to finish, sc unload. Checked debug_Haruhigumi.log:
Code
[5:14:13 PM] 5656:<308819> Loading filename: Haruhigumi/SCH.xml
[5:14:13 PM] 5656:<0> Valid XML. Checking for Validity
[5:14:13 PM] 5656:<0> Documented Haruhigumi/SCH.xml loaded successfully!
[5:14:13 PM] 5656:<0> Checking for Required Version
[5:14:13 PM] 5656:<0> Writing to Console: SpellCast: Haruhigumi/SCH.xml Loaded Successfully
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:18:15
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I don't know if your config is made correctly, isn't highlighting your selection for me. If that doesn't work change it to this:
Code xml
        <config
            RequireVersion="2.16"
            ShowGearSwaps="true"
            Debug="true"
            ShowSpellInfo="false" />


Also why are you using the requiredversion?
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:19:01
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When you load your spellcast does it say Debug=ENABLED? or something like that?
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:27:12
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Siren.Kalilla said: »
I don't know if your config is made correctly, isn't highlighting your selection for me. If that doesn't work change it to this:
Code xml
    &nbsp;&nbsp;&nbsp;&nbsp;<config
            RequireVersion="2.16"
            ShowGearSwaps="true"
            Debug="true"
            ShowSpellInfo="false" />


Also why are you using the requiredversion?
Using the single tag format of <config> seemed to have worked in terms of showing "DEBUG ENABLED" on the console.

Not a whole lot of documentation that shows the correct way the current version uses, since the original xml I got stated to place the job in the main spell cast folder where as this version wants you to place it into a subfolder by character name.


Looking at the debug, particularly to this line:

"Changed RRing to Solemn RingLOW" it becomes apparent that it's treating the variable as a concatenation with the word LOW instead of as a unique variable name. So changing the variable name to say $MNDRingMP , works. The new block:
Code

<?xml version="1.0" ?>
<spellcast>
	<config
		RequireVersion="2.16"
		ShowGearSwaps="true"
		Debug="true"
		ShowSpellInfo="false"
	/>
	<sets>
		<group default="yes" name="SCHset">
		<set name="standard">
			<main>Apollo's Staff</main>
			<sub>Staff Strap</sub>
			<ammo>Incantor Stone</ammo>
			<head>Savant's Bonnet +1</head>
			<neck>Savant's Chain</neck>
			<lear>Hecate's Earring</lear>
			<rear>Graiai Earring</rear>
			<body>Savant's Gown +1</body>
			<waist>Penitent's Rope</waist>
			<hands>Savant's Bracers +1</hands>
			<lring>Icesoul Ring</lring>
			<rring>Aquilo's Ring</rring>
			<back>Errant Cape</back>
			<legs>Savant's Pants +1</legs>
			<feet>Savant's Loafers +1</feet>
		</set>
		<set name="resting">
			<main>Pluto's Staff</main>
			<neck>Grandiose Chain</neck>
			<ammo>Clarus Stone</ammo>
			<waist>Austerity Belt</waist>
			<back>Felicitas Cape</back>
			<legs>Nisse Slacks</legs>
		</set>
		<set name="LArts" BaseSet="standard">
			<main>Apollo's Staff</main>
			<sub>Staff Strap</sub>
			<ammo>Incantor Stone</ammo>
			<back>Errant Cape</back>
			<lear>Bloodgem Earring</lear>
			<lring>Sirona's Ring</lring>
			<rring>Solemn Ring</rring>
		</set>
		<set name="DArts" BaseSet="standard">
			<main>Auilo's Staff</main>
			<back>Eloquence Cape +1</back>
			<sub>Ossa Grip</sub>
			<lear>Hecate's Earring</lear>
			<neck>Savant's Chain</neck>
			<ammo>Witchstone</ammo>
		</set>
		<set name="Enfeebling" BaseSet="standard">
			<main></main>
		</set>
		<set name="Enhancing" BaseSet="standard">
			<main></main>
		</set>
		<set name="Nuking" BaseSet="DArts">
			<head></head>
		</set>
		</group>
	</sets>
	<variables>
<!--Var: Elemental Staves-->
		<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="FireStaff">Vulcan's Staff</var>
		<var name="DarkStaff">Pluto's Staff</var>
		<var name="LightStaff">Apollo's Staff</var>
		<var name="CureStaff">Apollo's Staff</var>
<!--Var: Other Equipment-->
		<var name="INTRingl">Icesoul Ring</var>
		<var name="MNDRingl">Sirona's Ring</var>
		<var name="INTRingr">Aquilo's Ring</var>
		<var name="MNDRingr">Solemn Ring</var>
		<var name="MNDRingMP">Miseria Ring</var>
	</variables>
	<rules>
<!--Light Arts Set-->
		<if BuffActive="Light Arts|Addendum: White">
				<action type="equip" set="LArts" />
				<action type="var" cmd="set CurrentArts LArts" />
		</if>
<!--Dark Arts Set-->
		<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="equip" set="DArts" />
				<action type="var" cmd="set CurrentArts DArts" />
		</elseif>
<!--Rule: Correct Equip for Spells-->
		<if Skill="EnfeeblingMagic">
			<action type="equip" set="Enfeebling" />
			<if type="BlackMagic">
				<action type="equip">
					<rring>$INTRingr</rring>
					<lring>$INTRingl</lring>
				</action>
			</if>
			<elseif type="WhiteMagic">
				<action type="equip" when="precast">
					<rring>$MNDRingr</rring>
					<lring>$MNDRingl</lring>
				</action>
				<if MPPAftercastLT="51">
					<action Type="equip" when="midcast">
						<rring>$MNDRingMP</rring>
					</action>
				</if>
			</elseif>
		</if>
		<elseif Skill="EnhancingMagic">
			<action type="equip" when="precast">
				<rring>$MNDRingr</rring>
				<lring>$MNDRingl</lring>
			</action>
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<rring>$MNDRingMP</rring>
				</action>
			</if>
		</elseif>
		<elseif Skill="DarkMagic">
			<action type="equip">
				<rring>$INTRingr</rring>
				<lring>$INTRingl</lring>
			</action>
		</elseif>
		<elseif Skill="DivineMagic">
			<action type="equip" when="precast">
				<rring>$MNDRingr</rring>
				<lring>$MNDRingl</lring>
				<main>$WaterStaff</main>
			</action>
			<if MPPAftercastLT="51">
				<action Type="equip" when="midcast">
					<rring>$MNDRingMP</rring>
				</action>
			</if>
		</elseif>
<!--Rule: Dark Staff/Obi-->
		<if spell="Bio*|Sleep*|Drain*|Aspir*">
			<action type="equip">
				<main>$%SpellElementStaff</main>
			</action>
		</if>
<!--Rule: Cure Staff/Obi-->
		<elseif spell="Cure*|Cura*">
			<action type="equip">
				<main>$CureStaff</main>
			</action>
		</elseif>
<!--Rule: Elemental Staff/Obi/Tonban-->
		<elseif skill="ElementalMagic">
			<action type="equip" set="nuking" >
				<main>$%SpellElementStaff</main>
				<rring>$INTRingr</rring>
				<lring>$INTRingl</lring>
			</action>
		</elseif>
<!--Sneak Auto-Cancel Rule-->
		<elseif spell="Sneak|Spectral Jig|Monomi*" buffActive="Sneak">
			<action type="command" when="midcast">cancel 71</action>
		</elseif>
<!--Stoneskin Auto-Cancel Rule-->
		<elseif spell="Stoneskin|Earthen Ward" buffActive="Stoneskin">
			<action type="command" when="midcast">cancel 37</action>
		</elseif>
<!--Rule: Correct Strategem for Proper Arts-->
		<elseif spell="Penury|Parsimony">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Penury" />
				<action type="Command">input /recast Penury</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Parsimony" />
				<action type="Command">input /recast Parsimony</action>
			</elseif>
		</elseif>
		<elseif spell="Celerity|Alacrity">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Celerity" />
				<action type="Command">input /recast Celerity</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Alacrity" />
				<action type="Command">input /recast Alacrity</action>
			</elseif>
		</elseif>
		<elseif spell="Accession|Manifestation">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Accession" />
				<action type="Command">input /recast Accession</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Manifestation" />
				<action type="Command">input /recast Manifestation</action>
			</elseif>
		</elseif>
		<elseif spell="Rapture|Ebullience">
			<if BuffActive="Light Arts|Addendum: White">
				<action type="ChangeSpell" Spell="Rapture" />
				<action type="Command">input /recast Rapture</action>
			</if>
			<elseif BuffActive="Dark Arts|Addendum: Black">
				<action type="ChangeSpell" Spell="Ebullience" />
				<action type="Command">input /recast Ebullience</action>
			</elseif>
		</elseif>
		<elseif spell="Addendum*">
			<if BuffActive="Light Arts">
				<action type="ChangeSpell" Spell="Addendum: White" />
				<action type="Command">input /recast "Addendum: White"</action>
			</if>
			<elseif BuffActive="Dark Arts">
				<action type="ChangeSpell" Spell="Addendum: Black" />
				<action type="Command">input /recast "Addendum: Black"</action>
			</elseif>
		</elseif>
<!-- autosets -->
		<action type="equip" when="resting" set="resting" />
		<action type="equip" when="idle" set="$CurrentArts" />
	</rules>
</spellcast>

 Cerberus.Wolfshadow
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By Cerberus.Wolfshadow 2011-08-24 16:30:06
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See? I was secretly right all along with the variables :(
 Siren.Kalilla
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By Siren.Kalilla 2011-08-24 16:31:13
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Cerberus.Wolfshadow said: »
See? I was secretly right all along with the variables :(
secretly right lol
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 16:31:27
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Cerberus.Wolfshadow said: »
See? I was secretly right all along with the variables :(

You were right, but for the wrong reason.

I guess the other way to fix it would have been to place the longer variable name above the other one in the definition, since the other way around would cause concatenation. Least this way its more clear.

Regarding required version, it was inherited from the user submitted xml I originally started from. It has been removed.
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By Leviathan.Haruhigumi 2011-08-24 16:45:46
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I wonder if there's a way to save your currently equipped set before resting, so that when you get up from resting it re-equips what you were wearing prior. Currently I have it simply setting a variable based on whatever Dark/Light arts mode I'm using so that when I Return from resting it equips the last used Arts.
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By Cerberus.Wolfshadow 2011-08-24 16:49:32
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Leviathan.Haruhigumi said: »
Cerberus.Wolfshadow said: »
See? I was secretly right all along with the variables :(

You were right, but for the wrong reason.

I guess the other way to fix it would have been to place the longer variable name above the other one in the definition, since the other way around would cause concatenation. Least this way its more clear.

Regarding required version, it was inherited from the user submitted xml I originally started from. It has been removed.
It was a joke, cool your jets chief, I'm aware that the problem was not directly caused by the usage of variables, it was an attempt at humor, my apologies that it whooshed right over your head >.>

Also, if you want a tip, if you really want to make an intricate spellcast, I'd suggest applying something along the lines of:
Code
		<elseif spell="Cure*|Cura*">
			<if buffactive="Ebullience|Rapture">
			<action type="equip" when="midcast" set="healing">
				<head>Savant's Bonnet +2</head>
			</action>
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</if>
			<if buffactive="Penury|Parsimony">
			<action type="equip" when="midcast" set="healing">
				<legs>Savant's Pants +2</legs>
			</action>
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</if>
			<else>
			<action type="equip" when="midcast" set="healing" />
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</else>
			<action type="equip" when="aftercast" set="$SubStatus" />
		</elseif>


In that this automatically will apply the correct buff-specific gear, such as Savant's Bonnet +2 in the case of rapture etc etc, that require to be on during the cast of the spell.

I use this within my spellcast in a variety of ways, and I find that it really cuts down on specific macro usage, and generally improves efficiency without needing to hunt down that one macro to get that extra bonus from the +2 piece. Although, since you only have the +1 version I suppose it might be of negligible marginal utility to you.
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By Cerberus.Wolfshadow 2011-08-24 16:52:18
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Leviathan.Haruhigumi said: »
I wonder if there's a way to save your currently equipped set before resting, so that when you get up from resting it re-equips what you were wearing prior. Currently I have it simply setting a variable based on whatever Dark/Light arts mode I'm using so that when I Return from resting it equips the last used Arts.
Also, a bit confused as to how your idle set might differ depending on your arts, if anything you should be using a differing idle set based on sublimation status. Also, yes, you can if you use a macro to set a variable indicating you are in Dark Arts or Light Arts, or simply have autoexec change it for you. At least I use autoexec to change my idle set in this manner based on whether Sublimation: Charging is active on me at any given time.

Edit: Also, another variable to take into consideration might be Adloquium as discussed in another thread, as sch benefits from it through the extra refresh through the tp to refresh neck from Abyssic Cluster in Abyssea - Miseraux. But arts still plays no role in deciding your idle set, as you should always be idling in PDT and Refresh/Enhances Sublimation gear regardless of arts.
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By Leviathan.Haruhigumi 2011-08-24 16:55:03
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Cerberus.Wolfshadow said: »
Leviathan.Haruhigumi said: »
Cerberus.Wolfshadow said: »
See? I was secretly right all along with the variables :(

You were right, but for the wrong reason.

I guess the other way to fix it would have been to place the longer variable name above the other one in the definition, since the other way around would cause concatenation. Least this way its more clear.

Regarding required version, it was inherited from the user submitted xml I originally started from. It has been removed.
It was a joke, cool your jets chief, I'm aware that the problem was not directly caused by the usage of variables, it was an attempt at humor, my apologies that it whooshed right over your head >.>

Also, if you want a tip, if you really want to make an intricate spellcast, I'd suggest applying something along the lines of:
Code
		<elseif spell="Cure*|Cura*">
			<if buffactive="Ebullience|Rapture">
			<action type="equip" when="midcast" set="healing">
				<head>Savant's Bonnet +2</head>
			</action>
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</if>
			<if buffactive="Penury|Parsimony">
			<action type="equip" when="midcast" set="healing">
				<legs>Savant's Pants +2</legs>
			</action>
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</if>
			<else>
			<action type="equip" when="midcast" set="healing" />
			<if advanced='("%SpellElement"=="%DayElement")||("%SpellElement"=="%WeatherElement")'>
				<action type="equip" when="midcast">
					<waist>$%SpellElementObi</waist>
					<back>Twilight Cape</back>
				</action>
			</if>
			</else>
			<action type="equip" when="aftercast" set="$SubStatus" />
		</elseif>


In that this automatically will apply the correct buff-specific gear, such as Savant's Bonnet +2 in the case of rapture etc etc, that require to be on during the cast of the spell.

I use this within my spellcast in a variety of ways, and I find that it really cuts down on specific macro usage, and generally improves efficiency without needing to hunt down that one macro to get that extra bonus from the +2 piece. Although, since you only have the +1 version I suppose it might be of negligible marginal utility to you.

Much appreciated, except I don't have any of that gear yet.
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By Leviathan.Haruhigumi 2011-08-24 16:57:38
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Cerberus.Wolfshadow said: »
Leviathan.Haruhigumi said: »
I wonder if there's a way to save your currently equipped set before resting, so that when you get up from resting it re-equips what you were wearing prior. Currently I have it simply setting a variable based on whatever Dark/Light arts mode I'm using so that when I Return from resting it equips the last used Arts.
Also, a bit confused as to how your idle set might differ depending on your arts, if anything you should be using a differing idle set based on sublimation status. Also, yes, you can if you use a macro to set a variable indicating you are in Dark Arts or Light Arts, or simply have autoexec change it for you. At least I use autoexec to change my idle set in this manner based on whether Sublimation: Charging is active on me at any given time.

I did have a copy which utilized sublimation state and such. Except I did not have most of the gear it listed (or didn't want to carry with me) such as the AF1 Head, or the elemental Obis etc. So those sections were removed until a later time.

The question I speak of is more to fix an annoyance. For example my idle state may not always be the same, I might have manually changed one of my armor pieces only to get it changed back to a 'default' of sort upon getting up from resting.
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By Cerberus.Wolfshadow 2011-08-24 17:00:25
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Leviathan.Haruhigumi said: »
The question I speak of is more to fix an annoyance. For example my idle state may not always be the same, I might have manually changed one of my armor pieces only to get it changed back to a 'default' of sort upon getting up from resting.
Might I ask for perhaps a specific example in which your idle set should vary other than in terms of Enhances Sublimation gear?
 Leviathan.Haruhigumi
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By Leviathan.Haruhigumi 2011-08-24 17:04:43
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Cerberus.Wolfshadow said: »
Leviathan.Haruhigumi said: »
The question I speak of is more to fix an annoyance. For example my idle state may not always be the same, I might have manually changed one of my armor pieces only to get it changed back to a 'default' of sort upon getting up from resting.
Might I ask for perhaps a specific example in which your idle set should vary other than in terms of Enhances Sublimation gear?

As a mage I'm not always engaged in auto-attack, I might change to a Mistitien (sp?) with Adloquium going to work on a tiny bit of refresh. So when I get up from resting it might be nice to requip what I had prior in that situation. Though not dreadfully important, would just be nice. It's not that big a deal since I could just eventually change rules and such to suit a variety of situations.

Other than the lowest artifact gear, I do not have any enhance sublimation gear (i.e.: savant's earring or Siriti).
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By Cerberus.Wolfshadow 2011-08-24 17:16:21
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Leviathan.Haruhigumi said: »
Cerberus.Wolfshadow said: »
Leviathan.Haruhigumi said: »
The question I speak of is more to fix an annoyance. For example my idle state may not always be the same, I might have manually changed one of my armor pieces only to get it changed back to a 'default' of sort upon getting up from resting.
Might I ask for perhaps a specific example in which your idle set should vary other than in terms of Enhances Sublimation gear?

As a mage I'm not always engaged in auto-attack, I might change to a Mistitien (sp?) with Adloquium going to work on a tiny bit of refresh. So when I get up from resting it might be nice to requip what I had prior in that situation. Though not dreadfully important, would just be nice. It's not that big a deal since I could just eventually change rules and such to suit a variety of situations.

Other than the lowest artifact gear, I do not have any enhance sublimation gear (i.e.: savant's earring or Siriti).
Well first, as mentioned in the adloquium thread, equipping a different main weapon in idle is the same as changing the neck piece, but as a temporary solution, just //sc d main while resting if you do not care to lose tp upon idling. However, unless you have another form of regain over the regain to refresh neck, there is no means of inclusing that club inside of your idle set in that case, as you will be perpetually gaining only 1 mp for 1 tp, giving no surplus.

Also, even a dark staff gives more MP over time than a 1mp/tic refresh while resting due to the +10hMP, where it would recover 10 mp over 10 seconds over the club's measly 4.1~mp/10 seconds.

Might I suggest instead investing in a Terra's staff to better your idle set through PDT as possibly one of the most effective changes. As a sch you have almost no business partaking in auto-attacking, and most of your time should be used in either debilitating the mob with your magic or enhancing your allies, and needing to focus less your hp should you be within an area of effect is a great boon for any mage.

My apologies for this wall of text, but from looking at these sets, it seems as though you could stand for some easily quickly and cheaply made gear changes in your sets instead of just spellcast advice. If you'd like some gear advice feel free to hit me up via PM, otherwise sorry for wasting your time :|. I'll try to answer any remaining spellcast questions you have here however
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By Leviathan.Haruhigumi 2011-08-24 17:25:31
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Cerberus.Wolfshadow said: »
Well first, as mentioned in the adloquium thread, equipping a different main weapon in idle is the same as changing the neck piece, but as a temporary solution, just //sc d main while resting if you do not care to lose tp upon idling. However, unless you have another form of regain over the regain to refresh neck, there is no means of inclusing that club inside of your idle set in that case, as you will be perpetually gaining only 1 mp for 1 tp, giving no surplus.

Don't have the TP->MP Neck yet, though would be nice to get. As the wand I spoke of does 3TP -> 1MP.

Quote:
Also, even a dark staff gives more MP over time than a 1mp/tic refresh while resting due to the +10hMP, where it would recover 10 mp over 10 seconds over the club's measly 4.1~mp/10 seconds.

As you can see from my rule set, I equip a Pluto's staff when resting.
Quote:
Might I suggest instead investing in a Terra's staff to better your idle set through PDT as possibly one of the most effective changes. As a sch you have almost no business partaking in auto-attacking, and most of your time should be used in either debilitating the mob with your magic or enhancing your allies, and needing to focus less your hp should you be within an area of effect is a great boon for any mage.
I also have a Terra's staff on me as well (Though didn't see much purpose in using it idle, will reinvestigate). I have all the HQ elemental staffs, just they're switched by spell cast depending on the spell.
Quote:
My apologies for this wall of text, but from looking at these sets, it seems as though you could stand for some easily quickly and cheaply made gear changes in your sets instead of just spellcast advice. If you'd like some gear advice feel free to hit me up via PM, otherwise sorry for wasting your time :|. I'll try to answer any remaining spellcast questions you have here however

I've been investing in a number of MP regained while resting gear, as its pretty cheap. got it up to +21 so far.
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By Cerberus.Wolfshadow 2011-08-24 17:37:33
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Leviathan.Haruhigumi said: »
Quote:
My apologies for this wall of text, but from looking at these sets, it seems as though you could stand for some easily quickly and cheaply made gear changes in your sets instead of just spellcast advice. If you'd like some gear advice feel free to hit me up via PM, otherwise sorry for wasting your time :|. I'll try to answer any remaining spellcast questions you have here however

I've been investing in a number of MP regained while resting gear, as its pretty cheap. got it up to +21 so far.
I think you misunderstood, most if not all of your sets have some changes that could be done quite easily, not just your HMP set.

Take for instance your idle set, you're just now examining the benefits of idling in pdt, which leads me to believe you're relavitely new to the job, and as such could benefit from some well placed advice.
The ideal idle set with sublimation off looks something like:

Wivre Hairpin is augmented with Refresh +1
Dark rings have an ample amount of both PDT and MDT on both, let's say -5% PDT and MDT on each ring to be fair

Take note at what this set prioritizes, PDT is extremely important for idle sets in reducing potential damage taken should you be in range of one of the enemy's hazardous attacks.

This being said, consider asking for advice instead of assuming what is correct, you might be surprised at what you might find could be a drastic improvement for something like 10k gil or 20 minutes of your time.
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By Ramuh.Austar 2011-08-24 17:42:18
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Serpentes boots are nice too if you can't afford gaiters or don't need movement speed.
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By Cerberus.Wolfshadow 2011-08-24 17:44:58
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Ramuh.Austar said: »
Serpentes boots are nice too if you can't afford gaiters or don't need movement speed.
Ofc, those are obviously the best for non-moving idle or if you need to use Tatsu. Sitagoromo for movement
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By Ramuh.Austar 2011-08-24 17:52:03
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Cerberus.Wolfshadow said: »
Ramuh.Austar said: »
Serpentes boots are nice too if you can't afford gaiters or don't need movement speed.
Ofc, those are obviously the best for non-moving idle or if you need to use Tatsu. Sitagoromo for movement
was just stating more realistic choices for most :(
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By Cerberus.Wolfshadow 2011-08-24 17:54:12
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Ramuh.Austar said: »
Cerberus.Wolfshadow said: »
Ramuh.Austar said: »
Serpentes boots are nice too if you can't afford gaiters or don't need movement speed.
Ofc, those are obviously the best for non-moving idle or if you need to use Tatsu. Sitagoromo for movement
was just stating more realistic choices for most :(
:<
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