O_OCan't seem to connect to pastebin, so I'll post here. Requires two xmls, one for mnk specifically, and one for includes.
It's fairly straightforward, and there's lots of comments included, but there are a couple bits I realize could be a bit confusing. Hopefully won't be a problem.
I keep in-game macros for adjusting accuracy, evasion, magic damage, kiting and resetting gear. HP gear toggle is done manually.
Spoiler'd for space.
Spoiler: show
Mnk.xml
GeneralIncludes.xmlCode:<?xml version="1.0" ?> <spellcast xmlns:xi="http://www.w3.org/2001/XInclude"> <config Debug="false" ShowGearSwaps="false" ShowSpellInfo="false" RequireVersion="2.30" /> <!-- Set default variable values --> <variables> <!-- JAs that are used solely to change equip vars/flags. --> <var name="EquipChangeJAs">Sharpshot|Tranquility|Perfect Dodge|Invincible|Chainspell|Mantra</var> <!-- Track mobs that we want to adjust accuracy gear for. Need to update this. --> <var name="HighEvasionMobs">Mamool Ja Lurker|Mamool Ja Infiltrator|Odin Prime</var> <!-- Use Fenrir's earring when appropriate. Removed to save inventory space. --> <var name="dnEarring">Merman's Earring</var> <var name="Day-Earring">Merman's Earring</var> <var name="Night-Earring">Merman's Earring</var> <!-- Accuracy Level can be between 1 and 7. Default of 2. --> <var name="AccuracyLevel">2</var> <!-- Actual accuracy used can be modified by Focus or acc buffs/debuffs. --> <var name="AccToUse">2</var> <!-- Variable for the mod to the base level for easier math. --> <var name="AccMod">0</var> <!-- Std or FW as suffix depending on combat mode. --> <var name="AttMode">Std</var> <!-- Gear layer stacking: --> <var name="BaseLayer">Standard</var> <var name="AccuracyLayer">None</var> <var name="HPLayer">None</var> <var name="EvasionLayer">None</var> <var name="DamageLayer">None</var> <var name="KiteLayer">None</var> <var name="FWWSLayer">None</var> <var name="CounterLayer">None</var> <!-- Variable to determine which of the primary equipment sets we return to after each action. --> <var name="CurrentSet">Standard</var> <!-- Variables for locking gear in Salvage until the slot is unlocked. --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipVars']/*" /> <!-- Custom changes to test variables --> <var name="SalvageTestHands">Melee Gloves</var> <var name="SalvageTestAmmo">Tantra Tathlum</var> </variables> <sets> <group default="yes" name="Basic"> <!-- Default empty layer set. --> <set name="None"> </set> <!-- Primary equipment sets (Base layers) --> <set name="Standard"> <ammo>Tantra Tathlum</ammo> <head>Tantra Crown +1</head> <neck>Backlash Torque</neck> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Usukane Haramaki</body> <hands>Aurore Gloves</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Forager's Mantle</back> <waist>Black Belt</waist> <legs>Tantra Hose +2</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="Usukane"> <ammo>Tantra Tathlum</ammo> <head>Usukane Somen</head> <neck>Backlash Torque</neck> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Forager's Mantle</back> <waist>Black Belt</waist> <legs>Usukane Hizayoroi</legs> <feet>Usukane Sune-ate</feet> </set> <set name="FootworkBase"> <ammo>Tantra Tathlum</ammo> <head>Tantra Crown +1</head> <neck>Backlash Torque</neck> <lear>Merman's Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Usukane Haramaki</body> <hands>Aurore Gloves</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Forager's Mantle</back> <waist>Black Belt</waist> <legs>Tantra Hose +2</legs> <feet>Tantra Gaiters +1</feet> </set> <!-- Gear for when expecting that not all slots are unlocked, and thus can't get full Usu haste bonus. --> <set name="LimitedSalvage"> <ammo>Tantra Tathlum</ammo> <head>Tantra Crown +1</head> <neck>Backlash Torque</neck> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Usukane Haramaki</body> <hands>Aurore Gloves</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Forager's Mantle</back> <waist>Black Belt</waist> <legs>Tantra Hose +2</legs> <feet>Usukane Sune-ate</feet> </set> <!-- Accuracy layers for standard mode. Focus drops 2 accuracy layers. --> <set name="Accuracy1Std"> <rring>Spiral Ring</rring> <back>Ultion Mantle</back> </set> <set name="Accuracy2Std"> <!-- <rring>Spiral Ring</rring> --> </set> <set name="Accuracy3Std"> <neck>Peacock Charm</neck> </set> <set name="Accuracy4Std"> <neck>Peacock Charm</neck> <back>Belenos' Mantle</back> </set> <set name="Accuracy5Std"> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> <feet>Usukane Sune-ate</feet> </set> <set name="Accuracy6Std"> <head>Usukane Somen</head> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> <feet>Usukane Sune-ate</feet> </set> <set name="Accuracy7Std"> <head>Usukane Somen</head> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> <feet>Usukane Sune-ate</feet> </set> <!-- Accuracy layers for Footwork. Focus drops 2 accuracy layers. --> <set name="Accuracy1FW"> </set> <set name="Accuracy2FW"> </set> <set name="Accuracy3FW"> <neck>Peacock Charm</neck> </set> <set name="Accuracy4FW"> <neck>Peacock Charm</neck> <back>Belenos' Mantle</back> </set> <set name="Accuracy5FW"> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> </set> <set name="Accuracy6FW"> <head>Usukane Somen</head> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> </set> <set name="Accuracy7FW"> <head>Usukane Somen</head> <neck>Peacock Charm</neck> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> </set> <!-- Special: 2hr ignores gear haste. Focus on Acc/Att/Str. --> <set name="2Hr"> <ammo>Tantra Tathlum</ammo> <head>Usukane Somen</head> <neck>Peacock Charm</neck> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Usukane Haramaki</body> <hands>Ochiudo's Kote</hands> <lring>Rajas Ring</lring> <rring>Spiral Ring</rring> <back>Forager's Mantle</back> <waist>Anguinus Belt</waist> <legs>Tantra Hose +2</legs> <feet>Tantra Gaiters +1</feet> </set> <!-- +HP gear sets --> <set name="HPGearStd"> <rear>Bloodgem Earring</rear> <hands>Melee Gloves</hands> <lring>Bomb Queen Ring</lring> <rring>Bloodbead Ring</rring> <feet>Usukane Sune-ate</feet> </set> <set name="HPGearFW"> <rear>Bloodgem Earring</rear> <hands>Melee Gloves</hands> <lring>Bomb Queen Ring</lring> <rring>Bloodbead Ring</rring> </set> <!-- Evasion layers --> <set name="SomeEvasion"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <back>Boxer's Mantle</back> <feet>Usukane Sune-Ate</feet> </set> <set name="AllEvasion" Baseset="SomeEvasion"> <neck>Evasion Torque</neck> </set> <!-- Kiting layers --> <set name="Kite"> <feet>Hermes' Sandals</feet> </set> <!-- Damage Taken layers --> <!-- Max: Taipan Fangs +1: 9% Arhat's Jinpachi +1: 6% Arhat's Gi +1: 9% Denali Wristbands: 2% Defending Ring: 10% Jelly Ring: 5% Black Belt: 5% Darksteel Subligar +1: 3% Darksteel Leggings +1: 2% == 50% --> <set name="PhysicalDamage"> <!-- Incomplete --> <ammo>Tantra Tathlum</ammo> <head>Arhat's Jinpachi</head> <body>Arhat's Gi</body> <hands>Denali Wristbands</hands> <!-- <lring>Patronus Ring</lring> --> <rring>Jelly Ring</rring> <waist>Black Belt</waist> </set> <!-- Magic damage Max: 128/256, 69 of which from Shell V, leaving about 60/256, or 24%. Merman's Ring: 4% Minerva Ring: 8% Merman's Earring: 2% Denali Wristbands: 2% Avalon Breastplate: 5% Colossus Mantle: 2% Lt. Sash: 2% misc Lore +1 gear (head/legs/feet): 2% == 25%+ --> <set name="MagicalDamage"> <!-- Incomplete --> <head>Genbu's Kabuto</head> <rear>Merman's Earring</rear> <hands>Denali Wristbands</hands> <lring>Merman's Ring</lring> <rring>Merman's Ring</rring> <back>Lamia Mantle +1</back> <legs>Tantra Hose +2</legs> <feet>Usukane Sune-ate</feet> </set> <!-- Idle layer --> <set name="Idle"> <!-- <body>Melee Cyclas</body> --> <feet>Hermes' Sandals</feet> </set> <!-- Counter layer --> <set name="Counter"> <neck>Backlash Torque</neck> <hands>Usukane Gote</hands> <back>Ultion Mantle</back> <!-- <legs>Temple Hose +1</legs> --> <feet>Usukane Sune-ate</feet> </set> <set name="CounterDmg"> <back>Ultion Mantle</back> </set> <set name="PCounterDmg"> <head>Tantra Crown +1</head> <back>Ultion Mantle</back> <legs>Tantra Hose +2</legs> </set> <!-- Macro swaps for JAs --> <set name="Chakra"> <body>Temple Cyclas</body> <hands>Melee Gloves</hands> <head>Genbu's Kabuto</head> <ammo>Tantra Tathlum</ammo> <!-- <lring>Sirona's Ring</lring> --> <rring>Spiral Ring</rring> <back>Melee Cape</back> <waist>Warwolf Belt</waist> <feet>Creek F Clomps</feet> </set> <set name="Counterstance"> <feet>Melee Gaiters</feet> </set> <set name="Dodge"> <feet>Temple Gaiters</feet> </set> <set name="Footwork"> <feet>Tantra Gaiters +1</feet> </set> <set name="Focus"> <head>Temple Crown +1</head> </set> <set name="Boost"> <hands>Temple Gloves</hands> </set> <set name="Chi Blast"> </set> <set name="CureWaltz"> <ammo>Sonia's Plectrum</ammo> </set> <set name="CureWaltzMe"> <ammo>Tantra Tathlum</ammo> <head>Genbu's Kabuto</head> <body>Melee Cyclas</body> <rring>Spiral Ring</rring> <back>Melee Cape</back> <waist>Warwolf Belt</waist> <feet>Creek F Clomps</feet> </set> <!-- Weaponskill sets --> <!-- Gorget layers --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='WeaponskillGorgetLayers']/*" /> <!-- Footwork feet to use for weaponskills. --> <set name="DmgBoots"> <feet>Tantra Gaiters +1</feet> </set> <!-- Asuran Fists/etc stuff at various accuracy tiers. --> <set name="MultiHit Base"> <ammo>Tantra Tathlum</ammo> <head>Usukane Somen</head> <lear>$dnEarring</lear> <rear>Aesir Ear Pendant</rear> <body>Mirke Wardecors</body> <hands>Ochiudo's Kote</hands> <lring>Rajas Ring</lring> <rring>Spiral Ring</rring> <back>Forager's Mantle</back> <waist>Anguinus Belt</waist> <legs>Usukane Hizayoroi</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="MultiHit-1" BaseSet="MultiHit Base"> <waist>Warwolf Belt</waist> <feet>Usukane Sune-ate</feet> </set> <set name="MultiHit-2" BaseSet="MultiHit Base"> </set> <set name="MultiHit-3" BaseSet="MultiHit Base"> <rring>Ulthalam's Ring</rring> </set> <set name="MultiHit-4" BaseSet="MultiHit Base"> <legs>Tantra Hose +2</legs> <rring>Ulthalam's Ring</rring> </set> <set name="MultiHit-5" BaseSet="MultiHit Base"> <body>Usukane Haramaki</body> <legs>Tantra Hose +2</legs> <rring>Ulthalam's Ring</rring> </set> <set name="MultiHit-6" BaseSet="MultiHit Base"> <body>Usukane Haramaki</body> <back>Belenos' Mantle</back> <legs>Tantra Hose +2</legs> <rring>Ulthalam's Ring</rring> </set> <set name="MultiHit-7" BaseSet="MultiHit Base"> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <back>Belenos' Mantle</back> <legs>Tantra Hose +2</legs> <rring>Ulthalam's Ring</rring> </set> <!-- Ascetic's Fury/Victory Smite at various accuracy tiers. --> <set name="CritHit Base"> <ammo>Tantra Tathlum</ammo> <head>Genbu's Kabuto</head> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Mirke Wardecors</body> <hands>Heafoc Mitts</hands> <lring>Rajas Ring</lring> <rring>Spiral Ring</rring> <waist>Anguinus Belt</waist> <legs>Usukane Hizayoroi</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="CritHit-1" BaseSet="CritHit Base"> <waist>Black Belt</waist> </set> <set name="CritHit-2" BaseSet="CritHit Base"> </set> <set name="CritHit-3" BaseSet="CritHit Base"> <body>Usukane Haramaki</body> <hands>Ochiudo's Kote</hands> <waist>Anguinus Belt</waist> </set> <set name="CritHit-4" BaseSet="CritHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Ochiudo's Kote</hands> </set> <set name="CritHit-5" BaseSet="CritHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <legs>Tantra Hose +2</legs> </set> <set name="CritHit-6" BaseSet="CritHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <legs>Tantra Hose +2</legs> </set> <set name="CritHit-7" BaseSet="CritHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <legs>Tantra Hose +2</legs> </set> <!-- Tornado Kick/Howling Fist/etc stuff at various accuracy tiers. --> <set name="SingleHit Base"> <ammo>Tantra Tathlum</ammo> <head>Genbu's Kabuto</head> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <body>Mirke Wardecors</body> <hands>Heafoc Mitts</hands> <lring>Rajas Ring</lring> <rring>Spiral Ring</rring> <waist>Anguinus Belt</waist> <legs>Usukane Hizayoroi</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="SingleHit-1" BaseSet="SingleHit Base"> <waist>Black Belt</waist> </set> <set name="SingleHit-2" BaseSet="SingleHit Base"> </set> <set name="SingleHit-3" BaseSet="SingleHit Base"> <body>Usukane Haramaki</body> <hands>Ochiudo's Kote</hands> </set> <set name="SingleHit-4" BaseSet="SingleHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Ochiudo's Kote</hands> </set> <set name="SingleHit-5" BaseSet="SingleHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <legs>Tantra Hose +2</legs> </set> <set name="SingleHit-6" BaseSet="SingleHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <legs>Tantra Hose +2</legs> </set> <set name="SingleHit-7" BaseSet="SingleHit Base"> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <legs>Tantra Hose +2</legs> </set> <!-- Staff weaponskills for !! procs. Want acc and Store TP. --> <set name="Staff Base"> <ammo>Tantra Tathlum</ammo> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Belenos' Mantle</back> <waist>Anguinus Belt</waist> <legs>Tantra Hose +2</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="Staff-1" BaseSet="Staff Base" /> <set name="Staff-2" BaseSet="Staff Base" /> <set name="Staff-3" BaseSet="Staff Base" /> <set name="Staff-4" BaseSet="Staff Base" /> <set name="Staff-5" BaseSet="Staff Base" /> <set name="Staff-6" BaseSet="Staff Base" /> <set name="Staff-7" BaseSet="Staff Base" /> <set name="MagicStaff Base"> <rear>Moldavite Earring</rear> <body>Usukane Haramaki</body> <lring>Rajas Ring</lring> <rring>Spiral Ring</rring> <waist>Anguinus Belt</waist> <legs>Tantra Hose +2</legs> <feet>Tantra Gaiters +1</feet> </set> <set name="MagicStaff-1" BaseSet="MagicStaff Base" /> <set name="MagicStaff-2" BaseSet="MagicStaff Base" /> <set name="MagicStaff-3" BaseSet="MagicStaff Base" /> <set name="MagicStaff-4" BaseSet="MagicStaff Base" /> <set name="MagicStaff-5" BaseSet="MagicStaff Base" /> <set name="MagicStaff-6" BaseSet="MagicStaff Base" /> <set name="MagicStaff-7" BaseSet="MagicStaff Base" /> <!-- Club weaponskills for !! procs. Want acc and Store TP. --> <set name="Club Base"> <ammo>Tantra Tathlum</ammo> <lear>Brutal Earring</lear> <rear>Aesir Ear Pendant</rear> <head>Usukane Somen</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <lring>Rajas Ring</lring> <rring>Ulthalam's Ring</rring> <back>Belenos' Mantle</back> <waist>Anguinus Belt</waist> <legs>Tantra Hose +2</legs> <feet>Usukane Sune-ate</feet> </set> <set name="Club-1" BaseSet="Club Base" /> <set name="Club-2" BaseSet="Club Base" /> <set name="Club-3" BaseSet="Club Base" /> <set name="Club-4" BaseSet="Club Base" /> <set name="Club-5" BaseSet="Club Base" /> <set name="Club-6" BaseSet="Club Base" /> <set name="Club-7" BaseSet="Club Base" /> <!-- Other specialized stuff --> <set name="Resting"> <!-- <body>Melee Cyclas</body> --> <back>Melee Cape</back> </set> <set name="FastCastStd"> <head>Tantra Crown +1</head> <neck>Backlash Torque</neck> <lear>Loquacious Earring</lear> <body>Usukane Haramaki</body> <!-- <hands>Usukane Gote</hands> --> <rring>Patronus Ring</rring> <back>Boxer's Mantle</back> <waist>Black Belt</waist> <legs>Tantra Hose +2</legs> <feet>Usukane Sune-Ate</feet> </set> <set name="FastCastFW"> <head>Tantra Crown +1</head> <hands>Aurore Gloves</hands> <legs>Tantra Hose +2</legs> <waist>Black Belt</waist> <rear>Loquacious Earring</rear> <neck>Backlash Torque</neck> <back>Boxer's Mantle</back> <rring>Patronus Ring</rring> </set> <set name="Campaign"> <rring>Patronus Ring</rring> </set> <set name="Campaign Idle"> <body>Melee Cyclas</body> <hands>Orcish Gauntlets</hands> <rring>Patronus Ring</rring> <feet>Hermes' Sandals</feet> </set> <set name="Guard" BaseSet="Standard"> <ammo>Tantra Tathlum</ammo> <head>Tiger Mask</head> <neck>Guarding Torque</neck> <lear>Guarding Earring</lear> <back>Boxer's Mantle</back> <legs>Temple Hose +1</legs> <feet>Melee Gaiters</feet> </set> <set name="Town" BaseSet="Standard"> <head>Tantra Crown +1</head> <body>Usukane Haramaki</body> <hands>Usukane Gote</hands> <legs>Tantra Hose +2</legs> <feet>Hermes' Sandals</feet> </set> </group> <!-- Use a different chi blasting set if we're gearing for that specifically. --> <group name="ChiBlast" inherit="Basic"> <set name="Chi Blast"> <main>Kirin's Pole</main> <sub>Raptor Strap +1</sub> <head>Temple Crown +1</head> <neck>Promise Badge</neck> <lear>Geist Earring</lear> <rear>Geist Earring</rear> <body>Kirin's Osode</body> <hands>Devotee's Mitts</hands> <lring>Sapphire Ring</lring> <rring>Sapphire Ring</rring> <back>Melee Cape</back> <waist>Steppe Rope</waist> <legs>Temple Hose +1</legs> <feet>Suzaku's Sune-ate</feet> </set> </group> </sets> <rules> <!-- Imported rules to handle stop conditions that will prevent action, so we don't change gear needlessly. --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='ReturnRules']/*" /> <!-- Imported rules for locking gear in Salvage, and tests to unlock slots. --> <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipRules']/*" /> <!-- Adjust variables based on current conditions --> <!-- If we're pulling, don't swap out ammo items. --> <if EquipRange="Mamoolbane"> <lock slot="ranged|ammo" when="All" lock="yes" /> </if> <!-- Set variable for time-specific gear --> <if TimeGT="6.00" TimeLT="18.00"> <var cmd="set dnEarring $Day-Earring" /> </if> <else> <var cmd="set dnEarring $Night-Earring" /> </else> <if skill="Ability"> <!-- Special reconfiguration of gear sets --> <!-- Make use of JAs that Mnk should never have access to --> <!-- Cycle accuracy level --> <if spell="Sharpshot"> <action type="cancelspell" /> <var cmd="setcalc AccuracyLevel $AccuracyLevel+1" /> <if advanced='"$AccuracyLevel" > "7"'> <var cmd="set AccuracyLevel 1" /> </if> <addtochat>Accuracy level: $AccuracyLevel</addtochat> </if> <!-- Evasion gear sets --> <elseif spell="Perfect Dodge"> <action type="cancelspell" /> <if advanced='"$EvasionLayer" = "None"'> <var cmd="set EvasionLayer SomeEvasion" /> </if> <elseif advanced='"$EvasionLayer" = "SomeEvasion"'> <var cmd="set EvasionLayer AllEvasion" /> </elseif> <else> <var cmd="set EvasionLayer None" /> </else> <addtochat>Evasion: $EvasionLayer</addtochat> </elseif> <!-- Kiting/movement gear set --> <elseif spell="Chainspell"> <action type="cancelspell" /> <if advanced='"$KiteLayer" = "None"'> <var cmd="set KiteLayer Kite" /> </if> <else> <var cmd="set KiteLayer None" /> </else> <addtochat>Kiting: $KiteLayer</addtochat> </elseif> <!-- damage down gear sets --> <elseif spell="Invincible"> <action type="cancelspell" /> <if advanced='"$DamageLayer" = "None"'> <!-- <var cmd="set DamageLayer PhysicalDamage" /> </if> <elseif advanced='"$DamageLayer" = "PhysicalDamage"'> --> <var cmd="set DamageLayer MagicalDamage" /> </if> <else> <var cmd="set DamageLayer None" /> </else> <addtochat>Damage Reduction: $DamageLayer</addtochat> </elseif> <!-- +HP gear set --> <elseif spell="Mantra"> <action type="cancelspell" /> <if advanced='"$HPLayer" = "None"'> <var cmd="set HPLayer HPGear$AttMode" /> </if> <else> <var cmd="set HPLayer None" /> </else> <addtochat>HP: $HPLayer</addtochat> </elseif> <!-- Reset gear --> <elseif spell="Tranquility"> <action type="cancelspell" /> <addtochat>Reset gear. (Acc: $AccuracyLevel)</addtochat> </elseif> </if> <!-- Set base layer. --> <if mode="Or" BuffActive="Footwork" Spell="Footwork"> <var cmd="set BaseLayer FootworkBase" /> <var cmd="set AttMode FW" /> <var cmd="set FWWSLayer DmgBoots" /> </if> <else> <if area="*Remnants"> <!-- Partially locked? --> <if advanced='"$SalvageHeadLocked" = "true" OR "$SalvageBodyLocked" = "true" OR "$SalvageHandLocked" = "true" OR "$SalvageFeetLocked" = "true"'> <var cmd="set BaseLayer LimitedSalvage" /> </if> <else> <var cmd="set BaseLayer Standard" /> </else> </if> <else> <var cmd="set BaseLayer Standard" /> </else> <var cmd="set AttMode Std" /> <var cmd="set FWWSLayer None" /> </else> <!-- Set the modifier to the inherent desired accuracy for gear selection. --> <var cmd="set AccMod 0" /> <!-- Note if Focus is up or not. --> <if mode="Or" Spell="Focus" BuffActive="Focus"> <var cmd="setcalc AccMod $AccMod-2" /> </if> <!-- Check for acc buffs. --> <if BuffActive="Hunter's Roll|Madrigal"> <var cmd="setcalc AccMod $AccMod-2" /> </if> <!-- Check for acc debuffs. --> <if BuffActive="blindness"> <var cmd="setcalc AccMod $AccMod+1" /> </if> <if BuffActive="accuracy down"> <var cmd="setcalc AccMod $AccMod+2" /> </if> <!-- Check for high evasion targets. --> <if target="$HighEvasionMobs"> <var cmd="setcalc AccMod $AccMod+2" /> </if> <if EquipMain="Warp Cudgel|Kirin's Pole|Light Staff"> <!-- If using club or staff for procs, go for high accuracy. Std set 5 gives solid acc and haste. --> <!-- This set also gives +25 Store TP, which is a 12-hit for club and an 8-hit for staff. --> <var cmd="set AccToUse 5" /> </if> <elseif advanced='"$AccuracyLevel" > "1" AND "$AccuracyLevel" < "7"'> <!-- AccuracyLevel 1 and 7 are absolute; others can be modified. --> <var cmd="setcalc AccToUse $AccuracyLevel+$AccMod" /> <!-- Put limits on the modification. --> <if advanced='"$AccToUse" < "2"'> <var cmd="set AccToUse 2" /> </if> <elseif advanced='"$AccToUse" > "7"'> <var cmd="set AccToUse 7" /> </elseif> </elseif> <else> <var cmd="set AccToUse $AccuracyLevel" /> </else> <if NotBuffActive="Copy Image"> <if mode="OR" BuffActive="Perfect Counter" Spell="Perfect Counter"> <var cmd="set CounterLayer PCounterDmg" /> </if> <else> <var cmd="set CounterLayer None" /> </else> </if> <else> <var cmd="set CounterLayer None" /> </else> <!-- Define the current accuracy layer. Can vary based on Footwork outside of times needing to update vars, so completing here. --> <var cmd="set AccuracyLayer Accuracy$AccToUse$AttMode" /> <!-- Define the current equip set based on the layers in use. --> <var cmd="set CurrentSet $BaseLayer|$AccuracyLayer|$HPLayer|$EvasionLayer|$CounterLayer|$DamageLayer|$KiteLayer" /> <!-- Debug <addtochat>Current Set: $CurrentSet</addtochat> --> <!-- Determine which sets to use for basic environment conditions. --> <!-- Resting is the same in almost all cases --> <equip when="resting" set="Resting" /> <!-- Other conditions --> <if Spell="$EquipChangeJAs"> <if status="Idle"> <equip set="$CurrentSet|Idle" /> </if> <else> <equip set="$CurrentSet" /> </else> <action type="return" /> </if> <!-- Town sets [currently broken in new abyssea areas] --> <!-- <elseif Area="*San d'Oria*|*Jeuno|*Bastok*|Ru'Lude Gardens|*Whitegate|*Windurst*" NotArea="Dynamis*"> <equip when="idle|aftercast" set="Town"/> </elseif> --> <!-- During 2hr, trump other sets --> <elseif mode="OR" BuffActive="Hundred Fists" Spell="Hundred Fists"> <equip when="idle|engaged|aftercast" set="2Hr" /> </elseif> <!-- Campaign sets --> <elseif buffActive="Allied Tags"> <if status="Idle"> <equip when="engaged" set="$CurrentSet|Campaign" /> <equip when="idle|aftercast" set="$CurrentSet|Campaign Idle" /> </if> <else> <equip when="engaged|aftercast" set="$CurrentSet|Campaign" /> </else> <equip when="resting" set="Resting|Campaign Idle" /> </elseif> <!-- If skilling up guard.. --> <elseif EquipMain="Black Adargas"> <if status="Engaged"> <equip when="engaged|aftercast" set="Guard" /> <equip when="idle" set="Guard|Idle" /> </if> <else> <equip when="idle|engaged|aftercast" set="Guard|Idle" /> </else> </elseif> <!-- If using Chi Blast group, doing a lot of running, not much engaging. --> <elseif group="ChiBlast"> <equip when="idle|aftercast" set="Standard|AllEvasion|Kite" /> </elseif> <!-- Default - everything else --> <else> <equip when="idle" set="$CurrentSet|Idle" /> <equip when="engaged" set="$CurrentSet" /> <if status="Idle"> <equip when="aftercast" set="$CurrentSet|Idle" /> </if> <else> <equip when="aftercast" set="$CurrentSet" /> </else> </else> <!-- Weaponskill equip rules --> <if type="WeaponSkill"> <action type="CastDelay" Delay="0.05" /> <action type="AfterCastDelay" Delay="0.5" /> <if Spell="Asuran Fists|Raging Fists|Combo"> <!-- If level capped, change primary weaponskill used --> <if MLvlLT="40"> <ChangeSpell Spell="Combo" /> </if> <elseif MLvlLT="70"> <ChangeSpell Spell="Raging Fists" /> </elseif> <var cmd="set WS MultiHit" /> </if> <elseif Spell="Ascetic's Fury|Backhand Blow|Victory Smite"> <var cmd="set WS CritHit" /> </elseif> <elseif Spell="Tornado Kick|Dragon Kick|Howling Fist|Spinning Attack"> <var cmd="set WS SingleHit" /> </elseif> <elseif Spell="Heavy Swing|Shell Crusher|Full Swing|Spirit Taker|Retribution"> <var cmd="set WS Staff" /> </elseif> <elseif Spell="Sunburst|Earth Crusher|Cataclysm"> <var cmd="set WS MagicStaff" /> </elseif> <elseif Spell="Skullbreaker|True Strike|Judgment|Black Halo"> <var cmd="set WS Club" /> </elseif> <else> <var cmd="set WS SingleHit" /> </else> <var cmd="set EquipWS $WS-$AccToUse|$FWWSLayer|Gorget-%Spell" /> <!-- Debug <addtochat>WS Set: $EquipWS</addtochat> --> <equip when="Precast" set="$EquipWS" /> </if> <!-- Job Ability equip rules --> <elseif type="JobAbility"> <action type="CastDelay" Delay="0.05" /> <action type="AfterCastDelay" Delay="0.5" /> <if Spell="Boost|Counterstance|Focus|Dodge|Chakra|Chi Blast|Footwork"> <equip when="Precast" set="%Spell" /> </if> <elseif spell="Perfect Counter"> <!-- Put on +counter damage equipment for most of the duration of the Perfect Counter buff. --> <if status="Idle"> <equip when="precast|aftercast" set="$CurrentSet|Idle|PCounterDmg" /> </if> <else> <equip when="precast|aftercast" set="$CurrentSet|PCounterDmg" /> </else> <!-- Reset back to normal gear after a period of time, to use DD gear if the counter gear isn't being used. --> <action type="Command">wait 20;input /ja Tranquility</action> </elseif> </elseif> <elseif type="Waltz"> <!-- Waltzes for /dnc --> <if NotSpell="Healing Waltz"> <if TargetType="Self"> <equip when="Precast" set="CureWaltzMe" /> </if> <else> <equip when="Precast" set="CureWaltz" /> </else> </if> </elseif> <!-- Put on haste gear when casting utsu --> <elseif type="Ninjutsu"> <if Spell="Utsusemi*"> <action type="CastDelay" Delay="0.05" /> <action type="AfterCastDelay" Delay="0.5" /> <!-- Different fast cast sets per gear mode to minimize blinking --> <equip when="Precast" set="FastCast$AttMode" /> </if> </elseif> </rules> </spellcast>
Code:<?xml version="1.0" encoding="utf-8"?> <includes> <!-- Elemental Stave Constants --> <include name="ElementalStaveConstants"> <var name="Staff-Fire">Vulcan's Staff</var> <var name="Staff-Ice">Aquilo's Staff</var> <var name="Staff-Wind">Auster's Staff</var> <var name="Staff-Earth">Terra's Staff</var> <var name="Staff-Thunder">Jupiter's Staff</var> <var name="Staff-Water">Neptune's Staff</var> <var name="Staff-Light">Light Staff</var> <var name="Staff-Dark">Dark Staff</var> </include> <!-- Elemental Stave Rule --> <include name="ElementalStaveRules"> <if MLvlGT="50" Type="WhiteMagic|BlackMagic|SummonerPact|BardSong" NotSkill="EnhancingMagic" NotSpell="Raise*|Reraise*|*na|Erase|Tractor"> <equip when="midcast"> <main lock="yes">$Staff-%SpellElement</main> </equip> </if> </include> <!-- Elemental Obi Constants --> <include name="ElementalObiConstants"> <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> </include> <!-- Elemental Obi Rule --> <include name="ElementalObiRules"> <if Advanced='"$Obi-%SpellElement"!="0"'> <if mode="OR" Element="%WeatherElement|%DayElement" BuffActive="Storm-%SpellElement"> <if skill="ElementalMagic" NotSpell="Burn|Frost|Choke|Rasp|Shock|Drown"> <equip when="midcast"> <waist lock="yes">$Obi-%SpellElement</waist> </equip> </if> <elseif skill="HealingMagic" Spell="Cure*|Cura*"> <equip when="midcast"> <waist lock="yes">$Obi-%SpellElement</waist> </equip> </elseif> <elseif skill="DivineMagic" NotSpell="Flash|Repose"> <equip when="midcast"> <waist lock="yes">$Obi-%SpellElement</waist> </equip> </elseif> </if> </if> </include> <!-- Elemental Grip Constants --> <include name="ElementalGripConstants"> <var name="Grip-Fire">0</var> <var name="Grip-Ice">0</var> <var name="Grip-Wind">0</var> <var name="Grip-Earth">0</var> <var name="Grip-Thunder">0</var> <var name="Grip-Water">0</var> <var name="Grip-Light">0</var> <var name="Grip-Dark">Dark Grip</var> </include> <!-- Elemental Grip Rule --> <include name="ElementalGripRules"> <if Advanced='"$Grip-%SpellElement"!="0"' MLvlGT="50" Type="WhiteMagic|BlackMagic|SummonerPact|BardSong" NotSkill="EnhancingMagic" NotSpell="Raise*|Reraise*|*na|Erase|Tractor"> <equip when="midcast"> <sub lock="yes">$Grip-%SpellElement</sub> </equip> </if> </include> <!-- Scholar Weather Constants --> <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> <!-- Automatically generate notifications when buffs are about to wear off. --> <include name="RecastWarnings"> <if skill="EnhancingMagic"> <if spell="Refresh*"> <if BuffActive="Composure" SpellTargetType="SELF"> <command>wait 435;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </if> <else> <command>wait 135;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </else> </if> <elseif spell="Haste"> <if BuffActive="Composure" SpellTargetType="SELF"> <command>wait 525;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </if> <else> <command>wait 165;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </else> </elseif> </if> <elseif skill="EnfeeblingMagic"> <if spell="Sleep|Sleepga"> <command>wait 50;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </if> <elseif spell="Sleep II"> <command>wait 80;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </elseif> </elseif> <elseif type="Samba"> <if MainJob="Dnc"> <command>wait 110;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command> </if> <else> <command>wait 80;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command> </else> </elseif> </include> <!-- Automatically generate notifications when buffs are about to wear off. Special subset for pld --> <include name="PldRecastWarnings"> <if skill="EnhancingMagic"> <if spell="Phalanx"> <command>wait 165;input /echo [%spell] ~~~~~~~ Wearing off in 10 sec.</command> </if> <elseif spell="Reprisal"> <command>wait 55;input /echo [%spell] ~~~~~~~ Wearing off in 5 sec.</command> </elseif> <elseif spell="Refresh"> <command>wait 135;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </elseif> <elseif spell="Haste"> <command>wait 165;input /echo [%spell] <%target> Wearing off in 10 sec.</command> </elseif> </if> <elseif type="Samba"> <command>wait 80;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command> </elseif> </include> <!-- Handle stop conditions that will prevent action --> <include name="ReturnRules"> <!-- If using <stnpc> macro, don't try to process til target is chosen. --> <if SpellTargetRaw="<st*"> <action type="return" /> </if> <!-- Can't do anything if you're dead --> <if status="dead"> <action type="addtochat">DEAD!</action> <action type="CancelSpell"/> <action type="return"/> </if> <!-- Allow manipulation of equipment sets while under adverse effects. Otherwise block. --> <if NotSpell="$EquipChangeJAs"> <!-- Set this variable with any JAs that are being custom-used. --> <!-- Don't cancel if we're making use of Salvage equip testing rules. --> <if mode="Or" NotArea="*Remnants" NotSpell="Stone|Death|Water"> <!-- Specific restrictions on casting or JA/WS use. --> <if type="*Magic|BardSong|Ninjutsu"> <if BuffActive="Silence"> <action type="addtochat">Silenced</action> <action type="return"/> </if> <elseif BuffActive="Omerta"> <action type="addtochat">Pathos: Cannot cast magic.</action> <action type="CancelSpell"/> <action type="return"/> </elseif> </if> <elseif type="WeaponSkill|JobAbility"> <if BuffActive="Amnesia"> <action type="addtochat">Amnesia'd</action> <action type="return"/> </if> <elseif BuffActive="Impairment"> <action type="addtochat">Pathos: Cannot use JAs or Weaponskills.</action> <action type="CancelSpell"/> <action type="return"/> </elseif> </elseif> <!-- General restrictions on any action. --> <if BuffActive="Stun"> <action type="addtochat">Stunned</action> <action type="return"/> </if> <elseif BuffActive="Sleep"> <action type="addtochat">Slept</action> <action type="return"/> </elseif> <elseif BuffActive="Terror"> <action type="addtochat">Terrorized</action> <action type="return"/> </elseif> <elseif BuffActive="Petrification"> <action type="addtochat">Petrified</action> <action type="return"/> </elseif> <elseif BuffActive="Charm"> <action type="addtochat">Charmed</action> <action type="return"/> </elseif> </if> <!-- Prevent weaponskill gear swapping under various conditions. --> <if type="WeaponSkill"> <!-- Need to have at least 100 TP. Not using this restriction as it interferes with hitting the weaponskill macro before you actually see your TP reach 100, but the game will still let it process since you have the TP but the display just hasn't updated. <if TPLT="100"> <action type="addtochat">Insufficient TP.</action> <action type="CancelSpell"/> <action type="return"/> </if> --> <!-- Can only weaponskill when in battle. --> <elseif NotStatus="engaged"> <action type="addtochat">Not in combat.</action> <action type="CancelSpell"/> <action type="return"/> </elseif> <!-- Cancels the WS if out of range. --> <!-- This can cause problems when fighting very large mobs (eg: Behemoths, Chariots, etc), so max distance is on the high side. --> <elseif advanced='%SpellTargetDistance > 4.5'> <action type="addtochat">Outside max range.</action> <action type="CancelSpell"/> <action type="return"/> </elseif> </if> </if> </include> <!-- Variables for whether slots have been unlocked in Salvage. --> <include name="SalvageEquipVars"> <var name="SalvageMainLocked">true</var> <var name="SalvageAmmoLocked">true</var> <var name="SalvageHeadLocked">true</var> <var name="SalvageRingLocked">true</var> <var name="SalvageBodyLocked">true</var> <var name="SalvageHandLocked">true</var> <var name="SalvageWaistLocked">true</var> <var name="SalvageFeetLocked">true</var> <!-- The default gear listed is mainly gear that I should always have on me regardless of job (mostly), and that is All Jobs. You can adjust this set to whatever general values are appropriate. After that, you can modify each one to match specific jobs after importing this include by repeating the var rule after the import rule. --> <!-- Main: Must be set after import if you want main weapon explicitly tested. Usually only for mages for staff swapping. Leaving it blank is safe for melee to avoid loss of TP. --> <var name="SalvageTestMain"></var> <var name="SalvageTestAmmo">Bibiki Seashell</var> <var name="SalvageTestNeck">Peacock Charm</var> <var name="SalvageTestRing">Rajas Ring</var> <var name="SalvageTestBody">Federation Aketon</var> <var name="SalvageTestHands">Melee Gloves</var> <var name="SalvageTestWaist">Virtuoso Belt</var> <var name="SalvageTestFeet">Sprinter's Shoes</var> </include> <include name="SalvageEquipRules"> <!-- Stone spell is used to retest what's currently locked in salvage. Water is used to reset vars. --> <!-- If we have not tested a slot and found that we can put gear there, lock the slot so that we aren't spammed with invalid attempts to change gear. --> <if area="*Remnants" NotSpell="Stone|Water|Death"> <if advanced='"$SalvageMainLocked" = "true"'> <lock slot="main|sub" when="All" lock="yes" /> </if> <if advanced='"$SalvageAmmoLocked" = "true"'> <lock slot="ranged|ammo" when="All" lock="yes" /> </if> <if advanced='"$SalvageHeadLocked" = "true"'> <lock slot="head|neck" when="All" lock="yes" /> </if> <if advanced='"$SalvageRingLocked" = "true"'> <lock slot="lear|rear|lring|rring" when="All" lock="yes" /> </if> <if advanced='"$SalvageBodyLocked" = "true"'> <lock slot="body" when="All" lock="yes" /> </if> <if advanced='"$SalvageHandLocked" = "true"'> <lock slot="hands" when="All" lock="yes" /> </if> <if advanced='"$SalvageWaistLocked" = "true"'> <lock slot="back|waist" when="All" lock="yes" /> </if> <if advanced='"$SalvageFeetLocked" = "true"'> <lock slot="legs|feet" when="All" lock="yes" /> </if> </if> <!-- Trap for spells that won't be used in most cases so that we can run tests on whether those slots have been unlocked yet. --> <if area="*Remnants" type="BlackMagic"> <!-- Stone is the starting point. It attempts to equip designated pieces of equipment into slots that are still marked as locked. It makes a delayed call to Death afterwards so that we can cancel this spell and then see the results of attempting to equip the gear. Any gear that actually got equipped indicates that that slot is no longer locked. --> <if Spell="Stone"> <action type="Command">wait 1;input /ma Death</action> <action type="CancelSpell"/> <!-- Only attempt to equip gear in slots that are still currently locked so that we don't attempt to change out normal gear on subsequent tests. --> <if advanced='"$SalvageMainLocked" = "true"'> <equip when="Precast"><main>$SalvageTestMain</main></equip> </if> <if advanced='"$SalvageAmmoLocked" = "true"'> <equip when="Precast"><ammo>$SalvageTestAmmo</ammo></equip> </if> <if advanced='"$SalvageHeadLocked" = "true"'> <equip when="Precast"><neck>$SalvageTestNeck</neck></equip> </if> <if advanced='"$SalvageRingLocked" = "true"'> <equip when="Precast"><lring>$SalvageTestRing</lring></equip> </if> <if advanced='"$SalvageBodyLocked" = "true"'> <equip when="Precast"><body>$SalvageTestBody</body></equip> </if> <if advanced='"$SalvageHandLocked" = "true"'> <equip when="Precast"><hands>$SalvageTestHands</hands></equip> </if> <if advanced='"$SalvageWaistLocked" = "true"'> <equip when="Precast"><waist>$SalvageTestWaist</waist></equip> </if> <if advanced='"$SalvageFeetLocked" = "true"'> <equip when="Precast"><feet>$SalvageTestFeet</feet></equip> </if> </if> <!-- This spell is automatically called after Stone is run. --> <!-- Need to use a spell that players will never have access to. Choosing 'Death'. --> <!-- Anything that got equipped gets its pathos limiter variable unlocked. --> <elseif spell="Death"> <action type="CancelSpell"/> <var cmd="set SalvageLocksUnlocked false" /> <if NotEquipMain=""> <!-- Simply check whether there's a weapon equipped. Don't expect anything in particular. --> <if advanced='"$SalvageMainLocked" = "true"'> <action type="addtochat">Main weapon unlocked.</action> <var cmd="set SalvageMainLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipAmmo="$SalvageTestAmmo"> <if advanced='"$SalvageAmmoLocked" = "true"'> <action type="addtochat">Ranged/ammo slots unlocked.</action> <var cmd="set SalvageAmmoLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipNeck="$SalvageTestNeck"> <if advanced='"$SalvageHeadLocked" = "true"'> <action type="addtochat">Head/neck slots unlocked.</action> <var cmd="set SalvageHeadLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipLRing="$SalvageTestRing"> <if advanced='"$SalvageRingLocked" = "true"'> <action type="addtochat">Rings/earrings slots unlocked.</action> <var cmd="set SalvageRingLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipBody="$SalvageTestBody"> <if advanced='"$SalvageBodyLocked" = "true"'> <action type="addtochat">Body slot unlocked.</action> <var cmd="set SalvageBodyLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipHands="$SalvageTestHands"> <if advanced='"$SalvageHandLocked" = "true"'> <action type="addtochat">Hands slot unlocked.</action> <var cmd="set SalvageHandLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipWaist="$SalvageTestWaist"> <if advanced='"$SalvageWaistLocked" = "true"'> <action type="addtochat">Back/waist slots unlocked.</action> <var cmd="set SalvageWaistLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <if EquipFeet="$SalvageTestFeet"> <if advanced='"$SalvageFeetLocked" = "true"'> <action type="addtochat">Legs/feet slots unlocked.</action> <var cmd="set SalvageFeetLocked false" /> <var cmd="set SalvageLocksUnlocked true" /> </if> </if> <!-- If you have a consistent naming convention, you can force an update to the default gear set at this point, or generate a call to a JA/Spell that will properly readjust your gear now that the new slots are unlocked --> <if advanced='"$SalvageLocksUnlocked" = "true"'> <!-- Fixed set: --> <!-- <equip set="Standard" /> --> <!-- Reset to default/normal: --> <action type="Command">wait 1;input /ja Tranquility</action> </if> </elseif> <!-- Reset variables (mainly for testing, but also in case Spellcast and its variables are still loaded when you next make a salvage run). --> <elseif spell="Water"> <action type="CancelSpell"/> <var cmd="set SalvageMainLocked true" /> <var cmd="set SalvageAmmoLocked true" /> <var cmd="set SalvageHeadLocked true" /> <var cmd="set SalvageRingLocked true" /> <var cmd="set SalvageBodyLocked true" /> <var cmd="set SalvageHandLocked true" /> <var cmd="set SalvageWaistLocked true" /> <var cmd="set SalvageFeetLocked true" /> </elseif> </if> </include> <!-- Rules for equipping town gear. [unused] --> <include name="TownRules"> <if NotArea="Dynamis*"> <if Area="*San d'Oria*|*Bastok*|*Jeuno|Ru'Lude Gardens|*Whitegate"> <equip when="idle|aftercast" set="Town"/> </if> <elseif Area="*Windurst*"> <equip when="idle|aftercast" set="Windurst"/> </elseif> </if> </include> <!-- Gorgets for weaponskills used so that generic weaponskill sets can be constructed without needing to know which specific gorget to add in. --> <include name="WeaponskillGorgetLayers"> <set name="Gorget-Combo"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Shoulder Tackle"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Backhand Blow"> <!-- No wind gorget --> </set> <set name="Gorget-Raging Fists"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Howling Fist"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Dragon Kick"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Asuran Fists"> <neck>Soil Gorget</neck> </set> <set name="Gorget-Ascetic's Fury"> <neck>Light Gorget</neck> </set> <set name="Gorget-Tornado Kick"> <neck>Thunder Gorget</neck> </set> <!-- Staff --> <set name="Gorget-Heavy Swing"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Shell Crusher"> <!-- No wind gorget --> </set> <set name="Gorget-Full Swing"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Spirit Taker"> <!-- No gorget --> </set> <set name="Gorget-Retribution"> <neck>Soil Gorget</neck> </set> <set name="Gorget-Cataclysm"> <!-- No aqua/dark gorget --> </set> <set name="Gorget-Earth Crusher"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Sunburst"> <!-- No aqua gorget --> </set> <!-- Club --> <set name="Gorget-Skullbreaker"> <neck>Snow Gorget</neck> </set> <set name="Gorget-True Strike"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Judgment"> <neck>Thunder Gorget</neck> </set> <set name="Gorget-Black Halo"> <neck>Thunder Gorget</neck> </set> </include> </includes>
Foreign concept to me. I don't understnad any of this, lol (hence unable to make changes to base on my gear lol)
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