Hey all, I'm thinking about moving my SMN macros, and start using Spellcast for random things.
I have no idea how to go about writing one for SMN, if anyone has a spellcast for SMN (with day/weather changes, etc) can you copy+paste on here or something? Would be greatly appreciated; and i'm sure I'm not the only one who will use.
Summoner Spellcast Suggestions?
#2
Posted 22 May 2009 - 03:10 PM
Beeep.
Paging Dak, will SMN Dak please report to this thread.
Dak has a link for SMNs for Spellcast. Just can't remember where it is.
Paging Dak, will SMN Dak please report to this thread.
Dak has a link for SMNs for Spellcast. Just can't remember where it is.
#3
Posted 22 May 2009 - 03:42 PM
Ddaydj's SMN Script
This is an excellent script that covers mostly all SMN gear and is extremely easy to set up. This one covers everything except Bahamut's Staff.
I have used it/modified it since I started using Spellcast. This script also allows you to utilize 2 gear sets during BP:W/BP:R.
All you have to do is place your 1's and 0's in this section here fill in your staffs and input your gear below.
for <var Name="CastDelay">0</var>
Use 1 or 2 seconds if you use both -delay gear and another set.
Have fun playing a job to it's fullest
This is an excellent script that covers mostly all SMN gear and is extremely easy to set up. This one covers everything except Bahamut's Staff.
I have used it/modified it since I started using Spellcast. This script also allows you to utilize 2 gear sets during BP:W/BP:R.
All you have to do is place your 1's and 0's in this section here fill in your staffs and input your gear below.
CODE
<!--Set this to your HP before Convert HP to MP equipment and after HP+ equipment-->
<var Name="LatentHP">675</var>
<!--Set this to the percentage of TP you want to start locking weapons at-->
<var Name="LockTP">50</var>
<!--Set this to amount of time in seconds you want Physical Blood Pact: Rage to be delayed (5 Recommended, 0 Disabled)-->
<var Name="CastDelay">0</var>
<!--Set these to the Elemental Staves you use, even if you don't use them with Avatars-->
<var Name="FireStaff">Fire 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">Water Staff</var>
<var Name="LightStaff">Apollo's Staff</var>
<var Name="DarkStaff">Pluto's Staff</var>
<!--Set these to 1 if you want to use that piece of equipment, otherwise set to 0-->
<var Name="CarbuncleMitts">1</var>
<var Name="ConjurersRing">1</var><!--Will be equipped in "rring" slot-->
<var Name="ElementalStaves">1</var>
<var Name="EvokersGages">0</var>
<var Name="KaruraHachigane">1</var>
<var Name="SummonersDoublet">1</var>
<var Name="SummonersHorn">1</var>
<var Name="SummonersSpats">1</var>
<!--Set this to 1 if you only want to use Evoker's Gages during Blood Pacts-->
<var Name="EGagesBPOnly">0</var>
<!--Set this to 1 if you want to use Karura Hachigane during Wind weather instead of Summoner's Horn, otherwise set to 0-->
<var Name="KHachiPriority">0</var>
<var Name="LatentHP">675</var>
<!--Set this to the percentage of TP you want to start locking weapons at-->
<var Name="LockTP">50</var>
<!--Set this to amount of time in seconds you want Physical Blood Pact: Rage to be delayed (5 Recommended, 0 Disabled)-->
<var Name="CastDelay">0</var>
<!--Set these to the Elemental Staves you use, even if you don't use them with Avatars-->
<var Name="FireStaff">Fire 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">Water Staff</var>
<var Name="LightStaff">Apollo's Staff</var>
<var Name="DarkStaff">Pluto's Staff</var>
<!--Set these to 1 if you want to use that piece of equipment, otherwise set to 0-->
<var Name="CarbuncleMitts">1</var>
<var Name="ConjurersRing">1</var><!--Will be equipped in "rring" slot-->
<var Name="ElementalStaves">1</var>
<var Name="EvokersGages">0</var>
<var Name="KaruraHachigane">1</var>
<var Name="SummonersDoublet">1</var>
<var Name="SummonersHorn">1</var>
<var Name="SummonersSpats">1</var>
<!--Set this to 1 if you only want to use Evoker's Gages during Blood Pacts-->
<var Name="EGagesBPOnly">0</var>
<!--Set this to 1 if you want to use Karura Hachigane during Wind weather instead of Summoner's Horn, otherwise set to 0-->
<var Name="KHachiPriority">0</var>
for <var Name="CastDelay">0</var>
Use 1 or 2 seconds if you use both -delay gear and another set.
Have fun playing a job to it's fullest
#4
Posted 23 May 2009 - 11:02 AM
I recommend checking mine out. I do believe, in my opinion, it's the most up to date and complete one now. I can't take credit for all the work though. It's an adaptation of the original work done by Whitewing. I took it and updated it for how SMN works now.
http://wiki.windower.net/plugins/spellcast...mn/dakpluto_smn
http://wiki.windower.net/plugins/spellcast...mn/dakpluto_smn
#5
Posted 23 May 2009 - 01:17 PM
Knowing how Elehaym is... I'm surprised she put something like that in her blog...
*edit*
Correction. Knowing how Elehaym is, I'm shocked she even posted on windower.
(ddaydj is Elehaym on Leviathan.)
*edit*
Correction. Knowing how Elehaym is, I'm shocked she even posted on windower.
(ddaydj is Elehaym on Leviathan.)
#6
Posted 24 May 2009 - 12:50 AM
Wolftamer, thank you SO MUCH for that.
I just spell-casted my SMN macros. I really do like the way you setup spellcast. Thank you, and your friend who helped put it together, soooooo much! <3
I just spell-casted my SMN macros. I really do like the way you setup spellcast. Thank you, and your friend who helped put it together, soooooo much! <3
#7
Posted 24 May 2009 - 05:17 AM
Thank you for the compliments.
The list of known issues and fixes to come:
If you know of anything else you want added, let me know. I'll see if I can throw it in.
The list of known issues and fixes to come:
- no melee set or melee rules: I use a different spellcast for this and didn't wish to include it in this one.
- no Balrahn's Ring support: I have Uthalam's Ring, so I have not setup the xml to swap to this ring for Assault/Salvage. I do plan to add this support in the future.
- mob specific gear changes: Mostly for Sacrifice Torque, and some Augmented gear. To setup so if BP against a specific mob, it will use summoning torque or Sac. torque depending on accuracy needed. This is planned to be added in the future.
- Maximizing resting gear: planned in future to automatically swap out pieces of hmp gear for max mp gear as MP reaches certain levels. (Example: when MP hits cap, switches relaxing to Loq. Earring) This will be added in my next update. I am almost done coding this.
If you know of anything else you want added, let me know. I'll see if I can throw it in.
#8
Posted 24 May 2009 - 12:34 PM
QUOTE (dakpluto @ May 24 2009, 07:17 AM) <{POST_SNAPBACK}>
Thank you for the compliments.
The list of known issues and fixes to come:
If you know of anything else you want added, let me know. I'll see if I can throw it in.
The list of known issues and fixes to come:
- no melee set or melee rules: I use a different spellcast for this and didn't wish to include it in this one.
- no Balrahn's Ring support: I have Uthalam's Ring, so I have not setup the xml to swap to this ring for Assault/Salvage. I do plan to add this support in the future.
- mob specific gear changes: Mostly for Sacrifice Torque, and some Augmented gear. To setup so if BP against a specific mob, it will use summoning torque or Sac. torque depending on accuracy needed. This is planned to be added in the future.
- Maximizing resting gear: planned in future to automatically swap out pieces of hmp gear for max mp gear as MP reaches certain levels. (Example: when MP hits cap, switches relaxing to Loq. Earring) This will be added in my next update. I am almost done coding this.
If you know of anything else you want added, let me know. I'll see if I can throw it in.
Nothing I can think of at this time
I noticed that it doesn't change my weapon when I have 100%+ TP? Is that supposed to do that, or is that a glitch?
#9
Posted 24 May 2009 - 12:59 PM
Hmm, that was in the original XML (he had melee stuff in it) Thought I removed all of that. I'll take a look.
Found what I missed. Thanks. The XML has been updated, and removed the main slot locking. (It was actually locking the main slot at 25%.)
Found what I missed. Thanks. The XML has been updated, and removed the main slot locking. (It was actually locking the main slot at 25%.)
#10
Posted 24 May 2009 - 03:10 PM
QUOTE (dakpluto @ May 24 2009, 02:59 PM) <{POST_SNAPBACK}>
Hmm, that was in the original XML (he had melee stuff in it) Thought I removed all of that. I'll take a look.
Found what I missed. Thanks. The XML has been updated, and removed the main slot locking. (It was actually locking the main slot at 25%.)
Found what I missed. Thanks. The XML has been updated, and removed the main slot locking. (It was actually locking the main slot at 25%.)
Which part of the XML was blocking it?
#11
Posted 24 May 2009 - 10:42 PM
QUOTE (Sakka_Valefor @ May 24 2009, 05:10 PM) <{POST_SNAPBACK}>
Which part of the XML was blocking it?
<!--Set this to the percentage of TP you want to start locking weapons at-->
<var Name = "LockTP">25</var>
<if TPGT = "$LockTP">
<action Type = "Disable" Slot = "Main|Sub|Range"/>
</if>
<else>
<action Type = "Enable" Slot = "Main|Sub|Range"/>
</else>
remove those parts.
#12
Posted 02 August 2009 - 03:58 PM
How could you factor in the XML a BP Delay Fay Crozier (Staff) to reduce further BP Equipment and Royal Redingote for Magical BP?
Theorically
- Before Cast (BP Equip)
Staff > Fay Crozier
- During Cast (Mid Cast)
Staff Whatever is the appropriate elemental HQ Staff
Body Royaly Redingote
- After Cast (After Cast)
Staff unchanged
YY Robe.
Can you consider this as well?
Thank you
En.
Theorically
- Before Cast (BP Equip)
Staff > Fay Crozier
- During Cast (Mid Cast)
Staff Whatever is the appropriate elemental HQ Staff
Body Royaly Redingote
- After Cast (After Cast)
Staff unchanged
YY Robe.
Can you consider this as well?
Thank you
En.
#13
Posted 02 August 2009 - 04:32 PM
I have it all set up with my gear sets that I have. Now do I activate the moves. Do I use normal macros, can I use it in conjunction with script macros? I have my current script set to try and use all magical bloodpacts using only 1 macro and it will cast the one of the avatar I have out.
#14
Posted 03 August 2009 - 06:35 AM
QUOTE (Erinda @ Aug 2 2009, 05:58 PM) <{POST_SNAPBACK}>
How could you factor in the XML a BP Delay Fay Crozier (Staff) to reduce further BP Equipment and Royal Redingote for Magical BP?
Theorically
- Before Cast (BP Equip)
Staff > Fay Crozier
- During Cast (Mid Cast)
Staff Whatever is the appropriate elemental HQ Staff
Body Royaly Redingote
- After Cast (After Cast)
Staff unchanged
YY Robe.
Can you consider this as well?
Thank you
En.
Theorically
- Before Cast (BP Equip)
Staff > Fay Crozier
- During Cast (Mid Cast)
Staff Whatever is the appropriate elemental HQ Staff
Body Royaly Redingote
- After Cast (After Cast)
Staff unchanged
YY Robe.
Can you consider this as well?
Thank you
En.
Just use gear sets for BP timer. Like in my spellcast:
<set name = "BPTime">
<main>Fay Crozier</main>
<head>Smn. Horn +1</head>
<body>Yinyang Robe</body>
<hands>Smn. Bracers +1</hands>
<legs>Smn. Spats +1</legs>
<feet>Smn. Pigaches +1</feet>
</set>
And my spellcast also splits magical and physical BPs to use Redingote. The link to my spellcast is a few posts up.
#15
Posted 08 August 2009 - 02:24 PM
I really love your spellcast Template. It's awesome. The only thing I can't figure out, is how you call the assigned moves... for example...
<elseif Spell = "Leviathan">
<action type = "Command">alias 75Nuke input /pet "Grand Fall" <t>;</action>
<action type = "Command">alias 65Nuke input /pet "Water IV" <t>;</action>
<action type = "Command">alias atkPact input /pet "Tail Whip" <t>;</action>
<action type = "Command">alias bufPact input /pet "Spring Water" <me>;</action>
<action type = "Command">alias abfPact /;</action>
<action type = "Command">alias debPact input /pet "Slowga" <t>;</action>
<action type = "Command">alias a70Pact input /pet "Spinning Dive" <t>;</action>
</elseif>
what do I type into my macro/script to call forth the specified bloodpact assigned to each category?
Any help with this would be greatly appreciated.
<elseif Spell = "Leviathan">
<action type = "Command">alias 75Nuke input /pet "Grand Fall" <t>;</action>
<action type = "Command">alias 65Nuke input /pet "Water IV" <t>;</action>
<action type = "Command">alias atkPact input /pet "Tail Whip" <t>;</action>
<action type = "Command">alias bufPact input /pet "Spring Water" <me>;</action>
<action type = "Command">alias abfPact /;</action>
<action type = "Command">alias debPact input /pet "Slowga" <t>;</action>
<action type = "Command">alias a70Pact input /pet "Spinning Dive" <t>;</action>
</elseif>
what do I type into my macro/script to call forth the specified bloodpact assigned to each category?
Any help with this would be greatly appreciated.
#16
Posted 09 August 2009 - 05:21 AM
The purpose of the alias is to make your macros simple.
Your macro doesn't need to call for the BP, but instead calls the alias. So all your 70 BPs can be on a single macro, and it changes to the correct BP each time you summon.
Example, for your 70 BP macro, you just simply need this as your macro line:
//a70pact
Sending the alias to the console will trigger the correct 70 BP to the avatar that is out.
Or, you can do like I do, and not even use a macro spot, and instead put binds in your init txt that bind the alias to specific keys or key combinations.
I personally use Delete for 70 BPs, Home for magical BPs, End for 2nd Physical, and PageUp and PageDown for my buff BPs.
Your macro doesn't need to call for the BP, but instead calls the alias. So all your 70 BPs can be on a single macro, and it changes to the correct BP each time you summon.
Example, for your 70 BP macro, you just simply need this as your macro line:
//a70pact
Sending the alias to the console will trigger the correct 70 BP to the avatar that is out.
Or, you can do like I do, and not even use a macro spot, and instead put binds in your init txt that bind the alias to specific keys or key combinations.
I personally use Delete for 70 BPs, Home for magical BPs, End for 2nd Physical, and PageUp and PageDown for my buff BPs.
#17
Posted 09 August 2009 - 07:50 PM
Thanks, that was helpful. I had no idea you could assign them to keys. that's great. How about buttons on the controller?
#18
Posted 22 November 2009 - 11:15 AM
dakpluto, on 23 May 2009 - 11:02 AM, said:
I recommend checking mine out. I do believe, in my opinion, it's the most up to date and complete one now. I can't take credit for all the work though. It's an adaptation of the original work done by Whitewing. I took it and updated it for how SMN works now.
<a href="http://wiki.windower.net/plugins/spellcast/userxml/smn/dakpluto_smn" target="_blank">http://wiki.windower.net/plugins/spellcast...mn/dakpluto_smn</a>
<a href="http://wiki.windower.net/plugins/spellcast/userxml/smn/dakpluto_smn" target="_blank">http://wiki.windower.net/plugins/spellcast...mn/dakpluto_smn</a>
Getting nothing off that link, im also looking for a smn xml script ive tried a couple but after debugging code it gets old
Scott
#19
Posted 22 November 2009 - 06:18 PM
#20
Posted 10 January 2010 - 08:16 AM
gah gonna take me awhile to figure this out but Im running out of possible ways to expand summoner without running out of macro lines
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