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Motenten

Spellcast README

Aug 23rd, 2013
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  1. Notes on revision 4 spellcast xmls
  2. ----------------------------------
  3.  
  4. Revised: August 23, 2013
  5.  
  6. All the rev 4 xmls reference Mote-Rules-Include.xml and Mote-Config-Include.xml for include files. They must be located in the same directory as the job xml is stored.
  7.  
  8. It is suggested that you create a subdirectory under the Windower/plugins/Spellcast directory, named for your character (eg: Windower/plugins/Spellcast/Motenten), and place all xmls in that directory (eg: mnk.xml). Alternatively, you can just keep them in the Spellcast directory itself and include the character name in the file name (eg: motenten_mnk.xml).
  9.  
  10. Revision 4 spellcasts are a derivative of my revision 3 spellcasts which made significant changes to the keybinding usage. Various 'trigger' spells are included in the Windower resource files which allow us to avoid using potentially conflicting and poorly named 'dummy spells' (eg: using "/ma CombatMode" instead of "/ma Poison V" to change some combat variable).
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  12. There are extensive variations in which triggers are used in each xml, so you'll need to read over the xml to really understand what it does. However there are a number of 'global' triggers, that I suggest you keep bound to easily accessible keys. Place this code in the init.txt file under the Windower/scripts directory, and move any conflicting bindings to other keys.
  13.  
  14. Suggested keybinding:
  15.  
  16. bind f9 input /ma CombatMode Cycle(Offense)
  17. bind ^f9 input /ma CombatMode Cycle(Defense)
  18. bind !f9 input /ma CombatMode Cycle(WS)
  19.  
  20. bind f10 input /ma PhysicalDefense .On
  21. bind ^f10 input /ma PhysicalDefense .Cycle
  22. bind !f10 input /ma CombatMode Toggle(Kite)
  23.  
  24. bind f11 input /ma MagicalDefense .On
  25. bind ^f11 input /ma CycleCastingMode
  26. bind !f11 input /ma CastingMode Dire
  27.  
  28. bind f12 input /ma Update .Manual
  29. bind ^f12 input /ma Update WSDistance
  30. bind !f12 input /ma Reset .Defense
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  32.  
  33.  
  34. Notes on these keybinds:
  35. F12 will be your most commonly used keybind. It refreshes all status info and re-equips gear to match your current state.
  36.  
  37. F10 activates physical defense (commonly PDT or evasion; type can be cycled via Ctrl-F10), while F11 activates MDT. MDT overwrites PDT. Alt-F12 clears both (there are numerous ways of turning them on and off; read through the include if you want different behavior). PDT and MDT gear sets completely override TP gear sets. For some xmls this override remains in place even for weaponskill gear sets.
  38.  
  39. In general, PDT and MDT gear sets override movement gear. In order to keep movement gear on even with PDT/MDT on, turn on kite mode.
  40.  
  41. F9 cycles through your possible offense modes, while Ctrl-F9 cycles through defense modes. Your overall melee gear set is a combination of offense mode and defense mode.
  42.  
  43. Ctrl-F11 cycles through types of casting modes to allow you to customize those gear sets.
  44.  
  45. Weaponskill distance is set via Ctrl-F12, however the default code does not make use of it because of numerous situational issues. You'll need to uncomment the restrictions yourself if you wish to use it.
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