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- <?xml version="1.0" encoding="utf-8"?>
- <!-- Last modified: 11/29/2012 4:52:00 PM -->
- <includes>
- <!-- Variables for whether slots have been unlocked in Salvage. -->
- <include name="SalvageEquipVars">
- <var name="SalvageMainLocked">true</var>
- <var name="SalvageAmmoLocked">true</var>
- <var name="SalvageHeadLocked">true</var>
- <var name="SalvageRingLocked">true</var>
- <var name="SalvageBodyLocked">true</var>
- <var name="SalvageHandLocked">true</var>
- <var name="SalvageWaistLocked">true</var>
- <var name="SalvageFeetLocked">true</var>
- <!-- The default gear listed is mainly gear that I should always have on me
- regardless of job (mostly), and that is All Jobs.
- You can adjust this set to whatever general values are appropriate.
- After that, you can modify each one to match specific jobs after importing
- this include by repeating the var rule after the import rule. -->
- <!-- Main: Must be set after import if you want main weapon explicitly tested. Usually only for mages for staff swapping.
- Leaving it blank is safe for melee to avoid loss of TP. -->
- <var name="SalvageTestMain"></var>
- <var name="SalvageTestAmmo">Tantra Tathlum</var>
- <var name="SalvageTestNeck">Calcitrant Stole</var>
- <var name="SalvageTestRing">Rajas Ring</var>
- <var name="SalvageTestBody">Tantra Cyclas +2</var>
- <var name="SalvageTestHands">Melee Gloves +2</var>
- <var name="SalvageTestWaist">Black Belt</var>
- <var name="SalvageTestFeet">Tantra Gaiters +2</var>
- </include>
- <include name="SalvageEquipRules">
- <!-- Stone spell is used to retest what's currently locked in salvage. Water is used to reset vars. -->
- <!-- If we have not tested a slot and found that we can put gear there, lock the slot so that
- we aren't spammed with invalid attempts to change gear. -->
- <if area="*Remnants">
- <if type="Trigger">
- <!-- Stone is the starting point. It attempts to equip designated pieces
- of equipment into slots that are still marked as locked. It makes a
- delayed call to Death afterwards so that we can cancel this spell
- and then see the results of attempting to equip the gear. Any gear
- that actually got equipped indicates that that slot is no longer locked. -->
- <if Spell="Trigger" SpellTargetRaw=".SalvageCheck">
- <command>wait 1;input /ma Update .Salvage</command>
- <cancelspell />
- <!-- Only attempt to equip gear in slots that are still currently locked so that
- we don't attempt to change out normal gear on subsequent tests. -->
- <if advanced='"$SalvageMainLocked" = "true"'>
- <equip when="Precast"><main>$SalvageTestMain</main></equip>
- </if>
- <if advanced='"$SalvageAmmoLocked" = "true"'>
- <equip when="Precast"><ammo>$SalvageTestAmmo</ammo></equip>
- </if>
- <if advanced='"$SalvageHeadLocked" = "true"'>
- <equip when="Precast"><neck>$SalvageTestNeck</neck></equip>
- </if>
- <if advanced='"$SalvageRingLocked" = "true"'>
- <equip when="Precast"><lring>$SalvageTestRing</lring></equip>
- </if>
- <if advanced='"$SalvageBodyLocked" = "true"'>
- <equip when="Precast"><body>$SalvageTestBody</body></equip>
- </if>
- <if advanced='"$SalvageHandLocked" = "true"'>
- <equip when="Precast"><hands>$SalvageTestHands</hands></equip>
- </if>
- <if advanced='"$SalvageWaistLocked" = "true"'>
- <equip when="Precast"><waist>$SalvageTestWaist</waist></equip>
- </if>
- <if advanced='"$SalvageFeetLocked" = "true"'>
- <equip when="Precast"><feet>$SalvageTestFeet</feet></equip>
- </if>
- <return />
- </if>
- <!-- This spell is automatically called after Stone is run. -->
- <!-- Need to use a spell that players will never have access to. Choosing 'Death'. -->
- <!-- Anything that got equipped gets its pathos limiter variable unlocked. -->
- <elseif spell="Update" SpellTargetRaw=".Salvage">
- <cancelspell />
- <var cmd="set SalvageLocksUnlocked false" />
- <if NotEquipMain=""> <!-- Simply check whether there's a weapon equipped. Don't expect anything in particular. -->
- <if advanced='"$SalvageMainLocked" = "true"'>
- <AddToChat>Main weapon unlocked.</AddToChat>
- <var cmd="set SalvageMainLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipAmmo="$SalvageTestAmmo">
- <if advanced='"$SalvageAmmoLocked" = "true"'>
- <AddToChat>Ranged/ammo slots unlocked.</AddToChat>
- <var cmd="set SalvageAmmoLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipNeck="$SalvageTestNeck">
- <if advanced='"$SalvageHeadLocked" = "true"'>
- <AddToChat>Head/neck slots unlocked.</AddToChat>
- <var cmd="set SalvageHeadLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipLRing="$SalvageTestRing">
- <if advanced='"$SalvageRingLocked" = "true"'>
- <AddToChat>Rings/earrings slots unlocked.</AddToChat>
- <var cmd="set SalvageRingLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipBody="$SalvageTestBody">
- <if advanced='"$SalvageBodyLocked" = "true"'>
- <AddToChat>Body slot unlocked.</AddToChat>
- <var cmd="set SalvageBodyLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipHands="$SalvageTestHands">
- <if advanced='"$SalvageHandLocked" = "true"'>
- <AddToChat>Hands slot unlocked.</AddToChat>
- <var cmd="set SalvageHandLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipWaist="$SalvageTestWaist">
- <if advanced='"$SalvageWaistLocked" = "true"'>
- <AddToChat>Back/waist slots unlocked.</AddToChat>
- <var cmd="set SalvageWaistLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <if EquipFeet="$SalvageTestFeet">
- <if advanced='"$SalvageFeetLocked" = "true"'>
- <AddToChat>Legs/feet slots unlocked.</AddToChat>
- <var cmd="set SalvageFeetLocked false" />
- <var cmd="set SalvageLocksUnlocked true" />
- </if>
- </if>
- <!-- If you have a consistent naming convention, you can force an
- update to the default gear set at this point, or generate a
- call to a JA/Spell that will properly readjust your gear now
- that the new slots are unlocked -->
- <if advanced='"$SalvageLocksUnlocked" = "true"'>
- <!-- Fixed set: -->
- <!-- <equip set="Standard" /> -->
- <!-- Reset to default/normal: -->
- <action type="Command">wait 1;input /ja Tranquility</action>
- </if>
- </elseif>
- <!-- Reset variables (mainly for testing, but also in case Spellcast and its
- variables are still loaded when you next make a salvage run). -->
- <elseif spell="Reset" SpellTargetRaw=".Salvage">
- <action type="cancelspell"/>
- <addtochat>Resetting Salvage locks.</addtochat>
- <var cmd="set SalvageMainLocked true" />
- <var cmd="set SalvageAmmoLocked true" />
- <var cmd="set SalvageHeadLocked true" />
- <var cmd="set SalvageRingLocked true" />
- <var cmd="set SalvageBodyLocked true" />
- <var cmd="set SalvageHandLocked true" />
- <var cmd="set SalvageWaistLocked true" />
- <var cmd="set SalvageFeetLocked true" />
- </elseif>
- </if>
- <else>
- <!-- <addtochat>Locking gear for Salvage.</addtochat> -->
- <if advanced='"$SalvageMainLocked" = "true"'>
- <lock slot="main|sub" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageAmmoLocked" = "true"'>
- <lock slot="ranged|ammo" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageHeadLocked" = "true"'>
- <lock slot="head|neck" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageRingLocked" = "true"'>
- <lock slot="lear|rear|lring|rring" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageBodyLocked" = "true"'>
- <lock slot="body" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageHandLocked" = "true"'>
- <lock slot="hands" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageWaistLocked" = "true"'>
- <lock slot="back|waist" when="All" lock="yes" />
- </if>
- <if advanced='"$SalvageFeetLocked" = "true"'>
- <lock slot="legs|feet" when="All" lock="yes" />
- </if>
- </else>
- </if>
- </include>
- </includes>
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