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- <?xml version="1.0" encoding="utf-8"?>
- <includes>
- <include name="Return:Variables">
- <!-- The maximum distance from the mob before cancelling WS and Ranged Attacks {EDITME} -->
- <var name="Value(Return:WS_Distance)">6</var>
- <var name="Value(Return:RA_Distance)">30</var>
- </include>
- <include name="Return:Rule">
- <!-- Cancels all actions by spellcast if your main is less than 75 -->
- <if MLvlLT="25">
- <return />
- </if>
- <!-- Do not cancel trigger spells -->
- <elseif notType="Trigger">
- <!-- Cancels weaponskill and magic gear changes when you cannot take action. Sets such as PDT are still usable -->
- <if BuffActive="Sleep|Petrification|Stun|Terror|Charm|Illusion|Egg">
- <addtochat color="$Value(Value(Cancellation_Color:Color):Color)">ERROR: Debuff prevents you from taking action</addtochat>
- <return />
- </if>
- <!-- Cancels teleportation spells during Voidwatch -->
- <elseif Spell="Teleport*|Recall*|Retrace|Escape|Warp*">
- <if buffactive="Voidwatcher">
- <addtochat color="82Cancel">ERROR: %Spell during Voidwatch?! Remove status to use that spell!</addtochat>
- <cancelspell />
- <return />
- </if>
- <else>
- <return />
- </else>
- </elseif>
- <!-- Cancels gear changes if you do not have enough MP to cast a spell -->
- <elseif MPLT="%MPCost" notBuffactive="Manafont|Manawell|Parsimony|Penury">
- <addtochat color="82Cancel">ERROR: Not enough MP to cast %Spell!</addtochat>
- <cancelspell />
- <return />
- </elseif>
- <!-- Cancels ranged attacks if you are too far from the target -->
- <elseif commandprefix="/range">
- <if EquipAmmo="Omphalos Bullet">
- <cancelspell />
- <return />
- <addtochat color="82Cancel">ERROR: Omphalos Bullet Equipped during Ranged Attack</addtochat>
- </if>
- <if advanced='%SpellTargetDistance > $Value(Return:RA_Distance)'>
- <return />
- <addtochat color="82Cancel">ERROR: Distance too far. Type //update rad to change max ranged attack distance</addtochat>
- </if>
- </elseif>
- <!-- Cancels pet abilities if you do not have a pet -->
- <elseif Type="PetCommand|*BloodPact*" notPetISValid="TRUE">
- <addtochat color="82Cancel">ERROR: Not pet active!</addtochat>
- <return />
- </elseif>
- <!-- Cancels magic gear changes if you have silence-type debuffs -->
- <elseif Type="*Magic|BardSong|Ninjutsu" BuffActive="Silence|Mute|Omerta">
- <addtochat color="82Cancel">ERROR: Debuff prevents you from casting</addtochat>
- <return />
- </elseif>
- <!-- Cancels ability and weaponskill gear changes if you have amnesia-type debuffs -->
- <elseif Type="Weaponskill|JobAbility|PetCommand|CorsairRoll|CorsairShot|Scholar|Samba|Waltz|Step|BloodPact*" BuffActive="Amnesia|Impairment">
- <addtochat color="82Cancel">ERROR: Debuff prevents you from using abilities</addtochat>
- <return />
- </elseif>
- <!-- Cancels weapon skill if the mob is too far. Mobs can bypass this if they run far between the moment "You ready X"
- and X Weapon skill goes off -->
- <elseif type="Weaponskill">
- <if mode="OR" TPLT="100" advanced='%SpellTargetDistance > $Value(Return:WS_Distance)' notstatus="engaged">
- <addtochat color="82Cancel">ERROR: Mob too far or not engaged! Type //update wsd to change max WS distance</addtochat>
- <cancelspell />
- <return />
- </if>
- <elseif EquipAmmo="Omphalos Bullet">
- <cancelspell />
- <return />
- <addtochat color="82Cancel">ERROR: Omphalos Bullet Equipped during Weapon Skill</addtochat>
- </elseif>
- </elseif>
- <!-- Cancels Dancer abilities you have insufficient TP -->
- <elseif spell="Samba|Waltz|Flourish*|Jig" advanced='%TP < %TPCost'>
- <addtochat color="82Cancel">ERROR: Insufficient TP for that ability!</addtochat>
- <cancelspell />
- <return />
- </elseif>
- </elseif>
- </include>
- <!-- ##### Automatic Update Rules ##### -->
- <include name="Auto_Update_Equipment:Rule">
- <!-- Automatically equips gear when you draw your weapon, return to idle, rest, or finish casting/using a JA -->
- <command when="engaged|idle|resting|aftercast">Update</command>
- </include>
- <!-- ##### Cancel Buffs Rule ##### -->
- <include name="Cancel_Buffs:Rule">
- <!-- Cancels Sneak if casting Sneak -->
- <if Spell="Sneak" BuffActive="Sneak" TargetType="SELF">
- <midcastdelay delay="1" />
- <command when="midcast">cancel 71</command>
- </if>
- <!-- Cancels sneak and invisible if using Spectral Jig -->
- <elseif spell="Spectral Jig" BuffActive="Sneak">
- <command when="precast">cancel 71</command>
- <command when="precast">cancel 69</command>
- </elseif>
- <!-- Cancels sneak if casting Monomi -->
- <elseif Spell="Monomi*" BuffActive="Sneak">
- <midcastdelay delay="2.5" />
- <command when="midcast">cancel 71</command>
- </elseif>
- <!-- Cancels Utsusemi shadows if casting Utsusemi: Ichi -->
- <elseif spell="Utsusemi: Ichi" buffactive="Copy Image*" notbuffactive="Silence|Mute|Omerta|Obliviscence">
- <if notbuffactive="Copy Image (3)|Copy Image (4)">
- <midcastdelay delay="2.5" />
- <cmd when="midcast">cancel 66</cmd>
- <cmd when="midcast">cancel 446</cmd>
- </if>
- <else>
- <cancelspell />
- <return />
- </else>
- </elseif>
- <!-- Cancels stoneskin if casting Stoneskin -->
- <elseif Spell="Stoneskin" BuffActive="Stoneskin">
- <midcastdelay delay="2.8" />
- <command when="midcast">cancel 37</command>
- </elseif>
- <!-- Cancels blink if casting Blink -->
- <elseif Spell="Blink" BuffActive="Blink">
- <midcastdelay delay="5.2" />
- <command when="midcast">cancel 36</command>
- </elseif>
- </include>
- <!-- ##### Configure Variables and Lock Equipment ##### -->
- <!-- ### Lock Rules ### {EDITME}-->
- <include name="Lock_Weapon:Variables">
- <var name="Activation(Lock_Weapon)">ON</var>
- <var name="Holder(Lock_Weapon:Trial_Weapons)">Side-Sword|Stenz|Crook|Teiwaz</var>
- </include>
- <include name="Lock_Weapon:Rule">
- <!-- Locks your main, sub, and range weapon when set to "ON" or using trial weapon -->
- <if mode="OR" EquipMain="$Holder(Lock_Weapon:Trial_Weapons)" advanced='"$Activation(Lock_Weapon)"="ON"'>
- <equip when="all">
- <main lock="true" />
- <sub lock="true" />
- <range lock="true" />
- </equip>
- </if>
- </include>
- <include name="Lock_Enchantment:Variables">
- <!-- Lock Enchantment items Variables -->
- <var name="Activation(Lock_Enchantment)">ON</var>
- <var name="Holder(Lock_Enchantment_Holder:Head)">Reraise Hairpin</var>
- <var name="Holder(Lock_Enchantment_Holder:Neck)">Kingdom Stable Collar|Federation Stable Scarf|Republican Stable Medal</var>
- <var name="Holder(Lock_Enchantment_Holder:Left_Ear)">Reraise Earring|Kingdom Earring|Federation Earring|Republican Earring|Mhaura Earring|Selbina Earring|Duchy Earring|Kazham Earring|Rabao Earring|Empire Earring|Norg Earring|Safehold Earring|Raising Earring</var>
- <var name="Holder(Lock_Enchantment_Holder:Right_Ear)">Reraise Earring|Kingdom Earring|Federation Earring|Republican Earring|Mhaura Earring|Selbina Earring|Duchy Earring|Kazham Earring|Rabao Earring|Empire Earring|Norg Earring|Safehold Earring|Raising Earring</var>
- <var name="Holder(Lock_Enchantment_Holder:Body)">Tidal Talisman</var>
- <var name="Holder(Lock_Enchantment_Holder:Hands)">Hydra Mittens</var>
- <var name="Holder(Lock_Enchantment_Holder:Left_Ring)">Tavnazian Ring|Altep Ring|Dem Ring|Holla Ring|Jugner Ring|Mea Ring|Meriphataud Ring|Pashow Ring|Vahzl Ring|Yhoat Ring|Homing Ring|Return Ring</var>
- <var name="Holder(Lock_Enchantment_Holder:Right_Ring)">Tavnazian Ring|Altep Ring|Dem Ring|Holla Ring|Jugner Ring|Mea Ring|Meriphataud Ring|Pashow Ring|Vahzl Ring|Yhoat Ring|Homing Ring|Return Ring</var>
- <var name="Holder(Lock_Enchantment_Holder:Back)">Nexus Cape</var>
- <var name="Holder(Lock_Enchantment_Holder:Waist)">Haste Belt</var>
- <var name="Holder(Lock_Enchantment_Holder:Legs)">Hydra Tights</var>
- <var name="Holder(Lock_Enchantment_Holder:Feet)">Sprinter's Shoes|Powder Boots</var>
- </include>
- <include name="Lock_Enchantment:Rule">
- <if advanced='"$Activation(Lock_Enchantment)"="ON"'>
- <if EquipHead="$Holder(Lock_Enchantment_Holder:Head)">
- <equip when="all">
- <head lock="true">%EquipHead</head>
- </equip>
- </if>
- <elseif EquipNeck="$Holder(Lock_Enchantment_Holder:Neck)">
- <equip when="all">
- <neck lock="true">%EquipNeck</neck>
- </equip>
- </elseif>
- <elseif EquipLEar="$Holder(Lock_Enchantment_Holder:Left_Ear)">
- <equip when="all">
- <lear lock="true">%EquipLEar</lear>
- </equip>
- </elseif>
- <elseif EquipREar="$Holder(Lock_Enchantment_Holder:Right_Ear)">
- <equip when="all">
- <rear lock="true">%EquipREar</rear>
- </equip>
- </elseif>
- <elseif Equipbody="$Holder(Lock_Enchantment_Holder:Body)">
- <equip when="all">
- <body lock="true">%EquipBody</body>
- </equip>
- </elseif>
- <elseif Equiphands="$Holder(Lock_Enchantment_Holder:Hands)">
- <equip when="all">
- <hands lock="true">%EquipHands</hands>
- </equip>
- </elseif>
- <elseif Equiplring="$Holder(Lock_Enchantment_Holder:Left_Ring)">
- <equip when="all">
- <lring lock="true">%EquipLRing</lring>
- </equip>
- </elseif>
- <elseif Equiprring="$Holder(Lock_Enchantment_Holder:Right_Ring)">
- <equip when="all">
- <rring lock="true">%EquipRRing</rring>
- </equip>
- </elseif>
- <elseif Equipback="$Holder(Lock_Enchantment_Holder:Back)">
- <equip when="all">
- <back lock="true">%EquipBack</back>
- </equip>
- </elseif>
- <elseif Equipwaist="$Holder(Lock_Enchantment_Holder:Waist)">
- <equip when="all">
- <waist lock="true">%EquipWaist</waist>
- </equip>
- </elseif>
- <elseif Equiplegs="$Holder(Lock_Enchantment_Holder:Legs)">
- <equip when="all">
- <legs lock="true">%EquipLegs</legs>
- </equip>
- </elseif>
- <elseif Equipfeet="$Holder(Lock_Enchantment_Holder:Feet)">
- <equip when="all">
- <feet lock="true">%EquipFeet</feet>
- </equip>
- </elseif>
- </if>
- </include>
- <!-- ### Buff Active Variable Changes ### -->
- <!-- # Class Specific Buff Abilities # -->
- <!-- Black Mage Buffs -->
- <include name="Black_Mage_Buffs:Variables">
- <var name="Manafont">BlankSet</var>
- <var name="Elemental_Seal">BlankSet</var>
- <var name="Mana_Wall">BlankSet</var>
- <var name="Manawell">BlankSet</var>
- </include>
- <include name="Black_Mage_Buffs:Rule">
- <if mode="OR" MainJob="BLM" SubJob="BLM">
- <!-- Checks if Manafont is active -->
- <if Buffactive="Manafont">
- <var cmd="set Manafont Manafont" />
- </if>
- <else>
- <var cmd="set Manafont BlankSet" />
- </else>
- <!-- Checks if Elemental Seal is active -->
- <if Buffactive="Elemental Seal">
- <var cmd="set Elemental_Seal Elemental_Seal" />
- </if>
- <else>
- <var cmd="set Elemental_Seal BlankSet" />
- </else>
- <!-- Checks if Mana_Wall is active -->
- <if Buffactive="Mana Wall">
- <var cmd="set Mana_Wall Mana_Wall" />
- </if>
- <else>
- <var cmd="set Mana_Wall BlankSet" />
- </else>
- <!-- Checks if Manawell is active -->
- <if Buffactive="Manawell">
- <var cmd="set Manawell Manawell" />
- </if>
- <else>
- <var cmd="set Manawell BlankSet" />
- </else>
- </if>
- </include>
- <!-- Blue Mage Buffs -->
- <include name="Blue_Mage_Buffs:Variables">
- <var name="Azure_Lore">BlankSet</var>
- <var name="Burst_Affinity">BlankSet</var>
- <var name="Chain_Affinity">BlankSet</var>
- <var name="Convergence">BlankSet</var>
- <var name="Efflux">BlankSet</var>
- <var name="Unbridled_Learning">BlankSet</var>
- </include>
- <include name="Blue_Mage_Buffs:Rule">
- <if mode="OR" MainJob="BLU" SubJob="BLU">
- <!-- Checks if Azure Lore is active -->
- <if Buffactive="Azure Lore">
- <var cmd="set Azure_Lore Azure_Lore" />
- </if>
- <else>
- <var cmd="set Azure_Lore BlankSet" />
- </else>
- <!-- Checks if Burst Affinity is active -->
- <if Buffactive="Burst Affinity">
- <var cmd="set Burst_Affinity Burst_Affinity" />
- </if>
- <else>
- <var cmd="set Burst_Affinity BlankSet" />
- </else>
- <!-- Checks if Chain Affinity is active -->
- <if Buffactive="Chain Affinity">
- <var cmd="set Chain_Affinity Chain_Affinity" />
- </if>
- <else>
- <var cmd="set Chain_Affinity BlankSet" />
- </else>
- <!-- Checks if Convergence is active -->
- <if Buffactive="Convergence">
- <var cmd="set Convergence Convergence" />
- </if>
- <else>
- <var cmd="set Convergence BlankSet" />
- </else>
- <!-- Checks if Efflux is active -->
- <if Buffactive="Efflux">
- <var cmd="set Efflux Efflux" />
- </if>
- <else>
- <var cmd="set Efflux BlankSet" />
- </else>
- <!-- Checks if Unbridled Learning is active -->
- <if Buffactive="Unbridled Learning">
- <var cmd="set Unbridled_Learning Unbridled_Learning" />
- </if>
- <else>
- <var cmd="set Unbridled_Learning BlankSet" />
- </else>
- </if>
- </include>
- <!-- Bard Buffs -->
- <include name="Bard_Buffs:Variables">
- <var name="Soul_Voice">BlankSet</var>
- <var name="Pianissimo">BlankSet</var>
- <var name="Nightingale">BlankSet</var>
- <var name="Troubadour">BlankSet</var>
- <var name="Tenuto">BlankSet</var>
- <var name="Marcato">BlankSet</var>
- </include>
- <include name="Bard_Buffs:Rule">
- <if mode="OR" MainJob="BRD" SubJob="BRD">
- <!-- Checks if Soul Voice is active -->
- <if Buffactive="Soul Voice">
- <var cmd="set Soul_Voice Soul_Voice" />
- </if>
- <else>
- <var cmd="set Soul_Voice BlankSet" />
- </else>
- <!-- Checks if Pianissimo is active -->
- <if Buffactive="Pianissimo">
- <var cmd="set Pianissimo Pianissimo" />
- </if>
- <else>
- <var cmd="set Pianissimo BlankSet" />
- </else>
- <!-- Checks if Nightingale is active -->
- <if Buffactive="Nightingale">
- <var cmd="set Nightingale Nightingale" />
- </if>
- <else>
- <var cmd="set Nightingale BlankSet" />
- </else>
- <!-- Checks if Troubadour is active -->
- <if Buffactive="Troubadour">
- <var cmd="set Troubadour Troubadour" />
- </if>
- <else>
- <var cmd="set Troubadour BlankSet" />
- </else>
- <!-- Checks if Tenuto is active -->
- <if Buffactive="Tenuto">
- <var cmd="set Tenuto Tenuto" />
- </if>
- <else>
- <var cmd="set Tenuto BlankSet" />
- </else>
- <!-- Checks if Marcato is active -->
- <if Buffactive="Marcato">
- <var cmd="set Marcato Marcato" />
- </if>
- <else>
- <var cmd="set Marcato BlankSet" />
- </else>
- </if>
- </include>
- <!-- Beastmaster Buffs -->
- <include name="Beastmaster_Buffs:Variables">
- <var name="Familiar">BlankSet</var>
- <var name="Killer_Instinct">BlankSet</var>
- <var name="Spur">BlankSet</var>
- <var name="Run_Wild">BlankSet</var>
- </include>
- <include name="Beastmaster_Buffs:Rule">
- <if mode="OR" MainJob="BST" SubJob="BST">
- <!-- Checks if Familiar is active -->
- <if Buffactive="Familiar">
- <var cmd="set Familiar Familiar" />
- </if>
- <else>
- <var cmd="set Familiar BlankSet" />
- </else>
- <!-- Checks if Killer Instinct is active -->
- <if Buffactive="Killer Instinct">
- <var cmd="set Killer_Instinct Killer_Instinct" />
- </if>
- <else>
- <var cmd="set Killer_Instinct BlankSet" />
- </else>
- <!-- Checks if Spur is active -->
- <if Buffactive="Spur">
- <var cmd="set Spur Spur" />
- </if>
- <else>
- <var cmd="set Spur BlankSet" />
- </else>
- <!-- Checks if Run Wild is active -->
- <if Buffactive="Run Wild">
- <var cmd="set Run_Wild Run_Wild" />
- </if>
- <else>
- <var cmd="set Run_Wild BlankSet" />
- </else>
- </if>
- </include>
- <!-- Corsair Buffs -->
- <include name="Corsair_Buffs:Variables">
- <var name="Snake_Eye">BlankSet</var>
- <var name="Triple_Shot">BlankSet</var>
- </include>
- <include name="Corsair_Buffs:Rule">
- <if mode="OR" MainJob="COR" SubJob="COR">
- <!-- Checks if Snake Eye is active -->
- <if Buffactive="Snake Eye">
- <var cmd="set Snake_Eye Snake_Eye" />
- </if>
- <else>
- <var cmd="set Snake_Eye BlankSet" />
- </else>
- <!-- Checks if Triple Shot is active -->
- <if Buffactive="Triple Shot">
- <var cmd="set Triple_Shot Triple_Shot" />
- </if>
- <else>
- <var cmd="set Triple_Shot BlankSet" />
- </else>
- </if>
- </include>
- <!-- Dancer Buffs -->
- <include name="Dancer_Buffs:Variables">
- <var name="Trance">BlankSet</var>
- <var name="Saber_Dance">BlankSet</var>
- <var name="Fan_Dance">BlankSet</var>
- <var name="Presto">BlankSet</var>
- </include>
- <include name="Dancer_Buffs:Rule">
- <if mode="OR" MainJob="DNC" SubJob="DNC">
- <!-- Checks if Trance is active -->
- <if Buffactive="Trance">
- <var cmd="set Trance Trance" />
- </if>
- <else>
- <var cmd="set Trance BlankSet" />
- </else>
- <!-- Checks if Saber Dance is active -->
- <if Buffactive="Saber Dance">
- <var cmd="set Saber_Dance Saber_Dance" />
- </if>
- <else>
- <var cmd="set Saber_Dance BlankSet" />
- </else>
- <!-- Checks if Fan Dance is active -->
- <if Buffactive="Fan Dance">
- <var cmd="set Fan_Dance Fan_Dance" />
- </if>
- <else>
- <var cmd="set Fan_Dance BlankSet" />
- </else>
- <!-- Checks if Presto is active -->
- <if Buffactive="Presto">
- <var cmd="set Presto Presto" />
- </if>
- <else>
- <var cmd="set Presto BlankSet" />
- </else>
- </if>
- </include>
- <!-- Dragoon Buffs -->
- <include name="Dragoon_Buffs:Variables">
- <var name="Spirit_Surge">BlankSet</var>
- <var name="Ancient_Circle">BlankSet</var>
- <var name="Deep_Breathing">BlankSet</var>
- </include>
- <include name="Dragoon_Buffs:Rule">
- <if mode="OR" MainJob="DRG" SubJob="DRG">
- <!-- Checks if Spirit Surge is active -->
- <if Buffactive="Spirit Surge">
- <var cmd="set Spirit_Surge Spirit_Surge" />
- </if>
- <else>
- <var cmd="set Spirit_Surge BlankSet" />
- </else>
- <!-- Checks if Ancient Circle is active -->
- <if Buffactive="Ancient Circle">
- <var cmd="set Ancient_Circle Ancient_Circle" />
- </if>
- <else>
- <var cmd="set Ancient_Circle BlankSet" />
- </else>
- <!-- Checks if Deep Breathing is active -->
- <if Buffactive="Deep Breathing">
- <var cmd="set Deep_Breathing Deep_Breathing" />
- </if>
- <else>
- <var cmd="set Deep_Breathing BlankSet" />
- </else>
- </if>
- </include>
- <!-- Dark Knight Buffs -->
- <include name="Dark_Knight_Buffs:Variables">
- <var name="Blood_Weapon">BlankSet</var>
- <var name="Arcana_Circle">BlankSet</var>
- <var name="Last_Resort">BlankSet</var>
- <var name="Souleater">BlankSet</var>
- <var name="Dark_Seal">BlankSet</var>
- <var name="Diabolic_Eye">BlankSet</var>
- <var name="Nether_Void">BlankSet</var>
- <var name="Scarlet_Delirium">BlankSet</var>
- </include>
- <include name="Dark_Knight_Buffs:Rule">
- <if mode="OR" MainJob="DRK" SubJob="DRK">
- <!-- Checks if Blood Weapon is active -->
- <if Buffactive="Blood Weapon">
- <var cmd="set Blood_Weapon Blood_Weapon" />
- </if>
- <else>
- <var cmd="set Blood_Weapon BlankSet" />
- </else>
- <!-- Checks if Arcana Circle is active -->
- <if Buffactive="Arcana Circle">
- <var cmd="set Arcana_Circle Arcana_Circle" />
- </if>
- <else>
- <var cmd="set Arcana_Circle BlankSet" />
- </else>
- <!-- Checks if Last Resort is active -->
- <if Buffactive="Last Resort">
- <var cmd="set Last_Resort Last_Resort" />
- </if>
- <else>
- <var cmd="set Last_Resort BlankSet" />
- </else>
- <!-- Checks if Souleater is active -->
- <if Buffactive="Souleater">
- <var cmd="set Souleater Souleater" />
- </if>
- <else>
- <var cmd="set Souleater BlankSet" />
- </else>
- <!-- Checks if Dark Seal is active -->
- <if Buffactive="Dark Seal">
- <var cmd="set Dark_Seal Dark_Seal" />
- </if>
- <else>
- <var cmd="set Dark_Seal BlankSet" />
- </else>
- <!-- Checks if Diabolic Eye is active -->
- <if Buffactive="Diabolic Eye">
- <var cmd="set Diabolic_Eye Diabolic_Eye" />
- </if>
- <else>
- <var cmd="set Diabolic_Eye BlankSet" />
- </else>
- <!-- Checks if Nether Void is active -->
- <if Buffactive="Nether Void">
- <var cmd="set Nether_Void Nether_Void" />
- </if>
- <else>
- <var cmd="set Nether_Void BlankSet" />
- </else>
- <!-- Checks if Scarlet Delirium is active -->
- <if Buffactive="Scarlet Delirium">
- <var cmd="set Scarlet_Delirium Scarlet_Delirium" />
- </if>
- <else>
- <var cmd="set Scarlet_Delirium BlankSet" />
- </else>
- </if>
- </include>
- <!-- Monk Buffs -->
- <include name="Monk_Buffs:Variables">
- <var name="Hundred Fists">BlankSet</var>
- <var name="Boost">BlankSet</var>
- <var name="Dodge">BlankSet</var>
- <var name="Focus">BlankSet</var>
- <var name="Counterstance">BlankSet</var>
- <var name="Footwork">BlankSet</var>
- <var name="Mantra">BlankSet</var>
- <var name="Formless_Strikes">BlankSet</var>
- <var name="Perfect_Counter">BlankSet</var>
- <var name="Impetus">BlankSet</var>
- </include>
- <include name="Monk_Buffs:Rule">
- <if mode="OR" MainJob="MNK" SubJob="MNK">
- <!-- Checks if Hundred Fists is active -->
- <if Buffactive="Hundred Fists">
- <var cmd="set Hundred_Fists Hundred_Fists" />
- </if>
- <else>
- <var cmd="set Hundred_Fists BlankSet" />
- </else>
- <!-- Checks if Boost is active -->
- <if Buffactive="Boost">
- <var cmd="set Boost Boost" />
- </if>
- <else>
- <var cmd="set Boost BlankSet" />
- </else>
- <!-- Checks if Dodge is active -->
- <if Buffactive="Dodge">
- <var cmd="set Dodge Dodge" />
- </if>
- <else>
- <var cmd="set Dodge BlankSet" />
- </else>
- <!-- Checks if Focus is active -->
- <if Buffactive="Focus">
- <var cmd="set Focus Focus" />
- </if>
- <else>
- <var cmd="set Focus BlankSet" />
- </else>
- <!-- Checks if Counterstance is active -->
- <if Buffactive="Counterstance">
- <var cmd="set Counterstance Counterstance" />
- </if>
- <else>
- <var cmd="set Counterstance BlankSet" />
- </else>
- <!-- Checks if Footwork is active -->
- <if Buffactive="Footwork">
- <var cmd="set Footwork Footwork" />
- </if>
- <else>
- <var cmd="set Footwork BlankSet" />
- </else>
- <!-- Checks if Mantra is active -->
- <if Buffactive="Mantra">
- <var cmd="set Mantra Mantra" />
- </if>
- <else>
- <var cmd="set Mantra BlankSet" />
- </else>
- <!-- Checks if Formless Strikes is active -->
- <if Buffactive="Formless Strikes">
- <var cmd="set Formless_Strikes Formless_Strikes" />
- </if>
- <else>
- <var cmd="set Formless_Strikes BlankSet" />
- </else>
- <!-- Checks if Perfect Counter is active -->
- <if Buffactive="Perfect Counter">
- <var cmd="set Perfect_Counter Perfect_Counter" />
- </if>
- <else>
- <var cmd="set Perfect_Counter BlankSet" />
- </else>
- <!-- Checks if Impetus is active -->
- <if Buffactive="Impetus">
- <var cmd="set Impetus Impetus" />
- </if>
- <else>
- <var cmd="set Impetus BlankSet" />
- </else>
- </if>
- </include>
- <!-- Ninja Buffs -->
- <include name="Ninja_Buffs:Variables">
- <var name="Yonin">BlankSet</var>
- <var name="Innin">BlankSet</var>
- <var name="Futae">BlankSet</var>
- <var name="Issekigan">BlankSet</var>
- </include>
- <include name="Ninja_Buffs:Rule">
- <if mode="OR" MainJob="NIN" SubJob="NIN">
- <!-- Checks if Yonin is active -->
- <if Buffactive="Yonin">
- <var cmd="set Yonin Yonin" />
- </if>
- <else>
- <var cmd="set Yonin BlankSet" />
- </else>
- <!-- Checks if Innin is active -->
- <if Buffactive="Innin">
- <var cmd="set Innin Innin" />
- </if>
- <else>
- <var cmd="set Innin BlankSet" />
- </else>
- <!-- Checks if Futae is active -->
- <if Buffactive="Futae">
- <var cmd="set Futae Futae" />
- </if>
- <else>
- <var cmd="set Futae BlankSet" />
- </else>
- <!-- Checks if Issekigan is active -->
- <if Buffactive="Issekigan">
- <var cmd="set Issekigan Issekigan" />
- </if>
- <else>
- <var cmd="set Issekigan BlankSet" />
- </else>
- </if>
- </include>
- <!-- Paladin Buffs -->
- <include name="Paladin_Buffs:Variables">
- <var name="Invincible">BlankSet</var>
- <var name="Holy_Circle">BlankSet</var>
- <var name="Sentinel">BlankSet</var>
- <var name="Cover">BlankSet</var>
- <var name="Rampart">BlankSet</var>
- <var name="Fealty">BlankSet</var>
- <var name="Chivalry">BlankSet</var>
- <var name="Divine_Emblem">BlankSet</var>
- <var name="Palisade">BlankSet</var>
- </include>
- <include name="Paladin_Buffs:Rule">
- <if mode="OR" MainJob="PLD" SubJob="PLD">
- <!-- Checks if Invincible is active -->
- <if Buffactive="Invincible">
- <var cmd="set Invincible Invincible" />
- </if>
- <else>
- <var cmd="set Invincible BlankSet" />
- </else>
- <!-- Checks if Holy Circle is active -->
- <if Buffactive="Holy Circle">
- <var cmd="set Holy_Circle Holy_Circle" />
- </if>
- <else>
- <var cmd="set Holy_Circle BlankSet" />
- </else>
- <!-- Checks if Sentinel is active -->
- <if Buffactive="Sentinel">
- <var cmd="set Sentinel Sentinel" />
- </if>
- <else>
- <var cmd="set Sentinel BlankSet" />
- </else>
- <!-- Checks if Cover is active -->
- <if Buffactive="Cover">
- <var cmd="set Cover Cover" />
- </if>
- <else>
- <var cmd="set Cover BlankSet" />
- </else>
- <!-- Checks if Rampart is active -->
- <if Buffactive="Rampart">
- <var cmd="set Rampart Rampart" />
- </if>
- <else>
- <var cmd="set Rampart BlankSet" />
- </else>
- <!-- Checks if Fealty is active -->
- <if Buffactive="Fealty">
- <var cmd="set Fealty Fealty" />
- </if>
- <else>
- <var cmd="set Fealty BlankSet" />
- </else>
- <!-- Checks if Chivalry is active -->
- <if Buffactive="Chivalry">
- <var cmd="set Chivalry Chivalry" />
- </if>
- <else>
- <var cmd="set Chivalry BlankSet" />
- </else>
- <!-- Checks if Divine Emblem is active -->
- <if Buffactive="Divine Emblem">
- <var cmd="set Divine_Emblem Divine_Emblem" />
- </if>
- <else>
- <var cmd="set Divine_Emblem BlankSet" />
- </else>
- <!-- Checks if Palisade is active -->
- <if Buffactive="Palisade">
- <var cmd="set Palisade Palisade" />
- </if>
- <else>
- <var cmd="set Palisade BlankSet" />
- </else>
- </if>
- </include>
- <!-- Puppetmaster Buffs -->
- <include name="Puppetmaster_Buffs:Variables">
- <var name="Overdrive">BlankSet</var>
- </include>
- <include name="Puppetmaster_Buffs:Rule">
- <if mode="OR" MainJob="PUP" SubJob="PUP">
- <!-- Checks if Overdrive is active -->
- <if Buffactive="Overdrive">
- <var cmd="set Overdrive Overdrive" />
- </if>
- <else>
- <var cmd="set Overdrive BlankSet" />
- </else>
- </if>
- </include>
- <!-- Red Mage Buffs -->
- <include name="Red_Mage_Buffs:Variables">
- <var name="Chainspell">BlankSet</var>
- <var name="Convert">BlankSet</var>
- <var name="Composure">BlankSet</var>
- <var name="Saboteur">BlankSet</var>
- <var name="Spontaneity">BlankSet</var>
- </include>
- <include name="Red_Mage_Buffs:Rule">
- <if mode="OR" MainJob="RDM" SubJob="RDM">
- <!-- Checks if Chainspell is active -->
- <if Buffactive="Chainspell">
- <var cmd="set Chainspell Chainspell" />
- </if>
- <else>
- <var cmd="set Chainspell BlankSet" />
- </else>
- <!-- Checks if Composure is active -->
- <if Buffactive="Composure">
- <var cmd="set Composure Composure" />
- </if>
- <else>
- <var cmd="set Composure BlankSet" />
- </else>
- <!-- Checks if Saboteur is active -->
- <if Buffactive="Saboteur">
- <var cmd="set Saboteur Saboteur" />
- </if>
- <else>
- <var cmd="set Saboteur BlankSet" />
- </else>
- <!-- Checks if Spontaneity is active -->
- <if Buffactive="Spontaneity">
- <var cmd="set Spontaneity Spontaneity" />
- </if>
- <else>
- <var cmd="set Spontaneity BlankSet" />
- </else>
- </if>
- </include>
- <!-- Ranger Buffs -->
- <include name="Ranger_Buffs:Variables">
- <var name="Sharpshot">BlankSet</var>
- <var name="Camouflage">BlankSet</var>
- <var name="Barrage">BlankSet</var>
- <var name="Velocity_Shot">BlankSet</var>
- <var name="Unlimited_Shot">BlankSet</var>
- <var name="Flashy_Shot">BlankSet</var>
- <var name="Stealth_Shot">BlankSet</var>
- <var name="Double_Shot">BlankSet</var>
- <var name="Bounty_Shot">BlankSet</var>
- <var name="Decoy_Shot">BlankSet</var>
- </include>
- <include name="Ranger_Buffs:Rule">
- <if mode="OR" MainJob="RNG" SubJob="RNG">
- <!-- Checks if Sharpshot is active -->
- <if Buffactive="Sharpshot">
- <var cmd="set Sharpshot Sharpshot" />
- </if>
- <else>
- <var cmd="set Sharpshot BlankSet" />
- </else>
- <!-- Checks if Camouflage is active -->
- <if Buffactive="Camouflage">
- <var cmd="set Camouflage Camouflage" />
- </if>
- <else>
- <var cmd="set Camouflage BlankSet" />
- </else>
- <!-- Checks if Barrage is active -->
- <if Buffactive="Barrage">
- <var cmd="set Barrage Barrage" />
- </if>
- <else>
- <var cmd="set Barrage BlankSet" />
- </else>
- <!-- Checks if Velocity Shot is active -->
- <if Buffactive="Velocity Shot">
- <var cmd="set Velocity_Shot Velocity_Shot" />
- </if>
- <else>
- <var cmd="set Velocity_Shot BlankSet" />
- </else>
- <!-- Checks if Unlimited Shot is active -->
- <if Buffactive="Unlimited Shot">
- <var cmd="set Unlimited_Shot Unlimited_Shot" />
- </if>
- <else>
- <var cmd="set Unlimited_Shot BlankSet" />
- </else>
- <!-- Checks if Flashy Shot is active -->
- <if Buffactive="Flashy Shot">
- <var cmd="set Flashy_Shot Flashy_Shot" />
- </if>
- <else>
- <var cmd="set Flashy_Shot BlankSet" />
- </else>
- <!-- Checks if Stealth Shot is active -->
- <if Buffactive="Stealth Shot">
- <var cmd="set Stealth_Shot Stealth_Shot" />
- </if>
- <else>
- <var cmd="set Stealth_Shot BlankSet" />
- </else>
- <!-- Checks if Double Shot is active -->
- <if Buffactive="Double Shot">
- <var cmd="set Double_Shot Double_Shot" />
- </if>
- <else>
- <var cmd="set Double_Shot BlankSet" />
- </else>
- <!-- Checks if Bounty Shot is active -->
- <if Buffactive="Bounty Shot">
- <var cmd="set Bounty_Shot Bounty_Shot" />
- </if>
- <else>
- <var cmd="set Bounty_Shot BlankSet" />
- </else>
- <!-- Checks if Decoy Shot is active -->
- <if Buffactive="Decoy Shot">
- <var cmd="set Decoy_Shot Decoy_Shot" />
- </if>
- <else>
- <var cmd="set Decoy_Shot BlankSet" />
- </else>
- </if>
- </include>
- <!-- Samurai Buffs -->
- <include name="Samurai_Buffs:Variables">
- <var name="Meikyo_Shisui">BlankSet</var>
- <var name="Warding_Circle">BlankSet</var>
- <var name="Third Eye">BlankSet</var>
- <var name="Hasso">BlankSet</var>
- <var name="Seigan">BlankSet</var>
- <var name="Sekkanoki">BlankSet</var>
- <var name="Shikikoyo">BlankSet</var>
- <var name="Sengikori">BlankSet</var>
- <var name="Hagakure">BlankSet</var>
- </include>
- <include name="Samurai_Buffs:Rule">
- <if mode="OR" MainJob="SAM" SubJob="SAM">
- <!-- Checks if Meikyo Shisui is active -->
- <if Buffactive="Meikyo Shisui">
- <var cmd="set Meikyo_Shisui Meikyo_Shisui" />
- </if>
- <else>
- <var cmd="set Meikyo_Shisui BlankSet" />
- </else>
- <!-- Checks if Warding Circle is active -->
- <if Buffactive="Warding Circle">
- <var cmd="set Warding_Circle Warding_Circle" />
- </if>
- <else>
- <var cmd="set Warding_Circle BlankSet" />
- </else>
- <!-- Checks if Third Eye is active -->
- <if Buffactive="Third Eye">
- <var cmd="set Third_Eye Third_Eye" />
- </if>
- <else>
- <var cmd="set Third_Eye BlankSet" />
- </else>
- <!-- Checks if Hasso is active -->
- <if Buffactive="Hasso">
- <var cmd="set Hasso Hasso" />
- </if>
- <else>
- <var cmd="set Hasso BlankSet" />
- </else>
- <!-- Checks if Seigan is active -->
- <if Buffactive="Seigan">
- <var cmd="set Seigan Seigan" />
- </if>
- <else>
- <var cmd="set Seigan BlankSet" />
- </else>
- <!-- Checks if Sekkanoki is active -->
- <if Buffactive="Sekkanoki">
- <var cmd="set Sekkanoki Sekkanoki" />
- </if>
- <else>
- <var cmd="set Sekkanoki BlankSet" />
- </else>
- <!-- Checks if Shikikoyo is active -->
- <if Buffactive="Shikikoyo">
- <var cmd="set Shikikoyo Shikikoyo" />
- </if>
- <else>
- <var cmd="set Shikikoyo BlankSet" />
- </else>
- <!-- Checks if Sengikori is active -->
- <if Buffactive="Sengikori">
- <var cmd="set Sengikori Sengikori" />
- </if>
- <else>
- <var cmd="set Sengikori BlankSet" />
- </else>
- <!-- Checks if Hagakure is active -->
- <if Buffactive="Hagakure">
- <var cmd="set Hagakure Hagakure" />
- </if>
- <else>
- <var cmd="set Hagakure BlankSet" />
- </else>
- </if>
- </include>
- <!-- Scholar Buffs -->
- <include name="Scholar_Buffs:Variables">
- <var name="Tabula_Rasa">BlankSet</var>
- <var name="Light_Arts">BlankSet</var>
- <var name="Addendum:White">BlankSet</var>
- <var name="Penury">BlankSet</var>
- <var name="Celerity">BlankSet</var>
- <var name="Accession">BlankSet</var>
- <var name="Rapture">BlankSet</var>
- <var name="Altruism">BlankSet</var>
- <var name="Tranquility">BlankSet</var>
- <var name="Perpetuance">BlankSet</var>
- <var name="Dark_Arts">BlankSet</var>
- <var name="Addendum:Black">BlankSet</var>
- <var name="Parsimony">BlankSet</var>
- <var name="Alacrity">BlankSet</var>
- <var name="Manifestation">BlankSet</var>
- <var name="Ebullience">BlankSet</var>
- <var name="Immanence">BlankSet</var>
- <var name="Sublimation">BlankSet</var>
- <var name="Enlightenment">BlankSet</var>
- </include>
- <include name="Scholar_Buffs:Rule">
- <if mode="OR" MainJob="SCH" SubJob="SCH">
- <!-- Checks if Tabula Rasa is active -->
- <if Buffactive="Tabula Rasa">
- <var cmd="set Tabula_Rasa Tabula_Rasa" />
- </if>
- <else>
- <var cmd="set Tabula_Rasa BlankSet" />
- </else>
- <!-- Checks if Light Arts is active -->
- <if Buffactive="Light Arts">
- <var cmd="set Light_Arts Light_Arts" />
- </if>
- <else>
- <var cmd="set Light_Arts BlankSet" />
- </else>
- <!-- Checks if Addendum:White is active -->
- <if Buffactive="Addendum: White">
- <var cmd="set Addendum:White Addendum:White" />
- </if>
- <else>
- <var cmd="set Addendum:White BlankSet" />
- </else>
- <!-- Checks if Penury is active -->
- <if Buffactive="Penury">
- <var cmd="set Penury Penury" />
- </if>
- <else>
- <var cmd="set Penury BlankSet" />
- </else>
- <!-- Checks if Celerity is active -->
- <if Buffactive="Celerity">
- <var cmd="set Celerity Celerity" />
- </if>
- <else>
- <var cmd="set Celerity BlankSet" />
- </else>
- <!-- Checks if Accession is active -->
- <if Buffactive="Accession">
- <var cmd="set Accession Accession" />
- </if>
- <else>
- <var cmd="set Accession BlankSet" />
- </else>
- <!-- Checks if Rapture is active -->
- <if Buffactive="Rapture">
- <var cmd="set Rapture Rapture" />
- </if>
- <else>
- <var cmd="set Rapture BlankSet" />
- </else>
- <!-- Checks if Altruism is active -->
- <if Buffactive="Altruism">
- <var cmd="set Altruism Altruism" />
- </if>
- <else>
- <var cmd="set Altruism BlankSet" />
- </else>
- <!-- Checks if Tranquility is active -->
- <if Buffactive="Tranquility">
- <var cmd="set Tranquility Tranquility" />
- </if>
- <else>
- <var cmd="set Tranquility BlankSet" />
- </else>
- <!-- Checks if Perpetuance is active -->
- <if Buffactive="Perpetuance">
- <var cmd="set Perpetuance Perpetuance" />
- </if>
- <else>
- <var cmd="set Perpetuance BlankSet" />
- </else>
- <!-- Checks if Dark_Arts is active -->
- <if Buffactive="Dark_Arts">
- <var cmd="set Dark_Arts Dark_Arts" />
- </if>
- <else>
- <var cmd="set Dark_Arts BlankSet" />
- </else>
- <!-- Checks if Addendum:Black is active -->
- <if Buffactive="Addendum: Black">
- <var cmd="set Addendum:Black Addendum:Black" />
- </if>
- <else>
- <var cmd="set Addendum:Black BlankSet" />
- </else>
- <!-- Checks if Parsimony is active -->
- <if Buffactive="Parsimony">
- <var cmd="set Parsimony Parsimony" />
- </if>
- <else>
- <var cmd="set Parsimony BlankSet" />
- </else>
- <!-- Checks if Alacrity is active -->
- <if Buffactive="Alacrity">
- <var cmd="set Alacrity Alacrity" />
- </if>
- <else>
- <var cmd="set Alacrity BlankSet" />
- </else>
- <!-- Checks if Manifestation is active -->
- <if Buffactive="Manifestation">
- <var cmd="set Manifestation Manifestation" />
- </if>
- <else>
- <var cmd="set Manifestation BlankSet" />
- </else>
- <!-- Checks if Ebullience is active -->
- <if Buffactive="Ebullience">
- <var cmd="set Ebullience Ebullience" />
- </if>
- <else>
- <var cmd="set Ebullience BlankSet" />
- </else>
- <!-- Checks if Immanence is active -->
- <if Buffactive="Immanence">
- <var cmd="set Immanence Immanence" />
- </if>
- <else>
- <var cmd="set Immanence BlankSet" />
- </else>
- <!-- Checks if Sublimation is active -->
- <if Buffactive="Sublimation">
- <var cmd="set Sublimation Sublimation" />
- </if>
- <else>
- <var cmd="set Sublimation BlankSet" />
- </else>
- <!-- Checks if Enlightenment is active -->
- <if Buffactive="Enlightenment">
- <var cmd="set Enlightenment Enlightenment" />
- </if>
- <else>
- <var cmd="set Enlightenment BlankSet" />
- </else>
- </if>
- </include>
- <!-- Summoner Buffs -->
- <include name="Summoner_Buffs:Variables">
- <var name="Astral_Flow">BlankSet</var>
- <var name="Avatars_Favor">BlankSet</var>
- </include>
- <include name="Summoner_Buffs:Rule">
- <if mode="OR" MainJob="SMN" SubJob="SMN">
- <!-- Checks if Astral Flow is active -->
- <if Buffactive="Astral Flow">
- <var cmd="set Astral_Flow Astral_Flow" />
- </if>
- <else>
- <var cmd="set Astral_Flow BlankSet" />
- </else>
- <!-- Checks if Avatar's Favor is active -->
- <if Buffactive="Avatar's Favor">
- <var cmd="set Avatars_Favor Avatars_Favor" />
- </if>
- <else>
- <var cmd="set Avatars_Favor BlankSet" />
- </else>
- </if>
- </include>
- <!-- Thief Buffs -->
- <include name="Thief_Buffs:Variables">
- <var name="Perfect_Dodge">BlankSet</var>
- <var name="Sneak_Attack">BlankSet</var>
- <var name="Trick_Attack">BlankSet</var>
- <var name="Hide">BlankSet</var>
- <var name="Assassins_Charge">BlankSet</var>
- <var name="Feint">BlankSet</var>
- <var name="Conspirator">BlankSet</var>
- </include>
- <include name="Thief_Buffs:Rule">
- <if mode="OR" MainJob="THF" SubJob="THF">
- <!-- Checks if Perfect Dodge is active -->
- <if Buffactive="Perfect Dodge">
- <var cmd="set Perfect_Dodge Perfect_Dodge" />
- </if>
- <else>
- <var cmd="set Perfect_Dodge BlankSet" />
- </else>
- <!-- Checks if Sneak Attack is active -->
- <if Buffactive="Sneak Attack">
- <var cmd="set Sneak_Attack Sneak_Attack" />
- </if>
- <else>
- <var cmd="set Sneak_Attack BlankSet" />
- </else>
- <!-- Checks if Trick Attack is active -->
- <if Buffactive="Trick Attack">
- <var cmd="set Trick_Attack Trick_Attack" />
- </if>
- <else>
- <var cmd="set Trick_Attack BlankSet" />
- </else>
- <!-- Checks if Hide is active -->
- <if Buffactive="Hide">
- <var cmd="set Hide Hide" />
- </if>
- <else>
- <var cmd="set Hide BlankSet" />
- </else>
- <!-- Checks if Assassin's Charge is active -->
- <if Buffactive="Assassin's Charge">
- <var cmd="set Assassins_Charge Assassins_Charge" />
- </if>
- <else>
- <var cmd="set Assassins_Charge BlankSet" />
- </else>
- <!-- Checks if Feint is active -->
- <if Buffactive="Feint">
- <var cmd="set Feint Feint" />
- </if>
- <else>
- <var cmd="set Feint BlankSet" />
- </else>
- <!-- Checks if Conspirator is active -->
- <if Buffactive="Conspirator">
- <var cmd="set Conspirator Conspirator" />
- </if>
- <else>
- <var cmd="set Conspirator BlankSet" />
- </else>
- </if>
- </include>
- <!-- Warrior Buffs -->
- <include name="Warrior_Buffs:Variables">
- <var name="Mighty_Strikes">BlankSet</var>
- <var name="Berserk">BlankSet</var>
- <var name="Defender">BlankSet</var>
- <var name="Warcry">BlankSet</var>
- <var name="Aggressor">BlankSet</var>
- <var name="Retaliation">BlankSet</var>
- <var name="Warriors_Charge">BlankSet</var>
- <var name="Restraint">BlankSet</var>
- <var name="Blood_Rage">BlankSet</var>
- </include>
- <include name="Warrior_Buffs:Rule">
- <if mode="OR" MainJob="WAR" SubJob="WAR">
- <!-- Checks if Mighty Strikes is active -->
- <if Buffactive="Mighty Strikes">
- <var cmd="set Mighty_Strikes Mighty_Strikes" />
- </if>
- <else>
- <var cmd="set Mighty_Strikes BlankSet" />
- </else>
- <!-- Checks if Berserk is active -->
- <if Buffactive="Berserk">
- <var cmd="set Berserk Berserk" />
- </if>
- <else>
- <var cmd="set Berserk BlankSet" />
- </else>
- <!-- Checks if Defender is active -->
- <if Buffactive="Defender">
- <var cmd="set Defender Defender" />
- </if>
- <else>
- <var cmd="set Defender BlankSet" />
- </else>
- <!-- Checks if Warcry is active -->
- <if Buffactive="Warcry">
- <var cmd="set Warcry Warcry" />
- </if>
- <else>
- <var cmd="set Warcry BlankSet" />
- </else>
- <!-- Checks if Aggressor is active -->
- <if Buffactive="Aggressor">
- <var cmd="set Aggressor Aggressor" />
- </if>
- <else>
- <var cmd="set Aggressor BlankSet" />
- </else>
- <!-- Checks if Retaliation is active -->
- <if Buffactive="Retaliation">
- <var cmd="set Retaliation Retaliation" />
- </if>
- <else>
- <var cmd="set Retaliation BlankSet" />
- </else>
- <!-- Checks if Warrior's Charge is active -->
- <if Buffactive="Warrior's Charge">
- <var cmd="set Warriors_Charge Warriors_Charge" />
- </if>
- <else>
- <var cmd="set Warriors_Charge BlankSet" />
- </else>
- <!-- Checks if Restraint is active -->
- <if Buffactive="Restraint">
- <var cmd="set Restraint Restraint" />
- </if>
- <else>
- <var cmd="set Restraint BlankSet" />
- </else>
- <!-- Checks if Blood Rage is active -->
- <if Buffactive="Blood Rage">
- <var cmd="set Blood_Rage Blood_Rage" />
- </if>
- <else>
- <var cmd="set Blood_Rage BlankSet" />
- </else>
- </if>
- </include>
- <!-- White Mage Buffs -->
- <include name="White_Mage_Buffs:Variables">
- <var name="Divine_Seal">BlankSet</var>
- <var name="Afflatus_Solace">BlankSet</var>
- <var name="Afflatus_Misery">BlankSet</var>
- <var name="Divine_Caress">BlankSet</var>
- <var name="Sacrosanctity">BlankSet</var>
- </include>
- <include name="White_Mage_Buffs:Rule">
- <if mode="OR" MainJob="WHM" SubJob="WHM">
- <!-- Checks if Divine Seal is active -->
- <if Buffactive="Divine Seal">
- <var cmd="set Divine_Seal Divine_Seal" />
- </if>
- <else>
- <var cmd="set Divine_Seal BlankSet" />
- </else>
- <!-- Checks if Afflatus Solace is active -->
- <if Buffactive="Afflatus Solace">
- <var cmd="set Afflatus_Solace Afflatus_Solace" />
- </if>
- <else>
- <var cmd="set Afflatus_Solace BlankSet" />
- </else>
- <!-- Checks if Afflatus Misery is active -->
- <if Buffactive="Afflatus Misery">
- <var cmd="set Afflatus_Misery Afflatus_Misery" />
- </if>
- <else>
- <var cmd="set Afflatus_Misery BlankSet" />
- </else>
- <!-- Checks if Divine Caress is active -->
- <if Buffactive="Divine Caress">
- <var cmd="set Divine_Caress Divine_Caress" />
- </if>
- <else>
- <var cmd="set Divine_Caress BlankSet" />
- </else>
- <!-- Checks if Sacrosanctity is active -->
- <if Buffactive="Sacrosanctity">
- <var cmd="set Sacrosanctity Sacrosanctity" />
- </if>
- <else>
- <var cmd="set Sacrosanctity BlankSet" />
- </else>
- </if>
- </include>
- <!-- ### Area Variable Changes ### -->
- <include name="Adjust_Group:Variables">
- <var name="Mode(Adjust_Group:Area)">Primary</var>
- </include>
- <include name="Adjust_Group:Rule">
- <!-- Changes the group you use based on your area -->
- <if buffactive="Visitant">
- <var cmd="set Mode(Adjust_Group:Area) Abyssea" />
- </if>
- <elseif buffactive="Voidwatcher">
- <var cmd="set Mode(Adjust_Group:Area) Voidwatch" />
- </elseif>
- <else>
- <var cmd="set Mode(Adjust_Group:Area) Primary" />
- </else>
- <if notGroup="$Mode(Adjust_Group:Area)">
- <command>sc group $Mode(Adjust_Group:Area)</command>
- </if>
- </include>
- <!-- ##### Trigger Rules ##### -->
- <!-- ### Update ### -->
- <include name="Update_Trigger:Variables">
- <!-- Delays the activation of abilities so you can equip necessary gear [Set the delay in seconds] {EDITME} -->
- <var name="Value(Ability_Delay)">0.05</var>
- <!-- Delays the casting of magic so you can equip fast cast type gear [Set the delay in seconds] {EDITME} -->
- <var name="Value(Magic_Delay)">0.05</var>
- </include>
- <include name="Update_Trigger:Rule">
- <!-- Type "//update lockw" to activate the lock on main, ranged, and sub weapon -->
- <if SpellTargetRaw="lockweapon|lockw">
- <if advanced='"$Activation(Lock_Weapon)"="ON"'>
- <var cmd="set Activation(Lock_Weapon) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Lock_Weapon) ON" />
- </else>
- <addtochat color="35Mode">Lock Weapon: $Activation(Lock_Weapon)</addtochat>
- </if>
- <!-- Type "//update lockench" to activate the lock on enchantment gear -->
- <elseif SpellTargetRaw="lockenchantment|lockench">
- <if advanced='"$Activation(Lock_Enchantment)"="ON"'>
- <var cmd="set Activation(Lock_Enchantment) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Lock_Enchantment) ON" />
- </else>
- <addtochat color="35Mode">Lock Enchantment: $Activation(Lock_Enchantment)</addtochat>
- </elseif>
- <!-- Type "//update obi" to activate the use of Obis -->
- <elseif SpellTargetRaw="obi">
- <if advanced='"$Activation(Obi)"="ON"'>
- <var cmd="set Activation(Obi) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Obi) ON" />
- </else>
- <addtochat color="35Mode">Obi: $Activation(Obi)</addtochat>
- </elseif>
- <!-- Type "//update slpnote" to activate the use of sleep duration notifications -->
- <elseif SpellTargetRaw="sleepnotification|slpnote">
- <if advanced='"$Activation(Sleep_Duration)"="ON"'>
- <var cmd="set Activation(Sleep_Duration) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Sleep_Duration) ON" />
- </else>
- <addtochat color="35Mode">Sleep Duration: $Activation(Sleep_Duration)</addtochat>
- </elseif>
- <!-- Type "//update socerer" to activate the use of Sorcerer Tonban -->
- <elseif SpellTargetRaw="sorcerer">
- <if advanced='"$Activation(Sorcerer_Tonban)"="ON"'>
- <var cmd="set Activation(Sorcerer_Tonban) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Sorcerer_Tonban) ON" />
- </else>
- <addtochat color="35Mode">Sorcerer Tonban: $Activation(Sorcerer_Tonban)</addtochat>
- </elseif>
- <!-- Type "//update zodiac" to activate the use of Zodiac Ring -->
- <elseif SpellTargetRaw="zodiac">
- <if advanced='"$Activation(Zodiac_Ring)"="ON"'>
- <var cmd="set Activation(Zodiac_Ring) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Zodiac_Ring) ON" />
- </else>
- <addtochat color="35Mode">Zodiac Ring: $Activation(Zodiac_Ring)</addtochat>
- </elseif>
- <!-- Type "//update twicape" to activate Twilight Cape -->
- <elseif SpellTargetRaw="twilightcape|twicape">
- <if advanced='"$Activation(Twilight_Cape)"="ON"'>
- <var cmd="set Activation(Twilight_Cape) OFF" />
- </if>
- <else>
- <var cmd="set Activation(Twilight_Cape) ON" />
- </else>
- <addtochat color="35Mode">Twilight Cape: $Activation(Twilight_Cape)</addtochat>
- </elseif>
- <!-- Type "//update wsd" to adjust maximum weapon skill distance allowed -->
- <elseif SpellTargetRaw="weaponskilldistance|wsd">
- <var cmd="set Value(Return_Rules:WS_Distance) %TargetDistance" />
- <addtochat color="35Mode">Maxed allow weaponskill distance set to [$Value(Return_Rules:WS_Distance) yalms]</addtochat>
- </elseif>
- <!-- Type "//update rad" to adjust maximum ranged attack distance allowed -->
- <elseif SpellTargetRaw="rangeddistance|rad">
- <var cmd="set Value(Return_Rules:RA_Distance) %TargetDistance" />
- <addtochat color="35Mode">Maxed allow weaponskill distance set to [$Value(Return_Rules:RA_Distance) yalms]</addtochat>
- </elseif>
- </include>
- <!-- ### Reset ### -->
- <include name="Reset_Trigger:Rule">
- <var name="Reset_Trigger_Filler">0</var>
- </include>
- <!-- ### IdleMode ### -->
- <include name="IdleMode_Trigger:Variables">
- <!-- Combined Idle Modes -->
- <var name="Mode(Idle)">Primary</var>
- <var name="Armor(Pet:Idle)">Primary</var>
- <var name="Armor(Idle)">Primary</var>
- <var name="Movement(Idle)">Primary</var>
- <var name="Override(Idle)">Primary</var>
- <!-- Mode: Idle -->
- <var name="Mode(Idle:Current#)">01</var>
- <var name="Mode(Idle:Max#)">03</var>
- <var name="Mode(Idle:01)">Primary</var>
- <var name="Mode(Idle:02)">Secondary</var>
- <var name="Mode(Idle:03)">Tertiary</var>
- </include>
- <include name="IdleMode_Trigger:Rule">
- <!-- Type "//idlemode move" to toggle between using and not using movement gear -->
- <if SpellTargetRaw="movement|move">
- <if advanced='"$Movement(%Status)"="BlankSet"'>
- <var cmd="set Movement(%Status) Movement" />
- </if>
- <else>
- <var cmd="set Movement(%Status) BlankSet" />
- </else>
- <addtochat color="35Mode">Movement(%Status): $Movement(%Status)</addtochat>
- </if>
- <!-- Type "//idlemode override" to toggle between using and not using override gear -->
- <if SpellTargetRaw="override">
- <if advanced='"$Override(%Status)"="BlankSet"'>
- <var cmd="set Override(%Status) Override" />
- </if>
- <else>
- <var cmd="set Override(%Status) BlankSet" />
- </else>
- <addtochat color="35Mode">Override(%Status): $Override(%Status)</addtochat>
- </if>
- <!-- Type "//idlemode 0#" to change your idle mode to the number you type -->
- <elseif advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Idle:Current#) %SpellTargetRaw" />
- <var cmd="set Mode(Idle) $Mode(Idle:$Mode(Idle:Current#))" />
- <addtochat color="35Mode">Mode(Idle): $Mode(Idle)</addtochat>
- </elseif>
- </include>
- <!-- ### CycleIdleMode ### -->
- <include name="CycleIdleMode_Trigger:Rule">
- <!-- Type "//cycleidlemode cycle-" to cycle backwards through idle modes -->
- <if SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Idle:Current#)" />
- <var cmd="set Mode(Idle:Current#) 0$Mode(Idle:Current#)" />
- <if advanced='$Mode(Idle:Current#) < 1'>
- <var cmd="set Mode(Idle:Current#) $Mode(Idle:Max#)" />
- </if>
- <var cmd="set Mode(Idle) $Mode(Idle:$Mode(Idle:Current#))" />
- <addtochat color="35Mode">Mode(Idle): $Mode(Idle)</addtochat>
- </if>
- <!-- Type "//cycleidlemode cycle+" to cycle forwards through idle modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Idle:Current#)" />
- <var cmd="set Mode(Idle:Current#) 0$Mode(Idle:Current#)" />
- <if advanced='$Mode(Idle:Current#) > 0$Mode(Idle:Max#)'>
- <var cmd="set Mode(Idle:Current#) 01" />
- </if>
- <var cmd="set Mode(Idle) $Mode(Idle:$Mode(Idle:Current#))" />
- <addtochat color="35Mode">Mode(Idle): $Mode(Idle)</addtochat>
- </elseif>
- </include>
- <!-- ### CombatMode ### -->
- <include name="CombatMode_Trigger:Variables">
- <!-- Combined Combat Modes -->
- <var name="Mode(Weapon_Type)">None</var>
- <var name="Mode(Ranged_Weapon_Type)">None</var>
- <var name="Mode(Engaged)">Primary</var>
- <var name="Armor(Pet:Engaged)">Primary</var>
- <var name="Armor(Engaged)">Primary</var>
- <var name="Movement(Engaged)">Primary</var>
- <var name="Override(Engaged)">Primary</var>
- <!-- Mode: Engaged -->
- <var name="Mode(Engaged:Current#)">01</var>
- <var name="Mode(Engaged:Max#)">03</var>
- <var name="Mode(Engaged:01)">Primary</var>
- <var name="Mode(Engaged:02)">Secondary</var>
- <var name="Mode(Engaged:03)">Tertiary</var>
- <!-- Mode: Weapon Skill -->
- <var name="Mode(Weapon_Skill)">Primary</var>
- <var name="Mode(Weapon_Skill:Current#)">01</var>
- <var name="Mode(Weapon_Skill:Max#)">03</var>
- <var name="Mode(Weapon_Skill:01)">Primary</var>
- <var name="Mode(Weapon_Skill:02)">Secondary</var>
- <var name="Mode(Weapon_Skill:03)">Tertiary</var>
- </include>
- <include name="CombatMode_Trigger:Rule">
- <!-- Type "//combatmode move" to toggle between using and not using movement gear -->
- <if SpellTargetRaw="movement|move">
- <if advanced='"$Movement(%Status)"="BlankSet"'>
- <var cmd="set Movement(%Status) Movement" />
- </if>
- <else>
- <var cmd="set Movement(%Status) BlankSet" />
- </else>
- <addtochat color="35Mode">Movement(%Status): $Movement(%Status)</addtochat>
- </if>
- <!-- Type "//combatmode override" to toggle between using and not using override gear -->
- <if SpellTargetRaw="override">
- <if advanced='"$Override(%Status)"="BlankSet"'>
- <var cmd="set Override(%Status) Override" />
- </if>
- <else>
- <var cmd="set Override(%Status) BlankSet" />
- </else>
- <addtochat color="35Mode">Override(%Status): $Override(%Status)</addtochat>
- </if>
- <!-- Type "//combatmode 0#" [EX: 01; 03; etc] to change your combat mode to the number you type -->
- <elseif advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Engaged:Current#) %SpellTargetRaw" />
- <var cmd="set Mode(Engaged) $Mode(Engaged:$Mode(Engaged:Current#))" />
- <addtochat color="35Mode">Mode(Engaged): $Mode(Engaged)</addtochat>
- </elseif>
- </include>
- <!-- ### CycleCombatMode ### -->
- <include name="CycleCombatMode_Trigger:Rule">
- <!-- Type "//cyclecombatmode cycle-" to cycle backwards through combat modes -->
- <if SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Engaged:Current#)" />
- <var cmd="set Mode(Engaged:Current#) 0$Mode(Engaged:Current#)" />
- <if advanced='$Mode(Engaged:Current#) < 1'>
- <var cmd="set Mode(Engaged:Current#) $Mode(Engaged:Max#)" />
- </if>
- <var cmd="set Mode(Engaged) $Mode(Engaged:$Mode(Engaged:Current#))" />
- <addtochat color="35Mode">Mode(Engaged): $Mode(Engaged)</addtochat>
- </if>
- <!-- Type "//cyclecombatmode cycle+" to cycle forward through combat modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Engaged:Current#)" />
- <var cmd="set Mode(Engaged:Current#) 0$Mode(Engaged:Current#)" />
- <if advanced='$Mode(Engaged:Current#) > 0$Mode(Engaged:Max#)'>
- <var cmd="set Mode(Engaged:Current#) 01" />
- </if>
- <var cmd="set Mode(Engaged) $Mode(Engaged:$Mode(Engaged:Current#))" />
- <addtochat color="35Mode">Mode(Engaged): $Mode(Engaged)</addtochat>
- </elseif>
- <!-- Type "//cyclecombatmode ws-" to cycle backwards through Weapon Skill modes -->
- <if SpellTargetRaw="ws-">
- <var cmd="dec Mode(Weapon_Skill:Current#)" />
- <var cmd="set Mode(Weapon_Skill:Current#) 0$Mode(Weapon_Skill:Current#)" />
- <if advanced='$Mode(Weapon_Skill:Current#) < 1'>
- <var cmd="set Mode(Weapon_Skill:Current#) $Mode(Weapon_Skill:Max#)" />
- </if>
- <var cmd="set Mode(Weapon_Skill) $Mode(Weapon_Skill:$Mode(Weapon_Skill:Current#))" />
- <addtochat color="35Mode">Mode(Weapon Skill): $Mode(Weapon_Skill)</addtochat>
- </if>
- <!-- Type "//cyclecombatmode ws+" to cycle forward through Weapon Skill modes -->
- <elseif SpellTargetRaw="ws+">
- <var cmd="inc Mode(Weapon_Skill:Current#)" />
- <var cmd="set Mode(Weapon_Skill:Current#) 0$Mode(Weapon_Skill:Current#)" />
- <if advanced='$Mode(Weapon_Skill:Current#) > 0$Mode(Weapon_Skill:Max#)'>
- <var cmd="set Mode(Weapon_Skill:Current#) 01" />
- </if>
- <var cmd="set Mode(Weapon_Skill) $Mode(Weapon_Skill:$Mode(Weapon_Skill:Current#))" />
- <addtochat color="35Mode">Mode(Weapon Skill): $Mode(Weapon_Skill)</addtochat>
- </elseif>
- </include>
- <!-- ### PhysicalDefense ### -->
- <include name="PhysicalDefense_Trigger:Variables">
- <!-- Mode: Physical Defense -->
- <var name="Mode(Physical_Defense)">Primary</var>
- <var name="Mode(Physical_Defense:Current#)">01</var>
- <var name="Mode(Physical_Defense:Max#)">03</var>
- <var name="Mode(Physical_Defense:01)">Primary</var>
- <var name="Mode(Physical_Defense:02)">Secondary</var>
- <var name="Mode(Physical_Defense:03)">Tertiary</var>
- </include>
- <include name="PhysicalDefense_Trigger:Rule">
- <!-- Type "//physicaldefense 0#" to change your physical defense mode to the number you select -->
- <if advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Physical_Defense:Current#) %SpellTargetRaw" />
- <var cmd="set Mode(Physical_Defense) $Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- <var cmd="set Armor(%Status) Physical_Defense:$Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </if>
- <!-- Type "//physicaldefense cycle-" to cycle backwards through physical defense modes -->
- <elseif SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Physical_Defense:Current#)" />
- <var cmd="set Mode(Physical_Defense:Current#) 0$Mode(Physical_Defense:Current#)" />
- <if advanced='$Mode(Physical_Defense:Current#) < 1'>
- <var cmd="set Mode(Physical_Defense:Current#) $Mode(Physical_Defense:Max#)" />
- </if>
- <var cmd="set Mode(Physical_Defense) $Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- <if advanced='(bool)regex("$Armor(%Status)", "Physical_Defense:*")'>
- <var cmd="set Armor(%Status) Physical_Defense:$Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- </if>
- <addtochat color="35Mode">Physical Defense Mode: $Mode(Physical_Defense)</addtochat>
- </elseif>
- <!-- Type "//physicaldefense cycle+" to cycle forwards through physical defense modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Physical_Defense:Current#)" />
- <var cmd="set Mode(Physical_Defense:Current#) 0$Mode(Physical_Defense:Current#)" />
- <if advanced='$Mode(Physical_Defense:Current#) > 0$Mode(Physical_Defense:Max#)'>
- <var cmd="set Mode(Physical_Defense:Current#) 01" />
- </if>
- <var cmd="set Mode(Physical_Defense) $Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- <if advanced='(bool)regex("$Armor(%Status)", "Physical_Defense:*")'>
- <var cmd="set Armor(%Status) Physical_Defense:$Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- </if>
- <addtochat color="35Mode">Physical Defense Mode: $Mode(Physical_Defense)</addtochat>
- </elseif>
- <!-- Type "//physicaldefense toggle" to toggle physical defense gear on and off -->
- <elseif SpellTargetRaw="Toggle">
- <if advanced='(bool)regex("$Armor(%Status)", "Physical_Defense:*")'>
- <var cmd="set Armor(%Status) BlankSet" />
- </if>
- <else>
- <var cmd="set Armor(%Status) Physical_Defense:$Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- </else>
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </elseif>
- <!-- Type "//physicaldefense" to equip the PDT mode you current have set -->
- <else>
- <var cmd="set Mode(Physical_Defense) $Mode(Physical_Defense:$Mode(Physical_Defense:Current#))" />
- <var cmd="set Armor(%Status) Physical_Defense:$Mode(Physical_Defense)" />
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </else>
- </include>
- <!-- ### MagicalDefense ### -->
- <include name="MagicalDefense_Trigger:Variables">
- <!-- Mode: Magical Defense -->
- <var name="Mode(Magical_Defense)">Primary</var>
- <var name="Mode(Magical_Defense:Current#)">01</var>
- <var name="Mode(Magical_Defense:Max#)">03</var>
- <var name="Mode(Magical_Defense:01)">Primary</var>
- <var name="Mode(Magical_Defense:02)">Secondary</var>
- <var name="Mode(Magical_Defense:03)">Tertiary</var>
- </include>
- <include name="MagicalDefense_Trigger:Rule">
- <!-- Type "//magicaldefense 0#" to change your physical defense mode to the number you select -->
- <if advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Magical_Defense:Current#) %SpellTargetRaw" />
- <var cmd="set Mode(Magical_Defense) $Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- <var cmd="set Armor(%Status) Magical_Defense:$Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </if>
- <!-- Type "//magicaldefense cycle-" to cycle backwards through physical defense modes -->
- <elseif SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Magical_Defense:Current#)" />
- <var cmd="set Mode(Magical_Defense:Current#) 0$Mode(Magical_Defense:Current#)" />
- <if advanced='$Mode(Magical_Defense:Current#) < 1'>
- <var cmd="set Mode(Magical_Defense:Current#) $Mode(Magical_Defense:Max#)" />
- </if>
- <var cmd="set Mode(Magical_Defense) $Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- <if advanced='(bool)regex("$Armor(%Status)", "Magical_Defense:*")'>
- <var cmd="set Armor(%Status) Magical_Defense:$Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- </if>
- <addtochat color="35Mode">Magical Defense Mode: $Mode(Magical_Defense)</addtochat>
- </elseif>
- <!-- Type "//magicaldefense cycle+" to cycle forwards through physical defense modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Magical_Defense:Current#)" />
- <var cmd="set Mode(Magical_Defense:Current#) 0$Mode(Magical_Defense:Current#)" />
- <if advanced='$Mode(Magical_Defense:Current#) > 0$Mode(Magical_Defense:Max#)'>
- <var cmd="set Mode(Magical_Defense:Current#) 01" />
- </if>
- <var cmd="set Mode(Magical_Defense) $Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- <if advanced='(bool)regex("$Armor(%Status)", "Magical_Defense:*")'>
- <var cmd="set Armor(%Status) Magical_Defense:$Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- </if>
- <addtochat color="35Mode">Magical Defense Mode: $Mode(Magical_Defense)</addtochat>
- </elseif>
- <!-- Type "//magicaldefense toggle" to toggle physical defense gear on and off -->
- <elseif SpellTargetRaw="Toggle">
- <if advanced='(bool)regex("$Armor(%Status)", "Magical_Defense:*")'>
- <var cmd="set Armor(%Status) BlankSet" />
- </if>
- <else>
- <var cmd="set Armor(%Status) Magical_Defense:$Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- </else>
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </elseif>
- <!-- Type "//magicaldefense" to equip the PDT mode you current have set -->
- <else>
- <var cmd="set Mode(Magical_Defense) $Mode(Magical_Defense:$Mode(Magical_Defense:Current#))" />
- <var cmd="set Armor(%Status) Magical_Defense:$Mode(Magical_Defense)" />
- <addtochat color="35Mode">Armor(%Status): $Armor(%Status)</addtochat>
- </else>
- </include>
- <!-- ### CastingMode ### -->
- <include name="CastingMode_Trigger:Variables">
- <!-- Mode: Magic Accuracy -->
- <var name="Mode(Nuke)">Potency</var>
- <var name="Mode(Nuke:Current#)">01</var>
- <var name="Mode(Nuke:Max#)">03</var>
- <var name="Mode(Nuke:01)">Potency</var>
- <var name="Mode(Nuke:02)">Accuracy</var>
- <var name="Mode(Nuke:03)">Enmity</var>
- <!-- Mode: Impairment -->
- <var name="Mode(Impair)">Potency</var>
- <var name="Mode(Impair:Current#)">01</var>
- <var name="Mode(Impair:Max#)">02</var>
- <var name="Mode(Impair:01)">Potency</var>
- <var name="Mode(Impair:02)">Accuracy</var>
- <!-- Mode: Dire Cast -->
- <var name="Mode(Dire_Cast)">BlankSet</var>
- <var name="Mode(Dire_Cast:Current#)">01</var>
- <var name="Mode(Dire_Cast:Max#)">03</var>
- <var name="Mode(Dire_Cast:01)">BlankSet</var>
- <var name="Mode(Dire_Cast:02)">Dire_Cast(1)</var>
- <var name="Mode(Dire_Cast:03)">Dire_Cast(2)</var>
- <!-- Mode: Cure -->
- <var name="Mode(Cure)">Potency</var>
- <var name="Mode(Cure:Current#)">01</var>
- <var name="Mode(Cure:Max#)">03</var>
- <var name="Mode(Cure:01)">Primary</var>
- <var name="Mode(Cure:02)">Secondary</var>
- <var name="Mode(Cure:03)">Tertiary</var>
- <!-- Mode: Stun -->
- <var name="Mode(Stun)">Recast</var>
- <var name="Mode(Stun:Current#)">01</var>
- <var name="Mode(Stun:Max#)">02</var>
- <var name="Mode(Stun:01)">Recast</var>
- <var name="Mode(Stun:02)">mAccuracy</var>
- </include>
- <include name="CastingMode_Trigger:Rule">
- <var name="CastingMode_Trigger_Filler">0</var>
- </include>
- <!-- ### CycleCastingMode ### -->
- <include name="CycleCastingMode_Trigger:Rule">
- <!-- Type "//cyclecastingmode nuke" to change the nuke mode you wish to use -->
- <if SpellTargetRaw="nuke">
- <var cmd="inc Mode(Nuke:Current#)" />
- <var cmd="set Mode(Nuke:Current#) 0$Mode(Nuke:Current#)" />
- <if advanced='$Mode(Nuke:Current#) > 0$Mode(Nuke:Max#)'>
- <var cmd="set Mode(Nuke:Current#) 01" />
- </if>
- <var cmd="set Mode(Nuke) $Mode(Nuke:$Mode(Nuke:Current#))" />
- <addtochat color="35Mode">Mode(Nuke): $Mode(Nuke)</addtochat>
- </if>
- <!-- Type "//cyclecastingmode impair" to change the debuff mode you wish to use -->
- <if SpellTargetRaw="impair">
- <var cmd="inc Mode(Impair:Current#)" />
- <var cmd="set Mode(Impair:Current#) 0$Mode(Impair:Current#)" />
- <if advanced='$Mode(Impair:Current#) > 0$Mode(Impair:Max#)'>
- <var cmd="set Mode(Impair:Current#) 01" />
- </if>
- <var cmd="set Mode(Impair) $Mode(Impair:$Mode(Impair:Current#))" />
- <addtochat color="35Mode">Mode(Impair): $Mode(Impair)</addtochat>
- </if>
- <!-- Type "//cyclecastingmode dire" to use Dire Cast gear for sleeps and certain buffs -->
- <elseif SpellTargetRaw="direcast|dire">
- <var cmd="inc Mode(Dire_Cast:Current#)" />
- <var cmd="set Mode(Dire_Cast:Current#) 0$Mode(Dire_Cast:Current#)" />
- <if advanced='$Mode(Dire_Cast:Current#) > 0$Mode(Dire_Cast:Max#)'>
- <var cmd="set Mode(Dire_Cast:Current#) 01" />
- </if>
- <var cmd="set Mode(Dire_Cast) $Mode(Dire_Cast:$Mode(Dire_Cast:Current#))" />
- <addtochat color="35Mode">Mode(Dire Cast): $Mode(Dire_Cast)</addtochat>
- </elseif>
- <!-- Type "//cyclecastingmode cure" to change cure mode -->
- <elseif SpellTargetRaw="cure">
- <var cmd="inc Mode(Cure:Current#)" />
- <var cmd="set Mode(Cure:Current#) 0$Mode(Cure:Current#)" />
- <if advanced='$Mode(Cure:Current#) > 0$Mode(Cure:Max#)'>
- <var cmd="set Mode(Cure:Current#) 01" />
- </if>
- <var cmd="set Mode(Cure) $Mode(Cure:$Mode(Cure:Current#))" />
- <addtochat color="35Mode">Mode(Cure): $Mode(Cure)</addtochat>
- </elseif>
- <!-- Type "//cyclecastingmode stun" to change stun mode -->
- <elseif SpellTargetRaw="stun">
- <var cmd="inc Mode(Stun:Current#)" />
- <var cmd="set Mode(Stun:Current#) 0$Mode(Stun:Current#)" />
- <if advanced='$Mode(Stun:Current#) > 0$Mode(Stun:Max#)'>
- <var cmd="set Mode(Stun:Current#) 01" />
- </if>
- <var cmd="set Mode(Stun) $Mode(Stun:$Mode(Stun:Current#))" />
- <addtochat color="35Mode">Mode(Stun): $Mode(Stun)</addtochat>
- </elseif>
- </include>
- <!-- ### Elemental Triggers ### -->
- <include name="Elemental_Triggers:Rule">
- <!-- Type "//[ElementHere]Trigger" to equip or unequip MDT gear focused on that element -->
- <if SpellTargetRaw="Toggle">
- <if advanced='(bool)regex("$Armor(%Status)", "Magical_Defense:%SpellElement")'>
- <var cmd="set Armor(%Status) BlankSet" />
- </if>
- <else>
- <var cmd="set Armor(%Status) Magical_Defense:%SpellElement" />
- </else>
- </if>
- <!-- Type "//[ElementHere]Trigger" to equip MDT gear focused on that element -->
- <else>
- <var cmd="set Armor(%Status) Magical_Defense:%SpellElement" />
- </else>
- </include>
- <!-- ### Class Specific Triggers ### -->
- <!-- Treasure Hunter Variables -->
- <include name="Class_Triggers:Treasure_Hunter_Variables">
- <var name="Treasure_Hunter">BlankSet</var>
- </include>
- <!-- Treasure Hunter Rules -->
- <include name="Class_Triggers:Treasure_Hunter_Mode">
- <!-- Type "//classtrigger th" to equip or unequip treasure hunter gear -->
- <if SpellTargetRaw="Treasure_Hunter|th">
- <if advanced='"$Treasure_Hunter"="BlankSet"'>
- <var cmd="set Treasure_Hunter Treasure_Hunter" />
- </if>
- <else>
- <var cmd="set Treasure_Hunter BlankSet" />
- </else>
- </if>
- </include>
- <!-- Pet Variables -->
- <include name="Class_Triggers:Pet_Variables">
- <!-- Mode: Pet -->
- <var name="Mode(Pet_Name)">BlankSet</var>
- <var name="Mode(Pet:Current#)">01</var>
- <var name="Mode(Pet:Max#)">03</var>
- <var name="Mode(Pet:01)">Primary</var>
- <var name="Mode(Pet:02)">Secondary</var>
- <var name="Mode(Pet:03)">Tertiary</var>
- </include>
- <!-- Pet Mode Rules -->
- <include name="Class_Triggers:Pet_Mode">
- <!-- Type "//classtrigger 0#" to change your pet mode to the number you select -->
- <if advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Pet:Current#) %SpellTargetRaw" />
- <var cmd="set Armor(Pet:%Status) Pet:$Mode(Pet:$Mode(Pet:Current#))" />
- <addtochat color="35Mode">Armor(Pet:%Status): $Armor(Pet:%Status)</addtochat>
- </if>
- <!-- Type "//classtrigger cycle-" to cycle backwards through pet modes -->
- <elseif SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Pet:Current#)" />
- <var cmd="set Mode(Pet:Current#) 0$Mode(Pet:Current#)" />
- <if advanced='$Mode(Pet:Current#) < 1'>
- <var cmd="set Mode(Pet:Current#) $Mode(Pet:Max#)" />
- </if>
- <if advanced='(bool)regex("$Armor(Pet:%Status)", "Pet:*")'>
- <var cmd="set Armor(Pet:%Status) Pet:$Mode(Pet:$Mode(Pet:Current#))" />
- </if>
- <addtochat color="35Mode">Pet Mode: $Armor(Pet:%Status)</addtochat>
- </elseif>
- <!-- Type "//classtrigger cycle+" to cycle forward through pet modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Pet:Current#)" />
- <var cmd="set Mode(Pet:Current#) 0$Mode(Pet:Current#)" />
- <if advanced='$Mode(Pet:Current#) > 0$Mode(Pet:Max#)'>
- <var cmd="set Mode(Pet:Current#) 01" />
- </if>
- <if advanced='(bool)regex("$Armor(Pet:%Status)", "Pet:*")'>
- <var cmd="set Armor(Pet:%Status) Pet:$Mode(Pet:$Mode(Pet:Current#))" />
- </if>
- <addtochat color="35Mode">Pet Mode: $Armor(Pet:%Status)</addtochat>
- </elseif>
- <!-- Type "//classtrigger toggle" to toggle pet gear on and off -->
- <elseif SpellTargetRaw="Toggle">
- <if advanced='(bool)regex("$Armor(Pet:%Status)", "Pet:*")'>
- <var cmd="set Armor(Pet:%Status) BlankSet" />
- </if>
- <else>
- <var cmd="set Armor(Pet:%Status) Pet:$Mode(Pet:$Mode(Pet:Current#))" />
- </else>
- <addtochat color="35Mode">Armor(Pet:%Status): $Armor(Pet:%Status)</addtochat>
- </elseif>
- <!-- Type "//classtrigger" to equip the pet mode you current have set -->
- <else>
- <var cmd="set Armor(Pet:%Status) Pet:$Mode(Pet:$Mode(Pet:Current#))" />
- <addtochat color="35Mode">Armor(Pet:%Status): $Armor(Pet:%Status)</addtochat>
- </else>
- </include>
- <!-- Ranged Attack Variables -->
- <include name="Class_Triggers:Ranged_Attack_Variables">
- <!-- Mode: Ranged Attack -->
- <var name="Mode(Ranged_Attack)">Primary</var>
- <var name="Mode(Ranged_Attack_Name)">BlankSet</var>
- <var name="Mode(Ranged_Attack:Current#)">01</var>
- <var name="Mode(Ranged_Attack:Max#)">03</var>
- <var name="Mode(Ranged_Attack:01)">Primary</var>
- <var name="Mode(Ranged_Attack:02)">Secondary</var>
- <var name="Mode(Ranged_Attack:03)">Tertiary</var>
- </include>
- <!-- Ranged Attack Mode Rules -->
- <include name="Class_Triggers:Ranged_Attack_Mode">
- <!-- Type "//classtrigger 0#" to change your ranged attack mode to the number you select -->
- <if advanced='(bool)regex("%SpellTargetRaw", "^0[0-9]$")'>
- <var cmd="set Mode(Ranged_Attack:Current#) %SpellTargetRaw" />
- <var cmd="set Mode(Ranged_Attack) $Mode(Ranged_Attack:$Mode(Ranged_Attack:Current#))" />
- <addtochat color="35Mode">Ranged Attack Mode: $Mode(Ranged_Attack)</addtochat>
- </if>
- <!-- Type "//classtrigger cycle-" to cycle backwards through ranged attack modes -->
- <elseif SpellTargetRaw="cycle-">
- <var cmd="dec Mode(Ranged_Attack:Current#)" />
- <var cmd="set Mode(Ranged_Attack:Current#) 0$Mode(Ranged_Attack:Current#)" />
- <if advanced='$Mode(Ranged_Attack:Current#) < 1'>
- <var cmd="set Mode(Ranged_Attack:Current#) $Mode(Ranged_Attack:Max#)" />
- </if>
- <var cmd="set Mode(Ranged_Attack) $Mode(Ranged_Attack:$Mode(Ranged_Attack:Current#))" />
- <addtochat color="35Mode">Ranged Attack Mode: $Mode(Ranged_Attack)</addtochat>
- </elseif>
- <!-- Type "//classtrigger cycle+" to cycle forward through ranged attack modes -->
- <elseif SpellTargetRaw="cycle+">
- <var cmd="inc Mode(Ranged_Attack:Current#)" />
- <var cmd="set Mode(Ranged_Attack:Current#) 0$Mode(Ranged_Attack:Current#)" />
- <if advanced='$Mode(Ranged_Attack:Current#) > 0$Mode(Ranged_Attack:Max#)'>
- <var cmd="set Mode(Ranged_Attack:Current#) 01" />
- </if>
- <var cmd="set Mode(Ranged_Attack) $Mode(Ranged_Attack:$Mode(Ranged_Attack:Current#))" />
- <addtochat color="35Mode">Ranged Attack Mode: $Mode(Ranged_Attack)</addtochat>
- </elseif>
- </include>
- <!-- ### Grand Update Command ### -->
- <command>Update</command>
- <!-- ##### Instant Player Actions ##### -->
- <!-- ### Precast Variable Changes ### -->
- <!-- ### Corsair Abilities ### -->
- <!-- ### Scholar Abilities ### -->
- <!-- ### Dancer Abilities ### -->
- <!-- ### Blood Pacts ### -->
- <!-- ### Job Abilities ### -->
- <!-- ### Weapon Skills ### -->
- <!-- ### Aftercast Variable Changes ### -->
- <!-- ##### Casting Player Actions ##### -->
- <!-- ### Precast Variable Changes ### -->
- <include name="Obi:Variables">
- <!-- Activates/Deactivates Obi usage [ON/OFF] {EDITME} -->
- <var name="Activation(Obi) ">ON</var>
- <!-- Placeholder set for Obi gear set -->
- <var name="Holder(Obi)">BlankSet</var>
- <!-- Determines whether you own the Obi or not [ON/OFF] {EDITME} -->
- <var name="Activation(Obi:Fire)">ON</var>
- <var name="Activation(Obi:Earth)">ON</var>
- <var name="Activation(Obi:Water)">ON</var>
- <var name="Activation(Obi:Wind)">ON</var>
- <var name="Activation(Obi:Ice)">ON</var>
- <var name="Activation(Obi:Thunder)">ON</var>
- <var name="Activation(Obi:Light)">ON</var>
- <var name="Activation(Obi:Dark)">ON</var>
- <!-- Holds the Obi types; Do not edit this -->
- <var name="Holder(Obi:Fire)">Karin Obi</var>
- <var name="Holder(Obi:Earth)">Dorin Obi</var>
- <var name="Holder(Obi:Water)">Suirin Obi</var>
- <var name="Holder(Obi:Wind)">Furin Obi</var>
- <var name="Holder(Obi:Ice)">Hyorin Obi</var>
- <var name="Holder(Obi:Thunder)">Rairin Obi</var>
- <var name="Holder(Obi:Light)">Korin Obi</var>
- <var name="Holder(Obi:Dark)">Anrin Obi</var>
- </include>
- <include name="Obi:Rule">
- <if advanced='"$Activation(Obi)"="ON" AND "$Activation(Obi:%SpellElement)"="ON"'>
- <if mode="OR" Element="%WeatherElement|%DayElement">
- <var cmd="set Holder(Obi) Obi" />
- </if>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </if>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </include>
- <!-- # Activates Twilight Cape when the Day or Weather+Available Obi correspond to the Spell's Element # -->
- <include name="Twilight_Cape:Variables">
- <!-- Activates/Deactivates Twilight Cape usage [ON/OFF] {EDITME} -->
- <var name="Activation(Twilight_Cape)">OFF</var>
- <var name="Holder(Twilight_Cape)">BlankSet</var>
- </include>
- <include name="Twilight_Cape:Rule">
- <if advanced='"$Activation(Twilight_Cape)"="ON"'>
- <if Element="%DayElement">
- <var cmd="set Holder(Twilight_Cape) Twilight_Cape" />
- </if>
- <elseif Element="%WeatherElement" advanced='"$Activation(Obi:%SpellElement)"="ON"'>
- <var cmd="set Holder(Twilight_Cape) Twilight_Cape" />
- </elseif>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </if>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </include>
- <!-- # Activates Zodiac Ring when the Day, not Light or Dark, corresponds to the Spell's Element # -->
- <include name="Zodiac_Ring:Variables">
- <!-- Activates/Deactivates Zodiac Ring usage [ON/OFF] {EDITME} -->
- <var name="Activation(Zodiac_Ring)">OFF</var>
- <var name="Holder(Zodiac_Ring)">BlankSet</var>
- </include>
- <include name="Zodiac_Ring:Rule">
- <if advanced='"$Activation(Zodiac_Ring)"="ON"'>
- <if notDay="Lightsday|Darksday" Element="%DayElement">
- <var cmd="set Holder(Zodiac_Ring) Zodiac_Ring" />
- </if>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </if>
- <else>
- <var cmd="set Holder(Obi) BlankSet" />
- </else>
- </include>
- <!-- # Activates Sorcerer's Tonban when the Day corresponds to the Spell's Element # -->
- <include name="Sorcerer_Tonban:Variables">
- <!-- Activates/Deactivates Soceror Tonban usage [ON/OFF] {EDITME} -->
- <var name="Activation(Sorcerer_Tonban)">OFF</var>
- <var name="Holder(Sorcerer_Tonban)">BlankSet</var>
- </include>
- <include name="Sorcerer_Tonban:Rule">
- <if advanced='"$Activation(Sorcerer_Tonban)"="ON"'>
- <if Element="%DayElement">
- <var cmd="set Holder(Sorcerer_Tonban) Sorcerer_Tonban" />
- </if>
- <else>
- <var cmd="set Holder(Sorcerer_Tonban) BlankSet" />
- </else>
- </if>
- <else>
- <var cmd="set Holder(Sorcerer_Tonban) BlankSet" />
- </else>
- </include>
- <!-- # Cast Time Reduction Variables # -->
- <include name="Cast_Time_Reduction:Variables">
- <!-- Activate or Deactivate the use of Fast Cast Gear [ON/OFF] -->
- <var name="Activation(CTR)">ON</var>
- <!-- List the spells you do NOT want to use fast cast towards {EDITME} -->
- <var name="CTR(Avoid_These_Spells)">Protect*|Shell*Deodorize|Sneak|Invisible"</var>
- <!-- List the buffs that cause instant cast {EDITME}-->
- <var name="CTR(Instant_Cast:Buffs)">Chainspell|Nightingale|Spontaneity</var>
- <!-- Determines the "when to change gear" phase for changing gear -->
- <var name="CTR(Cast:When)">precast</var>
- <!-- Fast Cast Cast Time Reduction -->
- <var name="CTR(Fast_Cast:Trait)">0</var>
- <var name="CTR(Fast_Cast:Atma)">0</var>
- <var name="CTR(Fast_Cast:Magic)">0</var>
- <var name="CTR(Fast_Cast:Ability)">0</var>
- <!-- Fire Element Cast Time Reduction -->
- <var name="CTR(Fire:Trait)">0</var>
- <var name="CTR(Fire:Atma)">0</var>
- <var name="CTR(Fire:Magic)">0</var>
- <var name="CTR(Fire:Ability)">0</var>
- <!-- Earth Element Cast Time Reduction -->
- <var name="CTR(Earth:Trait)">0</var>
- <var name="CTR(Earth:Atma)">0</var>
- <var name="CTR(Earth:Magic)">0</var>
- <var name="CTR(Earth:Ability)">0</var>
- <!-- Water Element Cast Time Reduction -->
- <var name="CTR(Water:Trait)">0</var>
- <var name="CTR(Water:Atma)">0</var>
- <var name="CTR(Water:Magic)">0</var>
- <var name="CTR(Water:Ability)">0</var>
- <!-- Wind Element Cast Time Reduction -->
- <var name="CTR(Wind:Trait)">0</var>
- <var name="CTR(Wind:Atma)">0</var>
- <var name="CTR(Wind:Magic)">0</var>
- <var name="CTR(Wind:Ability)">0</var>
- <!-- Ice Element Cast Time Reduction -->
- <var name="CTR(Ice:Trait)">0</var>
- <var name="CTR(Ice:Atma)">0</var>
- <var name="CTR(Ice:Magic)">0</var>
- <var name="CTR(Ice:Ability)">0</var>
- <!-- Thunder Element Cast Time Reduction -->
- <var name="CTR(Thunder:Trait)">0</var>
- <var name="CTR(Thunder:Atma)">0</var>
- <var name="CTR(Thunder:Magic)">0</var>
- <var name="CTR(Thunder:Ability)">0</var>
- <!-- Light Element Cast Time Reduction -->
- <var name="CTR(Light:Trait)">0</var>
- <var name="CTR(Light:Atma)">0</var>
- <var name="CTR(Light:Magic)">0</var>
- <var name="CTR(Light:Ability)">0</var>
- <!-- Dark Element Cast Time Reduction -->
- <var name="CTR(Dark:Trait)">0</var>
- <var name="CTR(Dark:Atma)">0</var>
- <var name="CTR(Dark:Magic)">0</var>
- <var name="CTR(Dark:Ability)">0</var>
- <!-- BlackMagic Cast Time Reduction -->
- <var name="CTR(BlackMagic:Trait)">0</var>
- <var name="CTR(BlackMagic:Atma)">0</var>
- <var name="CTR(BlackMagic:Magic)">0</var>
- <var name="CTR(BlackMagic:Ability)">0</var>
- <!-- WhiteMagic Cast Time Reduction -->
- <var name="CTR(WhiteMagic:Trait)">0</var>
- <var name="CTR(WhiteMagic:Atma)">0</var>
- <var name="CTR(WhiteMagic:Magic)">0</var>
- <var name="CTR(WhiteMagic:Ability)">0</var>
- <!-- BlueMagic Cast Time Reduction -->
- <var name="CTR(BlueMagic:Trait)">0</var>
- <var name="CTR(BlueMagic:Atma)">0</var>
- <var name="CTR(BlueMagic:Magic)">0</var>
- <var name="CTR(BlueMagic:Ability)">0</var>
- <!-- SummonerPact Cast Time Reduction -->
- <var name="CTR(SummonerPact:Trait)">0</var>
- <var name="CTR(SummonerPact:Atma)">0</var>
- <var name="CTR(SummonerPact:Magic)">0</var>
- <var name="CTR(SummonerPact:Ability)">0</var>
- <!-- BardSong Cast Time Reduction -->
- <var name="CTR(BardSong:Trait)">0</var>
- <var name="CTR(BardSong:Atma)">0</var>
- <var name="CTR(BardSong:Magic)">0</var>
- <var name="CTR(BardSong:Ability)">0</var>
- <!-- Ninjutsu Cast Time Reduction -->
- <var name="CTR(Ninjutsu:Trait)">0</var>
- <var name="CTR(Ninjutsu:Atma)">0</var>
- <var name="CTR(Ninjutsu:Magic)">0</var>
- <var name="CTR(Ninjutsu:Ability)">0</var>
- <!-- Dark Magic Cast Time Reduction -->
- <var name="CTR(DarkMagic:Trait)">0</var>
- <var name="CTR(DarkMagic:Atma)">0</var>
- <var name="CTR(DarkMagic:Magic)">0</var>
- <var name="CTR(DarkMagic:Ability)">0</var>
- <!-- Elemental Magic Cast Time Reduction -->
- <var name="CTR(ElementalMagic:Trait)">0</var>
- <var name="CTR(ElementalMagic:Atma)">0</var>
- <var name="CTR(ElementalMagic:Magic)">0</var>
- <var name="CTR(ElementalMagic:Ability)">0</var>
- <!-- Enfeebling Magic Cast Time Reduction -->
- <var name="CTR(EnfeeblingMagic:Trait)">0</var>
- <var name="CTR(EnfeeblingMagic:Atma)">0</var>
- <var name="CTR(EnfeeblingMagic:Magic)">0</var>
- <var name="CTR(EnfeeblingMagic:Ability)">0</var>
- <!-- Enhancing Magic Cast Time Reduction -->
- <var name="CTR(EnhancingMagic:Trait)">0</var>
- <var name="CTR(EnhancingMagic:Atma)">0</var>
- <var name="CTR(EnhancingMagic:Magic)">0</var>
- <var name="CTR(EnhancingMagic:Ability)">0</var>
- <!-- Healing Magic Cast Time Reduction -->
- <var name="CTR(HealingMagic:Trait)">0</var>
- <var name="CTR(HealingMagic:Atma)">0</var>
- <var name="CTR(HealingMagic:Magic)">0</var>
- <var name="CTR(HealingMagic:Ability)">0</var>
- <!-- Divine Magic Cast Time Reduction -->
- <var name="CTR(DivineMagic:Trait)">0</var>
- <var name="CTR(DivineMagic:Atma)">0</var>
- <var name="CTR(DivineMagic:Magic)">0</var>
- <var name="CTR(DivineMagic:Ability)">0</var>
- <!-- Grimoire Cast Time Reduction -->
- <var name="CTR(Grimoire:DarkArts)">0</var>
- <var name="CTR(Grimoire:LightArts)">0</var>
- <var name="CTR(Grimoire:Alacrity)">0</var>
- <var name="CTR(Grimoire:Celerity)">0</var>
- <!-- Base Cast Time Reduction -->
- <var name="CTR(Fast_Cast:Base)">0</var>
- <var name="CTR(Element:Base)">0</var>
- <var name="CTR(Type:Base)">0</var>
- <var name="CTR(Skill:Base)">0</var>
- <var name="CTR(Total:Base)">0</var>
- <var name="CTR(Instant_Cast:Base)">0</var>
- <var name="CTR(Grimoire:Base)">0</var>
- <var name="CTR(Minimum_Cast_Time:Base)">1.35</var>
- <!-- Comparison Values -->
- <var name="CTR(Comparison:Maximum_Reduction_Allowed)">0</var>
- <var name="CTR(Comparison:Base)">0</var>
- <var name="CTR(Comparison:Minimum)">0</var>
- <var name="CTR(Comparison:Medium)">0</var>
- <var name="CTR(Comparison:Maximum)">0</var>
- <!-- Set fast cast value for each set here [Use Decimals] -->
- <var name="CTR(Gear:Minimum)">0.12</var>
- <var name="CTR(Gear:Medium)">0.20</var>
- <var name="CTR(Gear:Maximum)">0.50</var>
- </include>
- <!-- # Abilities and spells affecting cast time reduction -->
- <include name="Cast_Time_Reduction:Automatic_Variable_Adjustments">
- <!-- Scholar Abilities -->
- <if Buffactive="Tabula Rasa">
- <if Buffactive="Dark Arts|Addendum: Black">
- <var cmd="set CTR(Grimoire:DarkArts) 0.1" />
- <var cmd="set CTR(Grimoire:LightArts) 0" />
- <if BuffActive="Alacrity">
- <var cmd="set CTR(Grimoire:Alacrity) 0.4" />
- </if>
- </if>
- <elseif Buffactive="Light Arts|Addendum: White">
- <var cmd="set CTR(Grimoire:DarkArts) 0" />
- <var cmd="set CTR(Grimoire:LightArts) 0.1" />
- <if Buffactive="Celerity">
- <var cmd="set CTR(Grimoire:Celerity) 0.4" />
- </if>
- </elseif>
- </if>
- <else>
- <if Buffactive="Dark Arts|Addendum: Black">
- <var cmd="set CTR(Grimoire:DarkArts) 0.1" />
- <var cmd="set CTR(Grimoire:LightArts) -0.2" />
- <if BuffActive="Alacrity">
- <var cmd="set CTR(Grimoire:Alacrity) 0.4" />
- </if>
- </if>
- <elseif Buffactive="Light Arts|Addendum: White">
- <var cmd="set CTR(Grimoire:DarkArts) -0.2" />
- <var cmd="set CTR(Grimoire:LightArts) 0.1" />
- <if Buffactive="Celerity">
- <var cmd="set CTR(Grimoire:Celerity) 0.4" />
- </if>
- </elseif>
- </else>
- <!-- Caster's Roll -->
- <if BuffActive="Caster's Roll">
- <var cmd="set CTR(Fast_Cast:Ability) 0.2" />
- </if>
- <!-- Instant Cast -->
- <if Buffactive="$CTR(Instant_Cast:Buffs)">
- <var cmd="set CTR(Instant_Cast:Base) 1" />
- </if>
- <else>
- <var cmd="set CTR(Instant_Cast:Base) 0" />
- </else>
- </include>
- <!-- ### Black Magic ### -->
- <!-- # Cast Time Reduction Rules: Black Magic # -->
- <include name="Cast_Time_Reduction:Impact">
- <if Spell="Impact" advanced='"$Activation(CTR)"="ON"'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="1" />
- <equip set="Cast_Time_Reduction(Maximum)|Impact" />
- </if>
- </include>
- <include name="Cast_Time_Reduction:BlackMagic">
- <if Type="BlackMagic" notSpell="$CTR(Avoid_These_Spells)" advanced='"$Activation(CTR)"="ON"'>
- <!-- Base: Fast Cast-->
- <var cmd="setcalc CTR(Fast_Cast:Base) $CTR(Fast_Cast:Trait) + $CTR(Fast_Cast:Atma) + $CTR(Fast_Cast:Magic) + $CTR(Fast_Cast:Ability)" />
- <!-- Base: Element -->
- <var cmd="setcalc CTR(Element:Base) $CTR(%SpellElement:Trait) + $CTR(%SpellElement:Atma) + $CTR(%SpellElement:Magic) + $CTR(%SpellElement:Ability)" />
- <!-- Base: Type-->
- <var cmd="setcalc CTR(Type:Base) $CTR(%Type:Trait) + $CTR(%Type:Atma) + $CTR(%Type:Magic) + $CTR(%Type:Ability)" />
- <!-- Base: Skill -->
- <var cmd="setcalc CTR(Skill:Base) $CTR(%Skill:Trait) + $CTR(%Skill:Atma) + $CTR(%Skill:Magic) + $CTR(%Skill:Ability)" />
- <!-- Base: Total -->
- <var cmd="setcalc CTR(Total:Base) $CTR(Fast_Cast:Base) + $CTR(Element:Base) + $CTR(Type:Base) + $CTR(Skill:Base)" />
- <!-- Base: Grimoire -->
- <var cmd="setcalc CTR(Grimoire:Base) $CTR(Grimoire:DarkArts) + $CTR(Grimoire:Alacrity)" />
- <!-- Comparison: Minimum Cast Time -->
- <var cmd="setcalc CTR(Comparison:Maximum_Reduction_Allowed) ($CTR(Minimum_Cast_Time:Base)/%Casttime)" />
- <!-- Comparison: Base -->
- <var cmd="setcalc CTR(Comparison:Base) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Minimum -->
- <var cmd="setcalc CTR(Comparison:Minimum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Minimum)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Medium -->
- <var cmd="setcalc CTR(Comparison:Medium) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Medium)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Maximum -->
- <var cmd="setcalc CTR(Comparison:Maximum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Maximum)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Use Precast if the cast is too fast -->
- <if advanced='$CTR(Comparison:Base) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) precast" />
- </if>
- <!-- Use Midcast if adding minimum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Minimum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- </elseif>
- <!-- Use minimum gear if adding medium gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Medium) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Minimum)" />
- </elseif>
- <!-- Use medium gear if adding maximum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Maximum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Medium)" />
- </elseif>
- <!-- Use maximum gear if adding maximum gear is not too fast -->
- <else>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </else>
- </if>
- </include>
- <!-- ### White Magic ### -->
- <!-- # Cast Time Reduction Rules: White Magic # -->
- <include name="Cast_Time_Reduction:WhiteMagic">
- <if Type="WhiteMagic" notSpell="$CTR(Avoid_These_Spells)" advanced='"$Activation(CTR)"="ON"'>
- <!-- Base: Fast Cast-->
- <var cmd="setcalc CTR(Fast_Cast:Base) $CTR(Fast_Cast:Trait) + $CTR(Fast_Cast:Atma) + $CTR(Fast_Cast:Magic) + $CTR(Fast_Cast:Ability)" />
- <!-- Base: Element -->
- <var cmd="setcalc CTR(Element:Base) $CTR(%SpellElement:Trait) + $CTR(%SpellElement:Atma) + $CTR(%SpellElement:Magic) + $CTR(%SpellElement:Ability)" />
- <!-- Base: Type-->
- <var cmd="setcalc CTR(Type:Base) $CTR(%Type:Trait) + $CTR(%Type:Atma) + $CTR(%Type:Magic) + $CTR(%Type:Ability)" />
- <!-- Base: Skill -->
- <var cmd="setcalc CTR(Skill:Base) $CTR(%Skill:Trait) + $CTR(%Skill:Atma) + $CTR(%Skill:Magic) + $CTR(%Skill:Ability)" />
- <!-- Base: Total -->
- <var cmd="setcalc CTR(Total:Base) $CTR(Fast_Cast:Base) + $CTR(Element:Base) + $CTR(Type:Base) + $CTR(Skill:Base)" />
- <!-- Base: Grimoire -->
- <var cmd="setcalc CTR(Grimoire:Base) $CTR(Grimoire:LightArts) + $CTR(Grimoire:Celerity)" />
- <!-- Comparison: Minimum Cast Time -->
- <var cmd="setcalc CTR(Comparison:Maximum_Reduction_Allowed) ($CTR(Minimum_Cast_Time:Base)/%Casttime)" />
- <!-- Comparison: Base -->
- <var cmd="setcalc CTR(Comparison:Base) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Minimum -->
- <var cmd="setcalc CTR(Comparison:Minimum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Minimum)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Medium -->
- <var cmd="setcalc CTR(Comparison:Medium) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Medium)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Comparison: Maximum -->
- <var cmd="setcalc CTR(Comparison:Maximum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Maximum)) * (1 - $CTR(Grimoire:Base))" />
- <!-- Use Precast if the cast is too fast -->
- <if advanced='$CTR(Comparison:Base) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) precast" />
- </if>
- <!-- Use Midcast if adding minimum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Minimum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- </elseif>
- <!-- Use minimum gear if adding medium gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Medium) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Minimum)" />
- </elseif>
- <!-- Use medium gear if adding maximum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Maximum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Medium)" />
- </elseif>
- <!-- Use maximum gear if adding maximum gear is not too fast -->
- <else>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </else>
- </if>
- </include>
- <!-- ### Blue Magic ### -->
- <!-- # Cast Time Reduction Rules: Blue Magic # -->
- <include name="Cast_Time_Reduction:BlueMagic">
- <if Type="BlueMagic" notSpell="$CTR(Avoid_These_Spells)" advanced='"$Activation(CTR)"="ON"'>
- <!-- Base: Fast Cast-->
- <var cmd="setcalc CTR(Fast_Cast:Base) $CTR(Fast_Cast:Trait) + $CTR(Fast_Cast:Atma) + $CTR(Fast_Cast:Magic) + $CTR(Fast_Cast:Ability)" />
- <!-- Base: Element -->
- <var cmd="setcalc CTR(Element:Base) $CTR(%SpellElement:Trait) + $CTR(%SpellElement:Atma) + $CTR(%SpellElement:Magic) + $CTR(%SpellElement:Ability)" />
- <!-- Base: Type-->
- <var cmd="setcalc CTR(Type:Base) $CTR(%Type:Trait) + $CTR(%Type:Atma) + $CTR(%Type:Magic) + $CTR(%Type:Ability)" />
- <!-- Base: Total -->
- <var cmd="setcalc CTR(Total:Base) $CTR(Fast_Cast:Base) + $CTR(Element:Base) + $CTR(Type:Base)" />
- <!-- Comparison: Minimum Cast Time -->
- <var cmd="setcalc CTR(Comparison:Maximum_Reduction_Allowed) ($CTR(Minimum_Cast_Time:Base)/%Casttime)" />
- <!-- Comparison: Base -->
- <var cmd="setcalc CTR(Comparison:Base) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base))" />
- <!-- Comparison: Minimum -->
- <var cmd="setcalc CTR(Comparison:Minimum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Minimum))" />
- <!-- Comparison: Medium -->
- <var cmd="setcalc CTR(Comparison:Medium) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Medium))" />
- <!-- Comparison: Maximum -->
- <var cmd="setcalc CTR(Comparison:Maximum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Maximum))" />
- <!-- Use Precast if the cast is too fast -->
- <if advanced='$CTR(Comparison:Base) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) precast" />
- </if>
- <!-- Use Midcast if adding minimum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Minimum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- </elseif>
- <!-- Use minimum gear if adding medium gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Medium) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Minimum)" />
- </elseif>
- <!-- Use medium gear if adding maximum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Maximum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Medium)" />
- </elseif>
- <!-- Use maximum gear if adding maximum gear is not too fast -->
- <else>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </else>
- </if>
- </include>
- <!-- ### Summoning Magic ### -->
- <!-- # Cast Time Reduction Rules: Summoner Pact # -->
- <include name="Cast_Time_Reduction:SummonerPact">
- <if Type="SummonerPact">
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </if>
- </include>
- <!-- ### Bard Song ### -->
- <!-- # Cast Time Reduction Rules: Bard Song # -->
- <include name="Cast_Time_Reduction:BardSong">
- <if Type="BardSong" notSpell="$CTR(Avoid_These_Spells)" advanced='"$Activation(CTR)"="ON"'>
- <!-- Base: Fast Cast-->
- <var cmd="setcalc CTR(Fast_Cast:Base) $CTR(Fast_Cast:Trait) + $CTR(Fast_Cast:Atma) + $CTR(Fast_Cast:Magic) + $CTR(Fast_Cast:Ability)" />
- <!-- Base: Element -->
- <var cmd="setcalc CTR(Element:Base) $CTR(%SpellElement:Trait) + $CTR(%SpellElement:Atma) + $CTR(%SpellElement:Magic) + $CTR(%SpellElement:Ability)" />
- <!-- Base: Type-->
- <var cmd="setcalc CTR(Type:Base) $CTR(%Type:Trait) + $CTR(%Type:Atma) + $CTR(%Type:Magic) + $CTR(%Type:Ability)" />
- <!-- Base: Total -->
- <var cmd="setcalc CTR(Total:Base) $CTR(Fast_Cast:Base) + $CTR(Element:Base) + $CTR(Type:Base)" />
- <!-- Base: Troubadour-->
- <var cmd="setcalc CTR(Troubadour:Base) $CTR(Troubadour:Base)" />
- <!-- Comparison: Minimum Cast Time -->
- <var cmd="setcalc CTR(Comparison:Maximum_Reduction_Allowed) ($CTR(Minimum_Cast_Time:Base)/%Casttime)" />
- <!-- Comparison: Base -->
- <var cmd="setcalc CTR(Comparison:Base) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base)) * (1 - $CTR(Troubadour:Base))" />
- <!-- Comparison: Minimum -->
- <var cmd="setcalc CTR(Comparison:Minimum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Minimum)) * (1 - $CTR(Troubadour:Base))" />
- <!-- Comparison: Medium -->
- <var cmd="setcalc CTR(Comparison:Medium) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Medium)) * (1 - $CTR(Troubadour:Base))" />
- <!-- Comparison: Maximum -->
- <var cmd="setcalc CTR(Comparison:Maximum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Maximum)) * (1 - $CTR(Troubadour:Base))" />
- <!-- Use Precast if the cast is too fast -->
- <if advanced='$CTR(Comparison:Base) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) precast" />
- </if>
- <!-- Use Midcast if adding minimum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Minimum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- </elseif>
- <!-- Use minimum gear if adding medium gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Medium) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Minimum)" />
- </elseif>
- <!-- Use medium gear if adding maximum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Maximum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Medium)" />
- </elseif>
- <!-- Use maximum gear if adding maximum gear is not too fast -->
- <else>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </else>
- </if>
- </include>
- <!-- ### Ninjutsu ### -->
- <!-- # Cast Time Reduction Rules: Ninjutsu # -->
- <include name="Cast_Time_Reduction:Ninjutsu">
- <if Type="Ninjutsu" notSpell="$CTR(Avoid_These_Spells)" advanced='"$Activation(CTR)"="ON"'>
- <!-- Base: Fast Cast-->
- <var cmd="setcalc CTR(Fast_Cast:Base) $CTR(Fast_Cast:Trait) + $CTR(Fast_Cast:Atma) + $CTR(Fast_Cast:Magic) + $CTR(Fast_Cast:Ability)" />
- <!-- Base: Element -->
- <var cmd="setcalc CTR(Element:Base) $CTR(%SpellElement:Trait) + $CTR(%SpellElement:Atma) + $CTR(%SpellElement:Magic) + $CTR(%SpellElement:Ability)" />
- <!-- Base: Type-->
- <var cmd="setcalc CTR(Type:Base) $CTR(%Type:Trait) + $CTR(%Type:Atma) + $CTR(%Type:Magic) + $CTR(%Type:Ability)" />
- <!-- Base: Total -->
- <var cmd="setcalc CTR(Total:Base) $CTR(Fast_Cast:Base) + $CTR(Element:Base) + $CTR(Type:Base)" />
- <!-- Comparison: Minimum Cast Time -->
- <var cmd="setcalc CTR(Comparison:Maximum_Reduction_Allowed) ($CTR(Minimum_Cast_Time:Base)/%Casttime)" />
- <!-- Comparison: Base -->
- <var cmd="setcalc CTR(Comparison:Base) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base))" />
- <!-- Comparison: Minimum -->
- <var cmd="setcalc CTR(Comparison:Minimum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Minimum))" />
- <!-- Comparison: Medium -->
- <var cmd="setcalc CTR(Comparison:Medium) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Medium))" />
- <!-- Comparison: Maximum -->
- <var cmd="setcalc CTR(Comparison:Maximum) (1 - $CTR(Instant_Cast:Base)) * (1 - $CTR(Total:Base) - $CTR(Gear:Maximum))" />
- <!-- Use Precast if the cast is too fast -->
- <if advanced='$CTR(Comparison:Base) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) precast" />
- </if>
- <!-- Use Midcast if adding minimum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Minimum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- </elseif>
- <!-- Use minimum gear if adding medium gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Medium) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Minimum)" />
- </elseif>
- <!-- Use medium gear if adding maximum gear makes the cast too fast -->
- <elseif advanced='$CTR(Comparison:Maximum) < $CTR(Comparison:Maximum_Reduction_Allowed)'>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Medium)" />
- </elseif>
- <!-- Use maximum gear if adding maximum gear is not too fast -->
- <else>
- <var cmd="set CTR(Cast:When) midcast" />
- <castdelay delay="$Value(Magic_Delay)" />
- <equip set="Cast_Time_Reduction(Maximum)" />
- </else>
- </if>
- </include>
- <!-- ### Aftercast Variable Changes ### -->
- <!-- # Sleep Duration Notification Variables # -->
- <include name="Sleep_Duration:Variables">
- <!-- Activates/Deactivates Sleep Notifications [ON/OFF] -->
- <var name="Activation(Sleep_Duration)">OFF</var>
- <!-- Sleep ID for identifying which sleep or break is about to wear off first -->
- <var name="Holder(Sleep_Duration:ID)">0</var>
- <!-- List of Sleep and Break Spells by Duration -->
- <var name="Holder(Sleep_Duration:30s)">Foe Lullaby|Horde Lullaby|Tartarus Torpor|Break|Breakga</var>
- <var name="Holder(Sleep_Duration:60s)">Foe Lullaby II|Sleep|Sleepga|Sheep Song|Soporific|Light Shot</var>
- <var name="Holder(Sleep_Duration:90s)">Sleep II|Sleepga II|Yawn|Dream Flower</var>
- </include>
- <!-- # Sleep Duration Rules # -->
- <include name="Sleep_Duration:Rule">
- <if SpellTargetType="MONSTER" advanced='"$Activation(Sleep_Duration)"="ON"'>
- <if Spell="$Holder(Sleep_Duration:30s)">
- <command when="aftercast">sc var inc Holder(Sleep_Duration:ID);wait 10;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 20 seconds</command>
- <command when="aftercast">wait 20;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 10 seconds</command>
- <command when="aftercast">wait 25;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 5 seconds; sc var dec Holder(Sleep_Duration:ID)</command>
- </if>
- <elseif Spell="$Holder(Sleep_Duration:60s)">
- <command when="aftercast">sc var inc Holder(Sleep_Duration:ID);wait 25;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 35 seconds</command>
- <command when="aftercast">wait 45;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 15 seconds</command>
- <command when="aftercast">wait 55;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 5 seconds; sc var dec Holder(Sleep_Duration:ID)</command>
- </elseif>
- <elseif Spell="$Holder(Sleep_Duration:90s)">
- <command when="aftercast">sc var inc Holder(Sleep_Duration:ID);wait 40;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 50 seconds</command>
- <command when="aftercast">wait 75;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 15 seconds</command>
- <command when="aftercast">wait 85;input /echo [%SpellTargetName #$Holder(Sleep_Duration:ID)] %Spell duration is 5 seconds; sc var dec Holder(Sleep_Duration:ID)</command>
- </elseif>
- </if>
- </include>
- <!-- ##### Instant Pet Actions ##### -->
- <!-- ### Precast Variable Changes ### -->
- <!-- ### Pet Commands ### -->
- <!-- ### Blood Pacts ### -->
- <!-- ### Aftercast Variable Changes ### -->
- <!-- ##### Holders for universal equipment ##### -->
- <include name="Override: Variables">
- <!-- Override Equipment -->
- <var name="Override(Main)">Place_Equipment_Here</var>
- <var name="Override(Sub)">Place_Equipment_Here</var>
- <var name="Override(Ranged)">Place_Equipment_Here</var>
- <var name="Override(Ammo)">Place_Equipment_Here</var>
- <var name="Override(Head)">Place_Equipment_Here</var>
- <var name="Override(Neck)">Place_Equipment_Here</var>
- <var name="Override(Left_Ear)">Place_Equipment_Here</var>
- <var name="Override(Right_Ear)">Place_Equipment_Here</var>
- <var name="Override(Body)">Place_Equipment_Here</var>
- <var name="Override(Hands)">Place_Equipment_Here</var>
- <var name="Override(Left_Ring)">Place_Equipment_Here</var>
- <var name="Override(Right_Ring)">Place_Equipment_Here</var>
- <var name="Override(Back)">Place_Equipment_Here</var>
- <var name="Override(Waist)">Place_Equipment_Here</var>
- <var name="Override(Legs)">Place_Equipment_Here</var>
- <var name="Override(Feet)">Place_Equipment_Here</var>
- </include>
- <include name="Magian_Staves:Variables">
- <!-- Staffs used for Damage {EDITME} -->
- <var name="Holder(Staff:Fire:Damage)">Atar I</var>
- <var name="Holder(Staff:Earth:Damage)">Vishrava I</var>
- <var name="Holder(Staff:Water:Damage)">Haoma I</var>
- <var name="Holder(Staff:Wind:Damage)">Vayuvata I</var>
- <var name="Holder(Staff:Ice:Damage)">Vourukasha I</var>
- <var name="Holder(Staff:Thunder:Damage)">Apajamas I</var>
- <var name="Holder(Staff:Light:Damage)">Arka I</var>
- <var name="Holder(Staff:Dark:Damage)">Xsaeta I</var>
- <!-- Staffs used for Magic Accuracy {EDITME} -->
- <var name="Holder(Staff:Fire:Accuracy)">Atar II</var>
- <var name="Holder(Staff:Earth:Accuracy)">Vishrava II</var>
- <var name="Holder(Staff:Water:Accuracy)">Haoma II</var>
- <var name="Holder(Staff:Wind:Accuracy)">Vayuvata II</var>
- <var name="Holder(Staff:Ice:Accuracy)">Vourukasha II</var>
- <var name="Holder(Staff:Thunder:Accuracy)">Apajamas II</var>
- <var name="Holder(Staff:Light:Accuracy)">Arka II</var>
- <var name="Holder(Staff:Dark:Accuracy)">Xsaeta II</var>
- <!-- Staffs used for Cast Time Reduction {EDITME} -->
- <var name="Holder(Staff:Fire:Cast_Time_Reduction)">Atar I</var>
- <var name="Holder(Staff:Earth:Cast_Time_Reduction)">Vishrava I</var>
- <var name="Holder(Staff:Water:Cast_Time_Reduction)">Haoma I</var>
- <var name="Holder(Staff:Wind:Cast_Time_Reduction)">Vayuvata I</var>
- <var name="Holder(Staff:Ice:Cast_Time_Reduction)">Vourukasha I</var>
- <var name="Holder(Staff:Thunder:Cast_Time_Reduction)">Apajamas I</var>
- <var name="Holder(Staff:Light:Cast_Time_Reduction)">Arka I</var>
- <var name="Holder(Staff:Dark:Cast_Time_Reduction)">Xsaeta I</var>
- <!-- Staffs used for Summoner Perpetuation {EDITME} -->
- <var name="Holder(Staff:Fire:Perpetuation)">Atar III</var>
- <var name="Holder(Staff:Earth:Perpetuation)">Vishrava III</var>
- <var name="Holder(Staff:Water:Perpetuation)">Haoma III</var>
- <var name="Holder(Staff:Wind:Perpetuation)">Vayuvata III</var>
- <var name="Holder(Staff:Ice:Perpetuation)">Vourukasha III</var>
- <var name="Holder(Staff:Thunder:Perpetuation)">Apajamas III</var>
- <var name="Holder(Staff:Light:Perpetuation)">Arka III</var>
- <var name="Holder(Staff:Dark:Perpetuation)">Xsaeta III</var>
- </include>
- <include name="Elemental_Staves:Variables">
- <!-- Synthesized Elemental Staffs {EDITME} -->
- <var name="Holder(Staff:Fire:Elemental)">Vulcan's Staff</var>
- <var name="Holder(Staff:Earth:Elemental)">Terra's Staff</var>
- <var name="Holder(Staff:Water:Elemental)">Neptune's Staff</var>
- <var name="Holder(Staff:Wind:Elemental)">Auster's Staff</var>
- <var name="Holder(Staff:Ice:Elemental)">Aquilo's Staff</var>
- <var name="Holder(Staff:Thunder:Elemental)">Jupiter's Staff</var>
- <var name="Holder(Staff:Light:Elemental)">Apollo's Staff</var>
- <var name="Holder(Staff:Dark:Elemental)">Pluto's Staff</var>
- </include>
- <!-- Climate Gear: Elemental Obi, Twilight Cape, Zodiac Ring, and Sorcerer Tonban [Set left or right ring] {EDITME}-->
- <include name="Climate:Sets">
- <set name="Obi">
- <waist>$Holder(Obi:%SpellElement)</waist>
- </set>
- <set name="Twilight_Cape">
- <back>Twilight Cape</back>
- </set>
- <set name="Zodiac_Ring">
- <lring>Zodiac Ring</lring>
- <rring>Zodiac Ring</rring>
- </set>
- <set name="Sorcerer_Tonban">
- <legs>Sorcerer's Tonban</legs>
- </set>
- </include>
- </includes>
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