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Motenten

README usage notes

Apr 20th, 2012
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  1. Notes on revision 3 spellcast xmls
  2. ----------------------------------
  3.  
  4. Revised: December 5, 2012
  5.  
  6. Only preliminary conversion has been done on the various r3 xmls. At this point none of them have been tested live (will update this as they are tested), so don't be surprised if they're broken for the time being. There were a significant number of changes made to the internal structure, and right now I'm only focused on getting the basic common info set up correctly.
  7.  
  8. XML testing status as of August 30, 2012:
  9.  
  10. Untested:
  11. Rng
  12.  
  13. Basic testing:
  14. Blm
  15. Rdm
  16. Pld
  17. Sam
  18. Nin
  19. Brd
  20. Smn
  21. Pup
  22. Cor
  23.  
  24. Exhaustive testing:
  25. Dnc
  26. Mnk
  27. Thf
  28. Whm
  29. Sch
  30.  
  31.  
  32.  
  33. All the rev 3 xmls reference Mote-Include.xml, which is the same name as used for the rev 2 xmls.
  34.  
  35. Edit (Sept 15, 2012): Mote-Include.xml is now split into Mote-Config-Include.xml and Mote-Rules-Include.xml.
  36.  
  37. This (revision 3) was done because the keybinding changes between the two revisions, and it's impractical to have two entire sets of keybinds (though I guess technically it's doable in the FirstRun code, I didn't design for it, so...). If you need to make use of both the rev2 and rev3 versions at the same time, name the new include "Mote-Include r3.xml" and adjust the references in the new job xml accordingly.
  38.  
  39. Rev 3 XMLs require the latest version of the resources file (AKA: Radsources). In addition to various standardized triggers, many of the xmls have local custom triggers. Review each xml to check for any extra utility, and how to use it.
  40.  
  41. Suggested keybinding:
  42.  
  43. // Rev3 (Radsources) binds
  44.  
  45. bind f9 input /ma CombatMode Cycle(Offense)
  46. bind ^f9 input /ma CombatMode Cycle(Defense)
  47. bind !f9 input /ma CombatMode Toggle(Aggressive)
  48.  
  49. bind f10 input /ma PhysicalDefense .On
  50. bind ^f10 input /ma PhysicalDefense .Cycle
  51. bind !f10 input /ma CombatMode Toggle(Kite)
  52.  
  53. bind f11 input /ma MagicalDefense .On
  54. bind ^f11 input /ma CycleCastingMode
  55. bind !f11 input /ma CastingMode Dire
  56.  
  57. bind f12 input /ma Update .Manual
  58. bind ^f12 input /ma Update WSDistance
  59. bind !f12 input /ma Reset .Defense
  60.  
  61.  
  62.  
  63. Notes on keybinds:
  64. F12 will be your most commonly used keybind. It refreshes all status info and re-equips gear to match your current state.
  65.  
  66. F10 activates physical defense (commonly PDT or evasion; type can be cycled via Alt-F10), while F11 activates MDT. MDT overwrites PDT. Alt-F12 clears both (this is under constant revision, and there are numerous ways of turning them on and off; read through the include if you want more specific control).
  67.  
  68. F9 cycles through your possible offense modes, while Ctrl-F9 cycles through defense modes. Your overall melee gear set is a combination of offense and defense.
  69.  
  70. Alt-F9 is to toggle Aggressive mode on, which will equip +DT gear such as the Rancor Collar.
  71.  
  72. The rest should be self-explanatory.
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