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323 lines
11 KiB
323 lines
11 KiB
Player Information |
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p_hp - Current HP |
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p_hpp - Current HP % |
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p_mp - Current MP |
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p_mpp - Current MP % |
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p_tp - Current TP |
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p_hpmax - Max HP |
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p_mpmax - Max MP |
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p_fireresist - Fire Resistance |
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p_earthresist - Earth Resistance |
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p_waterresist - Water Resistance |
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p_windresist - Wind Resistance |
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p_iceresist - Ice Resistance |
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p_lightningresist - Thunder Resistance |
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p_lightresist - Light Resistance |
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p_darkresist - Dark Resistance |
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p_attack - Attack |
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p_defense - Defense |
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p_joblevel - Main Job's Level |
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p_subjoblevel - Sub Job's Level |
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p_mainjob - Main Job(brd, blu, etc) |
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p_subjob - Sub Job(brd, blu, etc) |
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p_job - Whole Job(mnk/war, whm/sch, etc) |
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p_status - Current Status |
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Possible Value: dead |
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Possible Value: engaged |
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Possible Value: idle |
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Possible Value: resting |
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Possible Value: unknown |
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Possible Value: zoning |
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p_name - Character Name |
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Environment Information |
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e_area - Current Zone |
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e_time - Current Vana Time(Expressed as a decimal, just replace : with ., ie: 23.50 is 11:50 PM) |
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e_moon - Current Vana Moon Phase |
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Possible Value: firstquarter |
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Possible Value: fullmoon |
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Possible Value: lastquarter |
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Possible Value: newmoon |
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Possible Value: unknown |
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Possible Value: waningcrescent |
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Possible Value: waninggibbous |
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Possible Value: waxingcrescent |
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Possible Value: waxinggibbous |
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e_moonpct - Current Moon % |
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e_day - Current Vana Day |
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Possible Value: darksday |
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Possible Value: earthsday |
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Possible Value: firesday |
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Possible Value: iceday |
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Possible Value: lightningday |
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Possible Value: lightsday |
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Possible Value: unknown |
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Possible Value: watersday |
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Possible Value: windsday |
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e_dayelement - Current Vana Day's Element |
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Possible Value: dark |
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Possible Value: earth |
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Possible Value: fire |
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Possible Value: ice |
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Possible Value: light |
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Possible Value: thunder |
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Possible Value: unknown |
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Possible Value: water |
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Possible Value: wind |
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e_weather - Current Vana Weather |
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Possible Value: clear |
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Possible Value: clouds |
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Possible Value: dark |
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Possible Value: darkx2 |
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Possible Value: earth |
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Possible Value: earthx2 |
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Possible Value: fire |
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Possible Value: firex2 |
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Possible Value: fog |
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Possible Value: ice |
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Possible Value: icex2 |
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Possible Value: light |
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Possible Value: lightx2 |
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Possible Value: sunshine |
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Possible Value: thunder |
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Possible Value: thunderx2 |
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Possible Value: unknown |
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Possible Value: water |
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Possible Value: waterx2 |
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Possible Value: wind |
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Possible Value: windx2 |
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e_weatherelement - Current Vana Weather's Element, if you have a storm spell active will return that element instead |
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Possible Value: dark |
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Possible Value: earth |
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Possible Value: fire |
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Possible Value: ice |
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Possible Value: light |
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Possible Value: No Target |
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Possible Value: none |
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Possible Value: thunder |
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Possible Value: unknown |
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Possible Value: water |
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Possible Value: wind |
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Target Information(All will return false if you have no target, |
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this is the target you have selected ingame not the target of any spell/ability) |
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t_distance - Target's Distance |
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t_hpp - Target's HP % |
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t_id - Target's ID |
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t_index - Target's index |
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t_name - Target's Name |
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t_type - Target Type |
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Possible Value: monster |
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Possible Value: npc |
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Possible Value: pc |
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Possible Value: self |
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Possible Value: unknown |
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Alliance Information |
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a_inally - Returns whether you're currently in an alliance. |
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Possible Value: false |
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Possible Value: true |
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a_count - Returns amount of people in your alliance. |
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a_actiontarget - Returns whether your action target is in alliance. *1 |
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Possible Value: false |
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Possible Value: true |
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a_target - Returns whether your target is in alliance. Will return false if no target. |
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Possible Value: false |
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Possible Value: true |
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Party Information |
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pt_inparty - Returns true if anyone else is in your party. |
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Possible Value: false |
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Possible Value: true |
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pt_count - Returns amount of people in your immediate party. |
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pt_actiontarget - Returns whether your action target is in party. *1 |
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Possible Value: false |
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Possible Value: true |
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pt_target - Returns whether your target is in party. Will return false if no target. |
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Possible Value: false |
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Possible Value: true |
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Equipment Information - If nothing equipped, will return nothing. |
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eq_main - Main slot item's name |
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eq_sub - Sub slot item's name |
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eq_range - Range slot item's name |
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eq_ammo - Ammo slot item's name |
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eq_head - Head slot item's name |
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eq_neck - Neck slot item's name |
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eq_ear1 - Left ear item's name |
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eq_lear - Same as eq_ear1 |
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eq_ear2 - Right ear item's name |
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eq_rear - Same as eq_ear2 |
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eq_body - Body item's name |
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eq_hands - Hand item's name |
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eq_ring1 - Left ring item's name |
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eq_lring - Same as eq_ring1 |
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eq_ring2 - Right ring item's name |
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eq_rring - Same as eq_ring2 |
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eq_back - Back item's name |
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eq_waist - Waist item's name |
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eq_legs - Leg item's name |
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eq_feet - Feet item's name |
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Action Target Information - This can only be used during processing of an action with a target. |
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It will return false if you try to call it inside idlegear, as there's no action target set. |
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at_distance - Distance to action target |
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at_hpp - Action target's HP % |
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at_id - Action target's ID |
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at_index - Action target's index |
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at_name - Action target's name |
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at_type - ACtion target's type |
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Possible Value: monster |
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Possible Value: npc |
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Possible Value: pc |
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Possible Value: self |
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Possible Value: unknown |
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Action Data - This can only be used during processing of an action. |
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JA/WS/Magic/Petskill/Petspell can use id and name. |
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ad_id - Action's ID |
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ad_name - Action's Name |
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ad_type has different values depending on where it is used. |
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ad_type - These are the possible values when used in <jobability>. |
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Possible Value: bloodpactrage |
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Possible Value: bloodpactward |
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Possible Value: corsairroll |
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Possible Value: jobability |
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Possible Value: ready |
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Possible Value: runeenchantment |
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Possible Value: quickdraw |
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Possible Value: waltz |
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ad_type - These are the possible values when used in <premagic> <petspell> or <midmagic>. |
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Possible Value: bardsong |
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Possible Value: blackmagic |
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Possible Value: bluemagic |
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Possible Value: ninjutsu |
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Possible Value: summoning |
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Possible Value: unknown |
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Possible Value: whitemagic |
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ad_type - These are the possible values when used in <petskill>. |
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Possible Value: bloodpactrage |
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Possible Value: bloodpactward |
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Possible Value: geows |
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Possible Value: pupws |
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Possible Value: ready |
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Possible Value: unknown |
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Possible Value: wyvern |
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These can be used in <premagic> and <midmagic>. All besides mpaftercast and mppaftercast may also be used in <petspell>. |
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ad_recast - Spell's base recast(in seconds) |
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ad_casttime - Spell's base casttime(in seconds) |
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ad_mpcost - Spell's mp cost |
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ad_mpaftercast - Your current MP - spell's mp cost, does not predict conserve mp/arts/etc |
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ad_mppaftercast - Your expected mp% after casting, does not predict conserve mp/arts/max mp changes/etc |
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ad_element - Spell's element |
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Possible Value: dark |
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Possible Value: earth |
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Possible Value: fire |
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Possible Value: ice |
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Possible Value: light |
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Possible Value: nonelemental |
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Possible Value: thunder |
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Possible Value: unknown |
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Possible Value: water |
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Possible Value: wind |
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ad_skill - Spell's Skill |
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Possible Value: bluemagic |
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Possible Value: darkmagic |
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Possible Value: divinemagic |
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Possible Value: elementalmagic |
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Possible Value: enhancingmagic |
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Possible Value: enfeeblingmagic |
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Possible Value: healingmagic |
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Possible Value: ninjutsu |
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Possible Value: singing |
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Possible Value: summoning |
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pet_active - Whether you have a pet out. |
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Possible Value: true |
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Possible Value: false |
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pet_hpp - Pet's current HP %. |
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pet_tp - Pet's current TP %. |
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pet_status - Pet's current status. |
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Possible Value: dead |
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Possible Value: engaged |
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Possible Value: idle |
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Possible Value: resting |
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Possible Value: unknown |
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Possible Value: zoning |
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pet_name - Pet's name. |
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pet_distance - Distance to your pet. |
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Pet rules will all return false if there is no active pet. |
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*1 - These have the same restrictions as any at_ rule. |
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buffactive - Check if buff is active. Takes buff ID or name. Can take 'x#' to represent multiple. |
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buffactive="214" - true if at least 1 march is active |
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buffactive="Marchx2" - true if at least 2 marches are active |
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buffactive="!Marchx2" - true if less than 2 marches are active |
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buffactive="214x2" - true if at least 2 marches are active |
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buffactive="214x2|Embrava" - true if at least 2 marches are active OR embrava is active |
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Rules that take numbers can be prefixed with > (greater than) or < (less than). |
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This doesn't apply to buffactive, because it doesn't make sense to. |
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<if p_mp="<500"> would trigger if the player's mp is below 500. |
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All rules can be prefixed with a single ! for 'not equal to', including buffactive but not advanced. |
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You may only use one prefix per | or & seperated section. |
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Basic rules can be constructed using or pipes(|), and & connectors, and will be read from right to left. |
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ie: <if p_mp=">500&<1000|<300"> will be sectioned into "|<300" "&<1000" and ">500". If it's below 300, the entire statement will be read as true. |
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If it is not below 1000, the statement will be read as false. If it passes the <1000 check, the statement will be true if it is above 500. |
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Basic rules are intended to be simplistic in nature, if you need compound logic see advanced rules later. |
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Rules that take text can include wildcards(*). |
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You can reference the value of a rule inside equipment names, set names, or ingame chat by prefixing it with a %. |
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You can reference the value of a variable under the same conditions by prefixing it with a $. |
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Variables and rules inside set names or equipment names are processed at the time of equip. |
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Example: <main>$%ad_elementStaff</main> |
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will be evaluated to $FireStaff if the active spell is fire element |
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if the variable FireStaff is set, it'll be replaced with the value of that |
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If this were triggered during idlegear, it would remain $%ad_elementStaff because action data is not available. |
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Advanced Rules |
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<if advanced="%p_hp>$HPThreshhold"> - true if p_hp's value is higher than the user-defined variable HPThreshhold |
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You can use the following comparers: |
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= Equal To |
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!= Not Equal To |
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>= Greater Than Or Equal To |
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> Greater Than |
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<= Less Than Or Equal To |
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< Less Than |
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| OR (one side evaluates to >zero or true) |
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& AND (both sides evaluate to >zero or true) |
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+ Addition |
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- Subtraction |
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** Multiplication(must use 2 stars, one could be confused with a wildcard) |
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/ Division |
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You must seperate all rules by either a comparer or parentheses(), brackets[], or braces{}. |
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<if advanced="(%p_hp>$HPThreshhold)|($ForceThreshhold=false)"> |
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Above is true if p_hp is greater than hpthreshhold or forcethreshhold is false |
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<if advanced="{(%p_hp>$HPThreshhold)|($ForceThreshhold=false)}&(%p_mp>100)"> |
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The above is true if mp is above 100 and either p_hp is greater than hpthreshhold or forcethreshhold is false |
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All elements are compared as case insensitive strings unless the comparer requires a number. |
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You can freely add anything adjacent to variables and rules. |
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<if advanced="d%p_hp=d1200"> would return true if hp was equal to 1200. |
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<if advanced="d%p_hpp=d80"> would return true if hpp was equal to 80 |
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As illustrated in the above case, the longest existing match is always used after a % or $. |
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You cannot leave rules ambiguous, parentheses must seperate all operators. |
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"%p_hp>500" is fine |
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"%p_hp<500&%p_mp>200" is not |
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"(%p_hp<500)&(%p_mp>200)" is the correct way to do it, after evaluating each parentheses' statement from inside to outside, |
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you should end with one comparer and 2 values
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