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Notes on revision 3 spellcast xmls
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Notes on revision 4 spellcast xmls
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Revised: December 5, 2012
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Revised: August 23, 2013
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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.
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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.
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XML testing status as of August 30, 2012:
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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).
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Untested:
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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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Rng
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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.
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Basic testing:
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Blm
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Rdm
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Pld
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Sam
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Nin
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bind !f9 input /ma CombatMode Cycle(WS)
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Brd
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Smn
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Pup
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Cor
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Exhaustive testing:
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Dnc
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Mnk
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Thf
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Whm
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Sch
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bind !f12 input /ma Reset .Defense
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All the rev 3 xmls reference Mote-Include.xml, which is the same name as used for the rev 2 xmls.
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Notes on these keybinds:
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Edit (Sept 15, 2012): Mote-Include.xml is now split into Mote-Config-Include.xml and Mote-Rules-Include.xml.
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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.
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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.
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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.
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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.
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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.
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// Rev3 (Radsources) binds
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Ctrl-F11 cycles through types of casting modes to allow you to customize those gear sets.
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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.