You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
147 lines
8.2 KiB
147 lines
8.2 KiB
8 years ago
|
<ashitacast>
|
||
|
|
||
|
<!-- Rule checks, equipment, and set names ARE NOT case sensitive.
|
||
|
XML tag names and attribute names ARE case sensitive.
|
||
|
In simpler terms, you can do <if p_status="idle"> or <if p_status="IDLe">
|
||
|
but you can't use <If> or <if P_status>.-->
|
||
|
|
||
|
<settings> <!--Contains settings specific to this xml, must be set to true/false to override default-->
|
||
|
<buffupdate>true</buffupdate> <!--Determines if your idlegear will be parsed when you gain/lose a buff. Default: TRUE -->
|
||
|
<statusupdate>true</statuspdate> <!--Determines if your idlegear will be parsed when you change status(stand/rest/engage/etc). Default: TRUE -->
|
||
|
<hpupdate>true</hpupdate> <!--Determines if your idlegear will be parsed when your HP % changes. Default: TRUE -->
|
||
|
<autoupdate>true</autoupdate> <!--Determines if your idlegear will be parsed on outgoing status updates(roughly every 350ms). Default: TRUE -->
|
||
|
</settings>
|
||
|
|
||
|
<sets> <!-- Contains all of your sets.-->
|
||
|
<set name="Stand" baseset="Idle" lock="true" priority="99"> <!--Set Entry, baseset is optional and will copy that set
|
||
|
then change anything specified. Lock will not allow that slot to be overwritten, except by another lock.
|
||
|
Priority changes the order in which a piece of equipment will be put on, default is 0 but can go from -100 to +100, higher is equipped first-->
|
||
|
<main priority="1" lock="true">Burtgang</main> <!--Equip tags make up the set, priority and lock can be done on a per slot basis-->
|
||
|
<sub>Ochain</sub>
|
||
|
<range>none</range>
|
||
|
<ammo>Angha Gem</ammo>
|
||
|
<head>Laeradr Helm</head>
|
||
|
<neck>Twilight Torque</neck>
|
||
|
<lear>Merman's Earring</lear> <!--Ear1, Ear2, Ring1, Ring2 also work-->
|
||
|
<rear>Merman's Earring</rear>
|
||
|
<body>Mekira Meikogai</body>
|
||
|
<hands>Cizin Mufflers</hands>
|
||
|
<lring>Shadow Ring</lring>
|
||
|
<rring>Defending Ring</rring>
|
||
|
<back>Repulse Mantle</back>
|
||
|
<waist>Nierenschutz</waist>
|
||
|
<legs>Blood Cuisses</legs>
|
||
|
<feet>Phorcys Schuhs</feet>
|
||
|
</set>
|
||
|
<include> <!--This is used by DressMe, if you use the same files.-->
|
||
|
<item>Aegis</item> <!--Quantity is assumed to be 1 if unspecified.-->
|
||
|
<item quantity="12">Echo Drops</item>
|
||
|
<item quantity="all">Tavnazian Taco</item> <!--You can specify all for the gear function to retrieve all of an item.-->
|
||
|
<event name="Voidwatch">
|
||
|
<item>Adamas</item> <!--Any entries inside a voidwatch tag will be collected if gear was initiated with that
|
||
|
as an argument. For example, in this case, Adamas would be retrieved if you'd originally typed '/ac gear voidwatch'
|
||
|
or '/dm gear "XML Structure.xml" voidwatch'-->
|
||
|
</event>
|
||
|
</include>
|
||
|
</sets>
|
||
|
|
||
|
<variables> <!--You can reference variables that aren't defined here, this is just for initializing-->
|
||
|
<var name="Shield">Ochain</var> <!--All variables are stored as strings, and turned into numbers if used in a numerical comparison-->
|
||
|
</variables>
|
||
|
|
||
|
<inputcommands> <!--This allows you to set up commands to do specific things. Whenever the typed command is input, it's section is parsed.-->
|
||
|
<cmd input="/Trigger1"> <!--Reads through this node when the command is input. -->
|
||
|
<!--If, Elseif, and Else statements can be used to control flow. If the statement evaluates true, everything inside it will be read.-->
|
||
|
<if e_area="Eastern Adoulin"> <!--If statements can contain any amount of attributes from the variables.txt file.-->
|
||
|
</if>
|
||
|
<elseif> <!--Elseif must always be placed after an if and can use the same type of rules.-->
|
||
|
</elseif>
|
||
|
<else> <!--Else must follow an if or elseif. No attributes.-->
|
||
|
</else>
|
||
|
|
||
|
<command delay="1500">/ma "Flash" <t></command> <!--Pass a command to the game client. Use < and > to avoid creating an XML node.-->
|
||
|
<!--delay is optional, if specified will wait that many milliseconds to send the command.-->
|
||
|
<clearvars /> <!--Clear all user-defined variables.-->
|
||
|
<setvar name="Shield" value="Aegis" /> <!--Set a variable to a specific value.-->
|
||
|
<incvar name="Count" value="3" /> <!--Increase a variable, if value isn't specified will use 1.-->
|
||
|
<decvar name="Count" value="3" /> <!--Decrease a variable. if value isn't specified will use 1.-->
|
||
|
<change id="333" /> <!--Change the ID of an outgoing spell/ability/etc(ie: downgrade a cure if your rules
|
||
|
determine that it's not needed. Doesn't work in input commands, obviously.-->
|
||
|
<addtochat color="35">Printing Text</addtochat> <!--Print text to chat log. If color isn't specified, will use white.-->
|
||
|
<gearlock length="5" /> <!--Stop all gear changes for length seconds, not optional.-->
|
||
|
<cancel /> <!--Stop the spell in process from occuring-->
|
||
|
<return /> <!--Stop reading flow, any gearswaps currently pending will still be applied and the ability will go through if cancel wasn't called.-->
|
||
|
<doidlegear /> <!--Process idle gear section-->
|
||
|
<registerbuff id="409" active="false" /> <!--This adds a buff to an internal registry for 3 seconds. It will take priority over status
|
||
|
effects on your character. This is useful for Sneak Attack->WS or Perpetuance->Spell or anything else where your buff icon
|
||
|
wouldn't have loaded. Put it in the perpetuance precast event, and it'll be registered when you hit your spell. If active isn't
|
||
|
specified, it's assumed to be true. status="false" forces the game to think your buff isn't active even if it is -->
|
||
|
<clearbuff id="409" /> <!--This removes the buff ID from the registry, allowing the game to use it's actual buffs again before
|
||
|
the 3 second wait has passed.-->
|
||
|
|
||
|
<equip lock="true" set="setname" priority="15"> <!--All tags are optional.
|
||
|
All equips are parsed and then when the section ends, the last setting for each slot is equipped.-->
|
||
|
<main lock="true" priority="-1">Burtgang</main> <!--Single slot equip tags can be used inside an equip node, you can also specify lock and priority on a per slot basis.-->
|
||
|
<!--If a set was specified, these will overwrite it.-->
|
||
|
<sub>Ochain</sub>
|
||
|
<range>none</range>
|
||
|
<ammo>Angha Gem</ammo>
|
||
|
<head>Laeradr Helm</head>
|
||
|
<neck>Twilight Torque</neck>
|
||
|
<lear>Merman's Earring</lear> <!--Ear1, Ear2, Ring1, Ring2 also work-->
|
||
|
<rear>Merman's Earring</rear>
|
||
|
<body>Mekira Meikogai</body>
|
||
|
<hands>Cizin Mufflers</hands>
|
||
|
<lring>Shadow Ring</lring>
|
||
|
<rring>Defending Ring</rring>
|
||
|
<back>Repulse Mantle</back>
|
||
|
<waist>Nierenschutz</waist>
|
||
|
<legs>Blood Cuisses</legs>
|
||
|
<feet>Phorcys Schuhs</feet>
|
||
|
</equip>
|
||
|
</cmd>
|
||
|
</inputcommands>
|
||
|
|
||
|
<idlegear>
|
||
|
<!--Same subnodes as command triggers, is processed whenever an action ends, your status changes, and once every 3 seconds if no actions done.-->
|
||
|
</idlegear>
|
||
|
|
||
|
<preranged>
|
||
|
<!--Same subnodes as command triggers, is processed when a shot starts. Equip tags will be on when the shot starts.-->
|
||
|
</preranged>
|
||
|
|
||
|
<midranged>
|
||
|
<!--Same subnodes as command triggers, is processed before shot ends. Equip tags will be on when the shot finishes.-->
|
||
|
</midranged>
|
||
|
|
||
|
<premagic>
|
||
|
<!--Same subnodes as command triggers, is processed when a spell starts. Equip tags will be on when the spell starts.-->
|
||
|
</premagic>
|
||
|
|
||
|
<midmagic>
|
||
|
<!--Same subnodes as command triggers, is processed before a spell ends. Equip tags will be on when the spell finishes.-->
|
||
|
</midmagic>
|
||
|
|
||
|
<jobability>
|
||
|
<!--Same subnodes as command triggers, processed when you use a JA. Equip tags will be on when the JA processes.-->
|
||
|
</jobability>
|
||
|
|
||
|
<weaponskill>
|
||
|
<!--Same subnodes as command triggers, processed when you use a WS. Equip tags will be on when the WS processes.-->
|
||
|
</weaponskill>
|
||
|
|
||
|
<petskill>
|
||
|
<!--Most of same nodes as command triggers, processed when your pet uses a weaponskill. Equip tags will be on when pet WS damage is calculated.
|
||
|
A cancel tag indicates that idlegear should be used as normal(no swap for this pet ws). If this section doesn't exist, idlegear will be used for petws.
|
||
|
<change> and <doidlegear> do NOT work here.-->
|
||
|
</petskill>
|
||
|
|
||
|
<petspell>
|
||
|
<!--Most of same nodes as command triggers, processed when your pet casts a spell. Equip tags will be on when pet spell damage is calculated.
|
||
|
A cancel tag indicates that idlegear should be used as normal(no swap for this pet spell). If this section doesn't exist, idlegear will be used for pet spell.
|
||
|
<change> and <doidlegear> do NOT work here.-->
|
||
|
</petsspell>
|
||
|
|
||
|
<!--Each of the base nodes is optional, if you don't need it then you don't need to add it.-->
|
||
|
|
||
|
</ashitacast>
|