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- <!-- ********************************************************************* -->
- ~~~~~ This version is obsolete, and has been replaced by the r2 version ~~~~~
- <!-- ********************************************************************* -->
- <?xml version="1.0" encoding="utf-8"?>
- <!-- Last modified: 10/6/2011 7:20:58 PM -->
- <includes>
- <!-- ***************** Variables ***************** -->
- <!-- This is a REQUIRED include. -->
- <include name="UtilityVars">
- <var name="Area">Outside</var>
- <!-- <var name="Challenge">Normal</var> -->
- <var name="CurrentSet">None</var>
- <var name="TPSet">TP</var>
- <var name="TPSTYLE">Default</var>
- <var name="WSSTYLE">Standard</var>
- <!-- Physical and magical accuracy can have a value between 1 and 3. -->
- <var name="PhysAcc">1</var>
- <var name="MagAcc">1</var>
- <var name="AccMod">0</var>
- <var name="IdleSet">Idle</var>
- <var name="IdleSTYLE">Field</var>
- <var name="Movement">Move</var>
- <var name="Convert">None</var>
- <var name="Distance">6.0</var>
- <var name="PullWeapon">Mamoolbane</var>
- <var name="TrialWeapon">None</var>
- <var name="LockMain">0</var>
- <var name="Triggered">False</var>
- <!-- Defined Triggers:
- Reset: Tranquility (must be handled separately from the other triggers)
- Deferred equipment resolution: Dancing Chains
- >> General triggers are all fomor weaponskills
- Set distance: Shackled Fists
- Physical accuracy (cycle): Vulcan Shot
- Magical accuracy (cycle): Carnal Nightmare
- Light Armor cycle (Evasion/Counter/etc): Grim Halo
- Light Armor cycle (HP): Aegis Schism
- Heavy Armor toggle (PDT/MDT): Netherspikes
- Kiting (toggle): Foxfire
- >> Reserved fomor triggers:
- Barbed Crescent
- >> MDT Triggers -- These can be used to set the element for MDT sets, or change to strict PDT.
- Stonega V - earth
- Waterga V - water
- Aeroga V - wind
- Firaga V - fire
- Blizzaga V - ice
- Thundaga V - lightning
- Bio V - PDT
- >> Tier 4 -gas and Bio IV are used in spell proc testing, but may be moved
- >> to the blm-specific XML rather than kept in the shared XML.
- >> Other triggers are listed in the UnusedTriggers list below that should
- >> not conflict with any jobs, should there be a need for more general/cross-job
- >> triggers.
- -->
- <!-- Note the reset trigger, and have var to use in Command. -->
- <var name="ResetTrigger">Tranquility</var>
- <var name="ResetCommand">input /ja $ResetTrigger <me></var>
- <var name="Triggers">Shackled Fists|Vulcan Shot|Carnal Nightmare|Grim Halo|Aegis Schism|Netherspikes|Foxfire</var>
- <var name="EleTriggers">Stonega V|Waterga V|Aeroga V|Firaga V|Blizzaga V|Thundaga V|Bio V</var>
- <!-- Var for custom job triggers. Should be set within each job XML
- to allow them to be filtered by the ReturnRules check and such. -->
- <var name="JobTriggers">0</var>
- <!-- These spells are available to use as triggers. -->
- <var name="UnusedTriggers">Barbed Crescent|Utsusemi: San|Jubaku: San|Hojo: San|Kurayami: San|Dokumori: San|Tonko: San|Poisonga III|Poisonga IV|Poisonga V|Diaga V|Banishga V</var>
- <var name="EquipTrigger">Dancing Chains</var>
- <var name="EquipCommand">input /ja $EquipTrigger <me></var>
- <!-- ~~~~~~ Armor sets ~~~~~~ -->
- <!-- Light armor is for armor that buffs defensive stats: evasion, counter, HP, shield skill, etc. -->
- <var name="LightArmor">None</var>
- <!-- Names for the two tiers of light armor used in the basic trigger (HP is handled separately).
- Examples:
- Thf: Evasion1, Evasion2
- Mnk: Evasion, Counter
- Pld: Shield, None
- These must be set in the job XML.
- -->
- <var name="SetLightArmor1">None</var>
- <var name="SetLightArmor2">None</var>
- <var name="SetLightArmorHP">HPGear</var>
- <!-- Heavy armor includes PDT and MDT -->
- <var name="HeavyArmor">None</var>
- <!-- Types: This var is used to hold the specific PDT/MDT set that you
- will switch into when triggering HeavyArmor.
- Sets are: MDT-Earth, MDT-Water, MDT-Wind, MDT-Fire, MDT-Ice, MDT-Thunder, PDT -->
- <var name="DTType">PDT</var>
- <!-- Weakness armor is the gear set to wear while weak (usually +HP). -->
- <var name="WeaknessArmor">None</var>
- <var name="WeaknessSet">WeakSet</var>
- <!-- Notes -->
- <!-- Variables
- Variables that should be overridden in the job.xml:
- STYLE - Default TP style (eg: H2H for mnk)
- SetLightArmor1 - Defense skill set, if applicable
- SetLightArmor2 - Defense skill set, if applicable
- ResetTrigger - Change this if you're a sch with Tranquility merited.
- If ResetTrigger is changed, ResetCommand must also be redefined.
- JobTriggers - Define any custom triggers used by that job
- PullWeapon - Set if different from the default 'Mamoolbane' (all jobs chakram)
- TrialWeapon - Set to magian weapon if you want it locked while doing trials (requires include:EquipmentLockRules)
- -->
- <!-- Sets
- Sets that must be defined in the job.xml (see also: include:RequiredSets)
- None (can use include:BlankSet)
- PDT
- MDT-Fire, MDT-Earth, etc (6 basic elements)
- Resting
- Kite & Move (same set, defined as Kite|Move)
- WeaknessSet value (default of WeakSet may be changed)
- HPGear
- Sets that must be defined under certain conditions:
- Convert, if using include:ConvertRule
- SetLightArmor1 value, if defined
- SetLightArmor2 value, if defined
- -->
- </include>
- <!-- Required when including RecastWarnings -->
- <include name="RecastDurations">
- <var name="WarnTime">15</var>
- <var name="Refresh-Duration">150</var>
- <var name="Refresh II-Duration">150</var>
- <var name="Haste-Duration">180</var>
- <var name="Phalanx-Duration">180</var>
- <var name="Reprisal-Duration">180</var>
- <var name="Sleep-Duration">60</var>
- <var name="Sleep II-Duration">60</var>
- <var name="Repose-Duration">90</var>
- <var name="Sleepga-Duration">90</var>
- <var name="Sleepga II-Duration">90</var>
- <var name="Break-Duration">30</var>
- <var name="Enspell-Duration">180</var>
- <var name="Spikes-Duration">180</var>
- <var name="SleepOrder">0</var>
- <!-- Count: Set bonus gained for the number of +2 AF3 pieces being worn.
- 10 for 2 pieces, 20 for 3 pieces, 30 for 4 pieces, 50 for 5 pieces. -->
- <var name="EstoqueurSetBonus">30</var>
- <!-- Cape: 0 for don't have; 1 for have. -->
- <var name="EstoqueurCape">1</var>
- <!-- Feet: 0 for don't have; 1 for +1; 2 for +2 -->
- <var name="EstoqueurFeet">2</var>
- <var name="Buff-Duration">0</var>
- <var name="Warn-Duration">0</var>
- <var name="BuffDurationMult">100</var>
- </include>
- <include name="ElementalStaves">
- <!-- Variables can't contain variable values. Must define each explicitly. -->
- <!-- Define these according to which staves you have -->
- <var name="EleStaff-Fire">Vulcan's Staff</var>
- <var name="EleStaff-Ice">Aquilo's Staff</var>
- <var name="EleStaff-Wind">Auster's Staff</var>
- <var name="EleStaff-Earth">Terra's Staff</var>
- <var name="EleStaff-Thunder">Jupiter's Staff</var>
- <var name="EleStaff-Water">Neptune's Staff</var>
- <var name="EleStaff-Light">Apollo's Staff</var>
- <var name="EleStaff-Dark">Pluto's Staff</var>
- <!-- Generally shouldn't need to modify this set (for reference only) -->
- <var name="MagianStaff-Fire">Agni's Staff +2</var>
- <var name="MagianStaff-Ice">Varuna's Staff +2</var>
- <var name="MagianStaff-Wind">Vayu's Staff +2</var>
- <var name="MagianStaff-Earth">Kubera's Staff +2</var>
- <var name="MagianStaff-Thunder">Indra's Staff +2</var>
- <var name="MagianStaff-Water">Soma's Staff +2</var>
- <var name="MagianStaff-Light">Surya's Staff +2</var>
- <var name="MagianStaff-Dark">Yama's Staff +2</var>
- <!-- Magian staves with -cast time; otherwise whatever staff you want in precast. -->
- <var name="Staff-FastCast-Fire">Vulcan's Staff</var>
- <var name="Staff-FastCast-Ice">Varuna's Staff +2</var>
- <var name="Staff-FastCast-Wind">Auster's Staff</var>
- <var name="Staff-FastCast-Earth">Terra's Staff</var>
- <var name="Staff-FastCast-Thunder">Jupiter's Staff</var>
- <var name="Staff-FastCast-Water">Neptune's Staff</var>
- <var name="Staff-FastCast-Light">Apollo's Staff</var>
- <var name="Staff-FastCast-Dark">Pluto's Staff</var>
- <!-- What staff to equip when going for nuke damage. -->
- <var name="Staff-Dmg-Fire">Vulcan's Staff</var>
- <var name="Staff-Dmg-Ice">Varuna's Staff +2</var>
- <var name="Staff-Dmg-Wind">Auster's Staff</var>
- <var name="Staff-Dmg-Earth">Terra's Staff</var>
- <var name="Staff-Dmg-Thunder">Jupiter's Staff</var>
- <var name="Staff-Dmg-Water">Neptune's Staff</var>
- <var name="Staff-Dmg-Light">Apollo's Staff</var>
- <var name="Staff-Dmg-Dark">Pluto's Staff</var>
- <!-- What staff to equip when going for spell accuracy (eg: debuffs). -->
- <var name="Staff-Acc-Fire">Vulcan's Staff</var>
- <var name="Staff-Acc-Ice">Aquilo's Staff</var>
- <var name="Staff-Acc-Wind">Auster's Staff</var>
- <var name="Staff-Acc-Earth">Terra's Staff</var>
- <var name="Staff-Acc-Thunder">Jupiter's Staff</var>
- <var name="Staff-Acc-Water">Neptune's Staff</var>
- <var name="Staff-Acc-Light">Apollo's Staff</var>
- <var name="Staff-Acc-Dark">Pluto's Staff</var>
- <!-- Vars for specific types of staves that may vary from any of the above categories. -->
- <var name="Staff-Cures">Surya's Staff +2</var>
- <var name="Staff-PDT">Terra's Staff</var>
- </include>
- <!-- Sch weather constants are required for the rules that equip elemental gear.
- If you import ElementalGear, you MUST import SchWeatherConstants as well. -->
- <include name="ElementalGear">
- <!-- Replace 0 with obi name when acquired -->
- <var name="Obi-Fire">0</var>
- <var name="Obi-Ice">0</var>
- <var name="Obi-Wind">0</var>
- <var name="Obi-Earth">0</var>
- <var name="Obi-Thunder">0</var>
- <var name="Obi-Water">0</var>
- <var name="Obi-Light">0</var>
- <var name="Obi-Dark">0</var>
- <!-- Replace 0 with gear name when acquired -->
- <var name="TwilightCape">Twilight Cape</var>
- <var name="ZodiacRing">Zodiac Ring</var>
- </include>
- <include name="SchWeatherConstants">
- <var name="Storm-Fire">Firestorm</var>
- <var name="Storm-Ice">Hailstorm</var>
- <var name="Storm-Wind">Windstorm</var>
- <var name="Storm-Earth">Sandstorm</var>
- <var name="Storm-Thunder">Thunderstorm</var>
- <var name="Storm-Water">Rainstorm</var>
- <var name="Storm-Light">Aurorastorm</var>
- <var name="Storm-Dark">Voidstorm</var>
- </include>
- <include name="SmnSpiritConstants">
- <var name="Spirit-Fire">Fire Spirit</var>
- <var name="Spirit-Ice">Ice Spirit</var>
- <var name="Spirit-Wind">Air Spirit</var>
- <var name="Spirit-Earth">Earth Spirit</var>
- <var name="Spirit-Thunder">Thunder Spirit</var>
- <var name="Spirit-Water">Water Spirit</var>
- <var name="Spirit-Light">Light Spirit</var>
- <var name="Spirit-Dark">Dark Spirit</var>
- </include>
- <include name="EnspellConstants">
- <var name="En-Fire">Enfire</var>
- <var name="En-Ice">Enblizzard</var>
- <var name="En-Wind">Enaero</var>
- <var name="En-Earth">Enstone</var>
- <var name="En-Thunder">Enthunder</var>
- <var name="En-Water">Enwater</var>
- <var name="En-Light">Enlight</var>
- <var name="En-Dark">Endark</var>
- </include>
- <!-- ******************* Sets ******************* -->
- <!-- Import this group, and inherit it in the default Outside-Group
- group. Other groups inherit from Outside-Group.
- This should ensure that these sets exist in each group,
- even if their contents aren't revised. -->
- <include name="Base-Group">
- <group name="Base-Group">
- <set name="None">
- </set>
- <set name="Resting">
- </set>
- <set name="Kite|Move">
- </set>
- <set name="PDT">
- </set>
- <set name="MDT">
- </set>
- <set name="MDT-Fire">
- </set>
- <set name="MDT-Earth">
- </set>
- <set name="MDT-Wind">
- </set>
- <set name="MDT-Water">
- </set>
- <set name="MDT-Ice">
- </set>
- <set name="MDT-Thunder">
- </set>
- <set name="HPGear">
- </set>
- <set name="Convert">
- </set>
- <set name="WeakSet">
- </set>
- </group>
- </include>
- <!-- Gorgets for weaponskills used so that generic weaponskill sets can be constructed
- without needing to know which specific gorget to add in. Minor weaponskills are
- not included to cut down on the total number of set aliases. -->
- <include name="WeaponskillGorgets">
- <set name="Raging Fists-Gorget|Spinning Attack-Gorget|Howling Fist-Gorget|Dragon Kick-Gorget|Tornado Kick-Gorget|Victory Smite-Gorget|Heavy Swing-Gorget|Full Swing-Gorget|Earth Crusher-Gorget|True Strike-Gorget|Judgment-Gorget|Black Halo-Gorget|Blade: Jin-Gorget|Blade: Kamu-Gorget|Shark Bite-Gorget|Savage Blade-Gorget|Tachi: Ageha-Gorget|Tachi: Koki-Gorget">
- <neck>Thunder Gorget</neck>
- </set>
- <set name="Asuran Fists-Gorget|Evisceration-Gorget|Retribution-Gorget|Stringing Pummel-Gorget|Blade: Ten-Gorget|Blade: Ku-Gorget|Dancing Edge-Gorget|Vorpal Blade-Gorget|Swift Blade-Gorget|Tachi: Jinpu-Gorget">
- <neck>Soil Gorget</neck>
- </set>
- <set name="Ascetic's Fury-Gorget|Tachi: Kasha-Gorget|Hexa Strike-Gorget">
- <neck>Light Gorget</neck>
- </set>
- <set name="Tachi: Gekko-Gorget|Tachi: Yukikaze-Gorget">
- <neck>Snow Gorget</neck>
- </set>
- <set name="*-Gorget">
- <!-- No gorget specified for any other weaponskills, or don't have the gorget for them. -->
- </set>
- </include>
- <!-- Same as for gorgets, but belts are less likely to use than other waist items,
- so there are fewer weaponskills listed. -->
- <include name="WeaponskillBelts">
- <set name="Ascetic's Fury-Belt|Tachi: Kasha-Belt|Hexa Strike-Belt">
- <neck>Light Belt</neck>
- </set>
- <set name="Tachi: Gekko-Belt|Tachi: Yukikaze-Belt">
- <neck>Snow Belt</neck>
- </set>
- <set name="Cataclysm-Belt">
- <neck>Aqua Belt</neck>
- </set>
- <set name="*-Belt">
- <!-- No belt specified for other weaponskills, or don't have the belt for them. -->
- </set>
- </include>
- <!-- ******************* Rules ******************* -->
- <!-- Do not use rules if level 50 or lower. -->
- <include name="LevelRequirement">
- <if notMLvlGT="50">
- <return />
- </if>
- </include>
- <!-- These stop any gear changes if you're unable to take particular actions. -->
- <include name="ReturnRules">
- <!-- Can't do anything if you're dead -->
- <if status="dead">
- <AddToChat>DEAD!</AddToChat>
- <cancelspell />
- <return />
- </if>
- <if SpellTargetRaw="<st*">
- <return />
- </if>
- <!-- Allow manipulation of equipment sets while under adverse effects. -->
- <if NotSpell="$ResetTrigger|$Triggers|$EleTriggers|$JobTriggers">
- <if BuffActive="Sleep|Petrification|Stun|Terror|Charm|Illusion|Egg|Costume">
- <return />
- </if>
- <elseif spell="Ranged">
- <if advanced='%SpellTargetDistance > 24.9'>
- <return />
- </if>
- </elseif>
- <elseif Type="*Magic|BardSong|Ninjutsu" BuffActive="Silence|Mute|Omerta">
- <return />
- </elseif>
- <elseif Type="Weaponskill|JobAbility|PetCommand|CorsairRoll|CorsairShot|Scholar" BuffActive="Amnesia|Impairment">
- <return />
- </elseif>
- <elseif Type="PetCommand|BloodPact*" PetIsValid="FALSE">
- <return />
- </elseif>
- <!-- <elseif type="Weaponskill">
- <if mode="OR" TPLT="90" advanced='%SpellTargetDistance > $Distance'>
- <cancelspell />
- <addtochat>%Spell cancelled: TP or distance.</addtochat>
- <return />
- </if>
- </elseif> -->
- </if>
- </include>
- <!-- Do not change gear if spell is a transport spell used on self (Warp II/Retrace on others is fine). -->
- <include name="CleanTransportation">
- <if Spell="Warp*|Teleport*|Recall*|Retrace" SpellTargetType="SELF">
- <return />
- </if>
- </include>
- <!-- Area variable rule -->
- <include name="AreaRules">
- <!-- Determine general area, as some give access to special gear, or differences in approach to gearing. -->
- <if BuffActive="Visitant">
- <var cmd="set Area Abyssea" />
- </if>
- <elseif BuffActive="Allied Tags">
- <var cmd="set Area Campaign" />
- </elseif>
- <else>
- <var cmd="set Area Outside" />
- </else>
- <!-- Define idle set based on town or elsewhere -->
- <if Area="*San d'Oria|Port Bastok|Bastok*|Port Windurst|Windurst*|*Jeuno|Ru'Lude Gardens|*Whitegate" NotArea="Dynamis*|*[S]">
- <var cmd="set IdleSTYLE Town" />
- </if>
- <else>
- <var cmd="set IdleSTYLE Field" />
- </else>
- <!-- Change group based on area and difficulty level (not sure on diff) -->
- <if NotGroup="$Area-Group">
- <command>sc group $Area-Group</command>
- </if>
- </include>
- <!-- Variable Trigger: Set Distance Rules -->
- <include name="SetDistanceVariable">
- <if Spell="Shackled Fists">
- <cancelspell />
- <var cmd="set Distance %TargetDistance" />
- <addtochat color="135">Distance Variable: $Distance</addtochat>
- <return />
- </if>
- </include>
- <!-- Spell Cancel Rules -->
- <include name="SpellCancel">
- <if Spell="Sneak" BuffActive="Sneak" TargetType="SELF">
- <midcastdelay delay="1" />
- <command when="midcast">cancel 71</command>
- </if>
- <elseif spell="Spectral Jig" BuffActive="Sneak">
- <command when="precast">cancel 71</command>
- </elseif>
- <elseif Spell="Monomi*" BuffActive="Sneak">
- <midcastdelay delay="2.5" />
- <command when="midcast">cancel 71</command>
- </elseif>
- <elseif spell="Utsusemi: Ichi" buffactive="Copy Image*" NotBuffActive="Silence|Mute|Omerta|Obliviscence">
- <if notbuffactive="Copy Image (3)|Copy Image (4)">
- <midcastdelay delay="2.5" />
- <command when="midcast">cancel 66</command>
- <command when="midcast">cancel 446</command>
- </if>
- <else>
- <cancelspell />
- <return />
- </else>
- </elseif>
- <elseif Spell="Stoneskin" BuffActive="Stoneskin">
- <midcastdelay delay="2.8" />
- <command when="midcast">cancel 37</command>
- </elseif>
- </include>
- <!-- Misc: Lock slots under certain conditions. -->
- <include name="EquipmentLockRules">
- <if mode="OR" advanced='$LockMain==1' EquipMain="$TrialWeapon">
- <lock slot="main|sub" when="All" lock="yes" />
- </if>
- <if EquipFeet="Powder Boots|Sprint Shoes">
- <lock slot="feet" when="All" lock="yes" />
- </if>
- <if EquipRange="$PullWeapon|Soulgauger*">
- <lock slot="ranged|ammo" when="All" lock="yes" />
- </if>
- <if EquipNeck="Sanctus Rosary">
- <lock slot="neck" when="All" lock="yes" />
- </if>
- <if EquipLEar="Reraise Earring">
- <lock slot="lear" when="All" lock="yes" />
- </if>
- <if EquipREar="Reraise Earring">
- <lock slot="rear" when="All" lock="yes" />
- </if>
- </include>
- <!-- Change to Convert gear and set the $Convert variable, which should be
- part of the CurrentSet construction.
- $Convert variable will be reset to 'None' after 10 seconds, if
- it hadn't already been reset in the job rules. -->
- <include name="ConvertRule">
- <if Spell="Convert">
- <castdelay delay="0.02" />
- <equip when="precast" set="%Spell" />
- <var cmd="set Convert Convert" />
- <command when="Aftercast">$ResetCommand</command>
- </if>
- </include>
- <!-- Handle universal toggle and cycle triggers -->
- <!-- This is a REQUIRED include. -->
- <include name="ToggleAndCycleRules">
- <var cmd="set Triggered False" />
- <if Spell="$Triggers|$EleTriggers">
- <var cmd="set Triggered True" />
- <cancelspell />
- <if type="Weaponskill">
- <!-- Special reconfiguration of gear sets. Uses Fomor weaponskills for triggers. -->
- <!-- Reset (Tranquility) has to be handled in the job XML itself. It will be custom to that job's uses.
- It should be combined with autoset. -->
- <!-- Cycle physical accuracy level (value of 1 to 3) -->
- <if spell="Vulcan Shot">
- <var cmd="setcalc PhysAcc $PhysAcc+1" />
- <if advanced='$PhysAcc > 3'>
- <var cmd="set PhysAcc 1" />
- </if>
- <addtochat>Physical accuracy level: $PhysAcc</addtochat>
- </if>
- <!-- Cycle magical accuracy level (value of 1 to 3) -->
- <elseif spell="Carnal Nightmare">
- <var cmd="setcalc MagAcc $MagAcc+1" />
- <if advanced='$MagAcc > 3'>
- <var cmd="set MagAcc 1" />
- </if>
- <addtochat>Magical accuracy level: $MagAcc</addtochat>
- </elseif>
- <!-- Light armor gear sets (evasion/counter/shield/etc) -->
- <elseif spell="Grim Halo">
- <if advanced='"$LightArmor" = "None"'>
- <var cmd="set LightArmor $SetLightArmor1" />
- </if>
- <elseif advanced='"$LightArmor" = "$SetLightArmor1" AND "$SetLightArmor2" != "None"'>
- <var cmd="set LightArmor $SetLightArmor2" />
- </elseif>
- <elseif advanced='"$LightArmor" = "$SetLightArmor2"'>
- <var cmd="set LightArmor None" />
- </elseif>
- <else>
- <var cmd="set LightArmor None" />
- </else>
- <addtochat>Light Armor: $LightArmor</addtochat>
- </elseif>
- <!-- Light armor gear sets (HP) -->
- <elseif spell="Aegis Schism">
- <if advanced='"$LightArmor" = "$SetLightArmorHP"'>
- <var cmd="set LightArmor None" />
- </if>
- <else>
- <var cmd="set LightArmor $SetLightArmorHP" />
- </else>
- <addtochat>Light Armor: $LightArmor</addtochat>
- </elseif>
- <!-- PDT/MDT gear sets -->
- <elseif spell="Netherspikes">
- <if advanced='"$HeavyArmor" = "None"'>
- <if advanced='"$DTType" = "PDT"'>
- <var cmd="set HeavyArmor PDT" />
- </if>
- <else>
- <var cmd="set HeavyArmor MDT|MDT-$DTType" />
- </else>
- </if>
- <else>
- <var cmd="set HeavyArmor None" />
- </else>
- <addtochat>HeavyArmor: $HeavyArmor</addtochat>
- </elseif>
- <!-- Kiting/movement gear set -->
- <elseif spell="Foxfire">
- <if advanced='"$Movement" = "None"'>
- <var cmd="set Movement Kite" />
- </if>
- <elseif advanced='"$Movement" = "Kite"'>
- <var cmd="set Movement None" />
- </elseif>
- <addtochat>Movement/Kite: $Movement</addtochat>
- </elseif>
- <!-- Fallback if trigger defined in variable but not in rules. -->
- <else>
- <addtochat>Trigger not defined for %Spell.</addtochat>
- </else>
- </if>
- <elseif type="BlackMagic">
- <if spell="Bio V">
- <var cmd="set DTType PDT" />
- </if>
- <else>
- <!-- Stone V, Water V, Aero V, Fire V, Blizzard V, Thunder V -->
- <var cmd="set DTType %SpellElement" />
- </else>
- <if advanced='"$HeavyArmor" != "None"'>
- <if advanced='"$DTType" = "PDT"'>
- <var cmd="set HeavyArmor PDT" />
- </if>
- <else>
- <var cmd="set HeavyArmor MDT|MDT-$DTType" />
- </else>
- </if>
- <addtochat>DT Type: $DTType</addtochat>
- </elseif>
- <else>
- <addtochat>Trigger type not defined for %Spell.</addtochat>
- </else>
- </if>
- <elseif Spell="$ResetTrigger|$JobTriggers">
- <var cmd="set Triggered True" />
- <cancelspell />
- </elseif>
- </include>
- <!-- Change to appropriate gear set at proper times. -->
- <include name="HandleGearChange">
- <!-- INCLUDE ONLY AFTER CurrentSet HAS BEEN DEFINED BY YOUR JOB RULES. -->
- <!-- After all calculations are done, if this rule check was due to a Trigger action,
- just equip the specified gear and return. -->
- <if advanced='"$Triggered"="True"'>
- <equip set="$CurrentSet" />
- <return />
- </if>
- <!-- Aftercast equipment resolution deferred. Avoid up-front lag
- from doing these calculations now. -->
- <!-- Change to <equip> line if you want to test current direct lag. -->
- <!--<equip when="idle|engaged|aftercast" set="$CurrentSet" /> -->
- <command when="idle|engaged|aftercast">$EquipCommand</command>
- <equip when="resting" set="Resting" />
- </include>
- <!-- Trigger force equipping of gear via EquipCommand. -->
- <include name="AutoChangeGear">
- <if Spell="$EquipTrigger">
- <equip set="$CurrentSet" />
- <cancelspell />
- <return />
- </if>
- </include>
- <!-- Elemental Staff Rules -->
- <include name="ElementalStaffRules">
- <if Skill="ElementalMagic" NotSpell="Burn|Frost|Choke|Rasp|Shock|Drown">
- <if advanced='"$TestProc" = "Yes"'>
- <equip when="precast|midcast">
- <main>$Staff-Proc-%SpellElement</main>
- </equip>
- </if>
- <else>
- <equip when="precast">
- <main>$Staff-FastCast-%SpellElement</main>
- </equip>
- <equip when="midcast">
- <main>$Staff-Dmg-%SpellElement</main>
- </equip>
- </else>
- </if>
- <elseif skill="HealingMagic" Spell="Cure*|Cura*">
- <equip when="precast|midcast">
- <main>$Staff-Cures</main>
- </equip>
- </elseif>
- <elseif skill="EnfeeblingMagic">
- <equip when="precast|midcast">
- <main>$Staff-Acc-%SpellElement</main>
- </equip>
- </elseif>
- <elseif type="BardSong">
- <equip when="precast">
- <main>$Staff-FastCast-%SpellElement</main>
- </equip>
- <if SpellTargetType="MONSTER">
- <equip when="midcast">
- <main>$Staff-Acc-%SpellElement</main>
- </equip>
- </if>
- </elseif>
- <elseif skill="DivineMagic">
- <if Spell="Banish*|Holy*">
- <equip when="precast|midcast">
- <main>$Staff-Dmg-%SpellElement</main>
- </equip>
- </if>
- <else>
- <equip when="precast|midcast">
- <main>$Staff-Acc-%SpellElement</main>
- </equip>
- </else>
- </elseif>
- <elseif skill="DarkMagic">
- <equip when="precast|midcast">
- <main>$Staff-Acc-%SpellElement</main>
- </equip>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Elemental Magic.
- Assumed to be imported in after check for skill="ElementalMagic" has
- already been done. -->
- <include name="ObiRingCape-ElementalMagic">
- <if Element="%DayElement">
- <if skill="ElementalMagic" NotSpell="Burn|Frost|Choke|Rasp|Shock|Drown">
- <if Advanced='"ZodiacRing"!="0"' NotElement="Light|Dark">
- <equip when="midcast">
- <rring>Zodiac Ring</rring>
- </equip>
- </if>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if skill="ElementalMagic" NotSpell="Burn|Frost|Choke|Rasp|Shock|Drown">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Healing Magic.
- Assumed to be imported in after check for skill="HealingMagic" has
- already been done. -->
- <include name="ObiRingCape-HealingMagic">
- <if Element="%DayElement">
- <if Spell="Cure*|Cura*">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if Spell="Cure*|Cura*">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Divine Magic.
- Assumed to be imported in after check for skill="DivineMagic" has
- already been done. -->
- <include name="ObiRingCape-DivineMagic">
- <if Element="%DayElement">
- <if Spell="Banish*|Holy*">
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if Spell="Banish*|Holy*">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Quick Draw.
- Assumed to be imported in after check for type="CorsairShot" has
- already been done. -->
- <include name="ObiRingCape-CorsairShot">
- <if Element="%DayElement">
- <if type="CorsairShot" NotElement="Light|Dark">
- <if Advanced='"ZodiacRing"!="0"'>
- <equip when="precast">
- <rring>Zodiac Ring</rring>
- </equip>
- </if>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="precast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="precast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if type="CorsairShot" NotElement="Light|Dark">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="precast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="precast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </if>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Ninjutsu.
- Assumed to be imported in after check for type="Ninjutsu" has
- already been done. -->
- <include name="ObiRingCape-Ninjutsu">
- <if Element="%DayElement">
- <if Spell="Katon*|Hyoton*|Huton*|Doton*|Suiton*|Raiton*">
- <if Advanced='"ZodiacRing"!="0"'>
- <equip when="midcast">
- <rring>Zodiac Ring</rring>
- </equip>
- </if>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if Spell="Katon*|Hyoton*|Huton*|Doton*|Suiton*|Raiton*">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Blue Magic.
- Assumed to be imported in after check for skill="BlueMagic" has
- already been done. -->
- <include name="ObiRingCape-BlueMagic">
- <if Element="%DayElement">
- <if Spell="*Whisker|*Grudge|Thermal*|Mind Blast|Regurg*|Ice Break|Leaf*|Thunderbolt|Dark Orb">
- <if Advanced='"ZodiacRing"!="0"'>
- <equip when="midcast">
- <rring>Zodiac Ring</rring>
- </equip>
- </if>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if Spell="*Whisker|*Grudge|Thermal*|Mind Blast|Regurg*|Ice Break|Leaf*|Thunderbolt|Dark Orb">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Swapping in Obi/Zodiac Ring/Twilight Cape when using Dark Magic.
- Assumed to be imported in after check for skill="DarkMagic" has
- already been done. -->
- <include name="ObiRingCape-DarkMagic">
- <if Element="%DayElement">
- <if Spell="Drain*|Aspir*">
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- </if>
- </if>
- </if>
- <elseif mode="OR" element="%WeatherElement" BuffActive="$Storm-%SpellElement">
- <if Advanced='"$Obi-%SpellElement"!="0"'>
- <if Spell="Drain*|Aspir*">
- <equip when="midcast">
- <waist>$Obi-%SpellElement</waist>
- </equip>
- <if Advanced='"TwilightCape"!="0"'>
- <equip when="midcast">
- <back>Twilight Cape</back>
- </equip>
- </if>
- </if>
- </if>
- </elseif>
- </include>
- <!-- Automatically generate notifications when buffs are about to wear off. -->
- <!-- MUST include RecastDurations in vars section. -->
- <include name="RecastWarnings">
- <if skill="EnhancingMagic">
- <if Spell="Haste|Refresh*|Phalanx*|Reprisal">
- <var cmd="set Buff-Duration $%Spell-Duration" />
- </if>
- <elseif Spell="En*">
- <var cmd="set Buff-Duration $Enspell-Duration" />
- </elseif>
- <elseif Spell="*Spikes">
- <var cmd="set Buff-Duration $Spikes-Duration" />
- </elseif>
- <else>
- <!-- Anything else we don't want to give warnings for. -->
- <var cmd="set Buff-Duration 0" />
- </else>
- <if advanced='"$Buff-Duration" > "0"'>
- <!-- Account for rdm stuff that extends durations -->
- <if MainJob="Rdm">
- <var cmd="set BuffDurationMult 100 + ($EstoqueurCape*10) + ($EstoqueurFeet*10)" />
- <if BuffActive="Composure">
- <if SpellTargetType="SELF">
- <var cmd="set BuffDurationMult $BuffDurationMult * 3" />
- </if>
- <elseif SpellTargetType="PLAYER">
- <var cmd="set BuffDurationMult $BuffDurationMult + $EstoqueurSetBonus" />
- </elseif>
- </if>
- <var cmd="setcalc Buff-Duration $Buff-Duration * $BuffDurationMult / 100" />
- </if>
- <!-- Determine when we want the warning message to happen. -->
- <var cmd="setcalc Warn-Duration $Buff-Duration - 15" />
- <command when="Aftercast">wait $Warn-Duration;input /echo [%spell] <%SpellTargetName> wearing off in 15 sec.</command>
- </if>
- </if>
- <elseif skill="EnfeeblingMagic|DivineMagic">
- <if Spell="Sleep*|Repose|Break">
- <var cmd="set Buff-Duration $%Spell-Duration" />
- <var cmd="setcalc Warn-Duration $Buff-Duration - 10" />
- <var cmd="inc SleepOrder" />
- <command when="Aftercast">wait $Warn-Duration;input /echo [%spell] <%SpellTargetName> ($SleepOrder) wearing off in 10 sec.;spellcast var dec SleepOrder</command>
- </if>
- </elseif>
- <elseif type="Samba">
- <if MainJob="Dnc">
- <command when="Aftercast">wait 110;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command>
- </if>
- <else>
- <command when="Aftercast">wait 80;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command>
- </else>
- </elseif>
- </include>
- </includes>
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