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155 lines
9.1 KiB
155 lines
9.1 KiB
<ashitacast> |
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<!-- Rule checks, equipment, and set names ARE NOT case sensitive. |
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XML tag names and attribute names ARE case sensitive. |
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In simpler terms, you can do <if p_status="idle"> or <if p_status="IDLe"> |
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but you can't use <If> or <if P_status>.--> |
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<settings> <!--Contains settings specific to this xml, must be set to true/false to override default--> |
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<blockresends>false</blockresends> <!--If enabled, will stop action packets being sent multiple times. This is useful if you are playing at a high enough latency that the game always attempts to resend actions.--> |
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<predictivepet>true</predictivepet> <!--If enabled, will automatically trigger petskill when using an ability that correlates to a pet skill such as a blood pact or ready move.--> |
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<buffupdate>true</buffupdate> <!--Determines if your idlegear will be parsed when you gain/lose a buff. Default: TRUE --> |
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<statusupdate>true</statuspdate> <!--Determines if your idlegear will be parsed when you change status(stand/rest/engage/etc). Default: TRUE --> |
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<hpupdate>true</hpupdate> <!--Determines if your idlegear will be parsed when your HP % changes. Default: TRUE --> |
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<autoupdate>true</autoupdate> <!--Determines if your idlegear will be parsed on outgoing status updates(roughly every 350ms). Default: TRUE --> |
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</settings> |
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<sets> <!-- Contains all of your sets.--> |
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<set name="Stand" baseset="Idle" lock="true" priority="99"> <!--Set Entry, baseset is optional and will copy that set |
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then change anything specified. Lock will not allow that slot to be overwritten, except by another lock. |
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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--> |
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<main priority="1" lock="true">Burtgang</main> <!--Equip tags make up the set, priority and lock can be done on a per slot basis--> |
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<sub>Ochain</sub> |
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<range>none</range> |
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<ammo>Angha Gem</ammo> |
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<head>Laeradr Helm</head> |
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<neck>Twilight Torque</neck> |
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<lear>Merman's Earring</lear> <!--Ear1, Ear2, Ring1, Ring2 also work--> |
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<rear>Merman's Earring</rear> |
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<body>Mekira Meikogai</body> |
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<hands>Cizin Mufflers</hands> |
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<lring>Shadow Ring</lring> |
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<rring>Defending Ring</rring> |
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<back>Repulse Mantle</back> |
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<waist>Nierenschutz</waist> |
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<legs>Blood Cuisses</legs> |
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<feet>Phorcys Schuhs</feet> |
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</set> |
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<include> <!--This is used by DressMe, if you use the same files.--> |
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<item>Aegis</item> <!--Quantity is assumed to be 1 if unspecified.--> |
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<item quantity="12">Echo Drops</item> |
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<item quantity="all">Tavnazian Taco</item> <!--You can specify all for the gear function to retrieve all of an item.--> |
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<event name="Voidwatch"> |
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<item>Adamas</item> <!--Any entries inside a voidwatch tag will be collected if gear was initiated with that |
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as an argument. For example, in this case, Adamas would be retrieved if you'd originally typed '/ac gear voidwatch' |
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or '/dm gear "XML Structure.xml" voidwatch'--> |
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</event> |
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</include> |
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</sets> |
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<init> <!--Used for startup commands, parsed once when XML is loaded.. use for keybinds, macro book changes, variable setup, whatever--> |
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<!--Equip tags will not do anything here. Rules and all other tags will.--> |
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<command>/macro book 1</command> |
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<command delay="1000">/macro set 1</command> <!--I recommend a delay when using macro book and set changes, seems the client doesn't always like both changed at once?--> |
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</init> |
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<variables> <!--You can reference variables that aren't defined here, this is just for initializing--> |
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<var name="Shield">Ochain</var> <!--All variables are stored as strings, and turned into numbers if used in a numerical comparison--> |
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</variables> |
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<inputcommands> <!--This allows you to set up commands to do specific things. Whenever the typed command is input, it's section is parsed.--> |
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<cmd input="/Trigger1"> <!--Reads through this node when the command is input. --> |
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<!--If, Elseif, and Else statements can be used to control flow. If the statement evaluates true, everything inside it will be read.--> |
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<if e_area="Eastern Adoulin"> <!--If statements can contain any amount of attributes from the variables.txt file.--> |
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</if> |
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<elseif> <!--Elseif must always be placed after an if and can use the same type of rules.--> |
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</elseif> |
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<else> <!--Else must follow an if or elseif. No attributes.--> |
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</else> |
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<command delay="1500">/ma "Flash" <t></command> <!--Pass a command to the game client. Use < and > to avoid creating an XML node.--> |
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<!--delay is optional, if specified will wait that many milliseconds to send the command.--> |
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<clearvars /> <!--Clear all user-defined variables.--> |
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<setvar name="Shield" value="Aegis" /> <!--Set a variable to a specific value.--> |
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<incvar name="Count" value="3" /> <!--Increase a variable, if value isn't specified will use 1.--> |
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<decvar name="Count" value="3" /> <!--Decrease a variable. if value isn't specified will use 1.--> |
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<change id="333" /> <!--Change the ID of an outgoing spell/ability/etc(ie: downgrade a cure if your rules |
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determine that it's not needed. Doesn't work in input commands, obviously.--> |
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<addtochat color="35">Printing Text</addtochat> <!--Print text to chat log. If color isn't specified, will use white.--> |
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<gearlock length="5" /> <!--Stop all gear changes for length seconds, not optional.--> |
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<cancel /> <!--Stop the spell in process from occuring--> |
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<return /> <!--Stop reading flow, any gearswaps currently pending will still be applied and the ability will go through if cancel wasn't called.--> |
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<doidlegear /> <!--Process idle gear section--> |
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<registerbuff id="409" active="false" /> <!--This adds a buff to an internal registry for 3 seconds. It will take priority over status |
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effects on your character. This is useful for Sneak Attack->WS or Perpetuance->Spell or anything else where your buff icon |
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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 |
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specified, it's assumed to be true. status="false" forces the game to think your buff isn't active even if it is --> |
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<clearbuff id="409" /> <!--This removes the buff ID from the registry, allowing the game to use it's actual buffs again before |
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the 3 second wait has passed.--> |
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<equip lock="true" set="setname" priority="15"> <!--All tags are optional. |
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All equips are parsed and then when the section ends, the last setting for each slot is equipped.--> |
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<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.--> |
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<!--If a set was specified, these will overwrite it.--> |
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<sub>Ochain</sub> |
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<range>none</range> |
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<ammo>Angha Gem</ammo> |
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<head>Laeradr Helm</head> |
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<neck>Twilight Torque</neck> |
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<lear>Merman's Earring</lear> <!--Ear1, Ear2, Ring1, Ring2 also work--> |
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<rear>Merman's Earring</rear> |
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<body>Mekira Meikogai</body> |
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<hands>Cizin Mufflers</hands> |
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<lring>Shadow Ring</lring> |
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<rring>Defending Ring</rring> |
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<back>Repulse Mantle</back> |
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<waist>Nierenschutz</waist> |
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<legs>Blood Cuisses</legs> |
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<feet>Phorcys Schuhs</feet> |
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</equip> |
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</cmd> |
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</inputcommands> |
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<idlegear> |
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<!--Same subnodes as command triggers, is processed whenever an action ends, your status changes, and once every 3 seconds if no actions done.--> |
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</idlegear> |
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<preranged> |
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<!--Same subnodes as command triggers, is processed when a shot starts. Equip tags will be on when the shot starts.--> |
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</preranged> |
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<midranged> |
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<!--Same subnodes as command triggers, is processed before shot ends. Equip tags will be on when the shot finishes.--> |
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</midranged> |
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<premagic> |
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<!--Same subnodes as command triggers, is processed when a spell starts. Equip tags will be on when the spell starts.--> |
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</premagic> |
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<midmagic> |
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<!--Same subnodes as command triggers, is processed before a spell ends. Equip tags will be on when the spell finishes.--> |
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</midmagic> |
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<jobability> |
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<!--Same subnodes as command triggers, processed when you use a JA. Equip tags will be on when the JA processes.--> |
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</jobability> |
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<weaponskill> |
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<!--Same subnodes as command triggers, processed when you use a WS. Equip tags will be on when the WS processes.--> |
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</weaponskill> |
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<petskill> |
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<!--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. |
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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. |
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<change> and <doidlegear> do NOT work here.--> |
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</petskill> |
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<petspell> |
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<!--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. |
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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. |
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<change> and <doidlegear> do NOT work here.--> |
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</petsspell> |
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<!--Each of the base nodes is optional, if you don't need it then you don't need to add it.--> |
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</ashitacast> |