Techno's Multiple Job XML (v2.22 - 6/15/09)

Hi, this is my XML designed to be configured for multiple different jobs. The spell portion is designed to be scalable for any spell-casting job that I might level one day. The main jobs you'll see included, however, are DRG, SMN, BLU, and BST. This XML file is no longer being updated though. I have upgraded to Spellcast v2.3, changed my XML file syntax to the new standard, and I've divided up my job XMLs into different files. My new include.xml file as well as my DRG, SMN, and BLU/NIN files are available on the wiki for you to see. If a wiki admin sees this, they may leave this page up as an example for users of older versions or they may feel free to delete this page. I'm not sure how to flag this for deletion.

The main reason I went with the multiple job XML is because I disliked having to copy the spell rules between different XML files for each job. It seemed inefficient to me. I have to warn you though, it's a long, complex file. If you're considering creating a multiple-job XML file there are some things you need to take into consideration. First, you need consistency between your set names. Second, make it as scaleable as possible. Third, it quickly becomes a monster, making debugging is significantly harder. I don't mind it because it's a problem-solving challenge and that's what gets my mind going. If you don't know how to debug or can't do it, don't try this.

Some notes about the file:

  • Spell gear swap rules are specifically enabled for certain jobs. If I ever have another job that would use those spells, I would simply add it to the list, ie: Dark Magic for DRK. It prevents Spellcast from asking things like where my Enfeebling Magic set is for DRG. This is one thing I mean by making your XML “scalable”.
  • Assault/Salvage gear swapping is handled via dynamic sets. Rather than creating a rule that would be passed every time I use an ability/spell in one of those areas, however, I have Autoexec send a variable set command to SpellCast upon entering the zones and then reset the variables to my normal gear when I get back to Whitegate. Here is the code to enable this:
<?xml version="1.0" ?>
<autoexec>
	<register silent="true" event="zone_Ilrusi*|zone_Mamool*|zone_Periqia|zone_Lebros*|zone_Leujaoam*|zone_*Talif|zone_*Remnants">sc var set MeleeRRing "Imperial Ring"; sc var set SMNREar "Storm Earring";</register>
	<register silent="true" event="zone_Aht*">sc var set MeleeRRing "Rajas Ring"; sc var set SMNREar "Antivenom Earring";</register>
</autoexec>
  • I do the same thing with changing between my Ares's Cuirass when I'm DRG/mage and my Askar Korazin for other situations. Autoexec will equip my Cuirass whenever I'm using an appropriate sub so that I get Refresh.

Recent Changes:

  • I did a LOT of code simplification a few months ago. I created sets for my weaponskills rather than changing gear piece by piece in rules. Well, I guess that was the main thing. The complicated rules for changing my DRG WS gear and dealing with the different accuracy sets that I have took up a bunch of space in my old XML file.
  • I'm using a new scheme for equipping blue magic gear by stat. It's copied from another BLU-specific XML that someone posted here on the wiki with some changes that I wanted to make. I haven't really tested it yet since I've been working on other projects and jobs, but if I like it then I'll probably do the same thing with other kinds of magic like Enfeebling Magic Skill > INT for INT-based Enfeebling magic rather than just making an INT Enfeebling Magic set.

There are other comments throughout the file. Please enjoy. ^^

<?xml version="1.0" ?>
<spellcast>
<config
	RequireVersion="2.22"
	Debug="false"
	ShowGearSwaps="false"
/>
<sets>
<!-- Dragoon Armor Sets -->
	<group name="DRG-Haste" default="yes">
		<set name="Standard">
			<main>Thalassocrat</main>
			<sub>Pole Grip</sub>
			<ammo>Tiphia Sting</ammo>
			<head>Askar Zucchetto</head>
			<neck>Chivalrous Chain</neck>
			<lear>Brutal Earring</lear>
			<rear>$DRGREar</rear> <!-- Dynamic set for equipping Ethereal Earring when /mage. -->
			<body>$DRGBody</body> <!-- Dynamic set for equipping Ares's Cuirass when /mage. -->
			<hands>Homam Manopolas</hands>
			<lring>Ulthalam's Ring</lring>
			<rring>$DRGRRing</rring> <!-- Dynamic set for automatic gear changes in Assault/Salvage. -->
			<back>Cuchulain's Mantle</back>
			<waist>Swift Belt</waist>
			<legs>Homam Cosciales</legs>
			<feet>Homam Gambieras</feet>
		</set>
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
		<set name="Fast Cast">
			<rear>Loquacious Earring</rear>
		</set>
		<set name="Weaponskill">
			<ammo>Olibanum Sachet</ammo>
			<head>Wyvern Helm</head>
			<body>Ares's Cuirass</body>
			<hands>Hecatomb Mittens</hands>
			<lring>Flame Ring</lring>
			<rring>Rajas Ring</rring>
			<waist>Warwolf Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Askar Gambieras</feet>
		</set>
		<set name="Penta Thrust">
			<ammo>Olibanum Sachet</ammo>
			<head>Optical Hat</head>
			<neck>Shadow Gorget</neck>
			<body>Ares's Cuirass</body>
			<hands>Hecatomb Mittens</hands>
			<rring>Rajas Ring</rring>
			<waist>Warwolf Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Askar Gambieras</feet>
		</set>
	</group>
	<group name="DRG-Accuracy" inherit="DRG-Haste">
		<set name="Standard">
			<head>Optical Hat</head>
			<body>Homam Corazza</body>
			<waist>Wyrm Belt</waist>
		</set>
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
		<set name="Weaponskill">
			<ammo>Olibanum Sachet</ammo>
			<body>Ares's Cuirass</body>
			<waist>Warwolf Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Askar Gambieras</feet>
		</set>
		<set name="Penta Thrust">
			<ammo>Olibanum Sachet</ammo>
			<neck>Shadow Gorget</neck>
			<waist>Warwolf Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Askar Gambieras</feet>
		</set>
	</group>
	<!-- The main purpose of the Super Accuracy group is to disable all gear swapping
	and leave accuracy gear	in for all WSs and abilities.  It's useful for when you
	really, really have to hit something.  Why not just disable spellcast and
	manually swap in all my accuracy gear?  Because that would also disable things
	like Fast Cast for Utsusemi, which I might need while fighting high-evasion HNMs,
	or the gear swaps for Healing Breath. -->
	<group name="DRG-Super Accuracy" inherit="DRG-Accuracy">
		<set name="Standard">
			<legs>Drachen Brais +1</legs>
		</set>
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
 	</group>
 
<!-- Blue Mage Armor Sets -->
	<group name="BLU">
		<set name="Standard">
			<main>Perdu Hanger</main>
			<sub>Ifrit's Blade</sub>
			<ammo>Tiphia Sting</ammo>
			<head>Homam Zucchetto</head>
			<neck>Chivalrous Chain</neck>
			<lear>Brutal Earring</lear>
			<rear>Ethereal Earring</rear>
			<body>Mirage Jubbah</body>
			<hands>Homam Manopolas</hands>
			<lring>Ulthalam's Ring</lring>
			<rring>$BLURRing</rring> <!-- Dynamic set for automatic gear changes in Assault/Salvage. -->
			<back>Cuchulain's Mantle</back>
			<waist>Swift Belt</waist>
			<legs>Homam Cosciales</legs>
			<feet>Homam Gambieras</feet>
		</set>
		<set name="Fast Cast">
			<rear>Loquacious Earring</rear>
		</set>
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
		<set name="Resting" BaseSet="Standard">
			<main>$DarkStaff</main>
			<head>Yigit Turban</head>
			<neck>Grandiose Chain</neck>
			<lear>Antivenom Earring</lear>
			<body>Errant Hpl.</body>
			<waist>Hierarch Belt</waist>
			<legs>Yigit Seraweels</legs>
		</set>
		<set name="Weaponskill">
			<ammo>Olibanum Sachet</ammo>
			<body>Homam Corazza</body>
			<lring>Flame Ring</lring>
			<rring>Rajas Ring</rring>
			<waist>Warwolf Belt</waist>
			<back>Cuchulain's Mantle</back>
		</set>
		<set name="Blue Magic Skill">
			<head>Mirage Keffiyeh</head>
			<body>Magus Jubbah +1</body>
		</set>
		<set name="STR">
			<ammo>Olibanum Sachet</ammo>
			<body>Magus Jubbah +1</body>
			<waist>Warwolf Belt</waist>
			<lring>Flame Ring</lring>
			<rring>Rajas Ring</rring>
			<back>Cuchulain's Mantle</back>
		</set>
		<set name="DEX">
			<body>Magus Jubbah +1</body>
			<hands>Mirage Bazubands</hands>
			<rring>Rajas Ring</rring>
			<back>Cuchulain's Mantle</back>
			<waist>Warwolf Belt</waist>
		</set>
		<set name="MND">
			<head>Yigit Turban</head>
			<hands>Mirage Bazubands</hands>
			<feet>Yigit Crackows</feet>
		</set>
		<set name="INT">
			<head>Magus Keffiyeh</head>
			<feet>Yigit Crackows</feet>
		</set>
		<set name="VIT">
			<ammo>Bibiki Seashell</ammo>
			<head>Mirage Keffiyeh</head>
			<waist>Warwolf Belt</waist>
		</set>
		<set name="Accuracy">
			<head>Optical Hat</head>
			<body>Homam Corazza</body>
		</set>
		<set name="Magic Accuracy">
			<head>Homam Zucchetto</head>
			<hands>Nashira Gages</hands>
		</set>
	</group>
	<!-- Eventually I'm going to create a Breath Attack set for BLU with lots of HP gear. -->
	<!-- group name="BLU-HP" inherit="BLU">
		<set name="Standard" />
		<set name="Fast Cast" />
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
		<set name="Resting" BaseSet="Standard" />
	</group -->
 
<!-- Summoner Armor Sets -->
	<group name="SMN">
		<set name="Standard">
			<sub>Staff Strap</sub>
			<ammo>Phantom Tathlum</ammo>
			<neck>Fenrir's Torque</neck>
			<lear>Loquacious Earring</lear>
			<rear>$SMNREar</rear> <!-- Dynamic set for automatic gear changes in Assault/Salvage. -->
			<head>Walahra Turban</head>
			<body>Yinyang Robe</body>
			<hands>Summoner's Bracers</hands>
			<lring>Ether Ring</lring>
			<rring>Evoker's Ring</rring>
			<back>Intensifying Cape</back>
			<waist>Hierarch Belt</waist>
			<legs>Summoner's Spats</legs>
			<feet>Evk. Pigaches +1</feet>
		</set>
		<set name="Engaged" />
		<set name="Idling" Baseset="Standard">
			<main>$EarthStaff</main>
		</set>
		<set name="Resting">
			<main>$DarkStaff</main>
			<head>Yigit Turban</head>
			<neck>Grandiose Chain</neck>
			<rear>Antivenom Earring</rear>
			<body>Errant Hpl.</body>
			<legs>Yigit Seraweels</legs>
		</set>
		<set name="Summoning" Baseset="Standard">
			<head>$SMNSmnSetHead</head> <!-- Dynamic set for automatic gear changes depending on the weather. -->
			<body>$SMNSmnSetBody</body> <!-- Dynamic set for automatic gear changes depending on the day. -->
			<hands>$SMNSmnSetHands</hands> <!-- Dynamic set for automatic gear changes depending on avatar. -->
			<legs>Evoker's Spats</legs>
		</set>
		<set name="Blood Pact Time" Baseset="Summoning">
			<head>Summoner's Horn</head>
			<body>Yinyang Robe</body>
			<hands>Summoner's Bracers</hands>
			<legs>Summoner's Spats</legs>
			<feet>Summoner's Pgch.</feet>
		</set>
		<set name="Blood Pact Skill" Baseset="Summoning">
			<head>Evoker's Horn</head>
			<neck>Summoning Torque</neck>
			<hands>Summoner's Bracers</hands>
		</set>
		<set name="Blood Pact Damage" Baseset="Summoning">
			<head>Evoker's Horn</head>
			<neck>Summoning Torque</neck>
			<body>Summoner's Doublet</body>
			<hands>Summoner's Bracers</hands>
			<feet>Summoner's Pgch.</feet>
		</set>
		<set name="Fast Cast">
			<waist>Swift Belt</waist>
		</set>
	</group>
	<group name="SMN-60">
		<set name="Standard">
			<sub>Bugard Strap +1</sub>
			<ammo>Morion Tathlum</ammo>
			<neck>Grandiose Chain</neck>
			<lear>Insomnia Earring</lear>
			<rear>Antivenom Earring</rear>
			<body>Vermillion Cloak</body>
			<hands>Magna Gauntlets</hands>
			<lring>Ether Ring</lring>
			<back>Intensifying Cape</back>
			<waist>Powerful Rope</waist>
			<legs>Evoker's Spats</legs>
			<feet>Magna M Ledelsens</feet>
		</set>
		<set name="Idling" Baseset="Standard">
			<main>$EarthStaff</main>
		</set>
		<set name="Resting">
			<main>$DarkStaff</main>
		</set>
		<set name="Summoning" Baseset="Standard" />
		<set name="Blood Pact Time" Baseset="Summoning">
			<head>Austere Hat</head>
			<body>Austere Robe</body>
		</set>
		<set name="Blood Pact Skill" Baseset="Summoning">
			<head>Evoker's Horn</head>
			<body>Austere Robe</body>
		</set>
		<set name="Blood Pact Damage" Baseset="Summoning">
			<head>Evoker's Horn</head>
			<body>Austere Robe</body>
			<feet>Magna M Ledelsens</feet>
		</set>
		<set name="Fast Cast">
			<waist>Swift Belt</waist>
		</set>
	</group>
 
<!-- White Mage Armor Sets -->
	<!-- My lame WHM set which I only use for level 40 ENMs. -->
	<group name="WHM">
		<set name="Standard">
			<sub>Bugard Strap +1</sub>
			<ammo>Morion Tathlum</ammo>
			<neck>Grandiose Chain</neck>
			<rear>Antivenom Earring</rear>
			<lear>Geist Earring</lear>
			<body>Vermillion Cloak</body>
			<hands>Magna Gauntlets</hands>
			<lring>Ether Ring</lring>
			<back>Intensifying Cape</back>
			<waist>Powerful Rope</waist>
			<legs>Healer's Pantaloons</legs>
			<feet>Magna M Ledelsens</feet>
		</set>
		<set name="Idling" Baseset="Standard">
			<main>$EarthStaff</main>
		</set>
		<set name="Resting">
			<main>$DarkStaff</main>
		</set>
		<set name="Fast Cast" BaseSet="Standard">
			<waist>Swift Belt</waist>
		</set>
		<set name="Healing Magic" BaseSet="Standard" />
		<set name="MND Enfeebling Magic" BaseSet="Standard">
			<body>Shaman's Cloak</body>
		</set>
		<set name="INT Enfeebling Magic" BaseSet="Standard">
			<body>Shaman's Cloak</body>
		</set>
		<set name="Enhancing Magic" BaseSet="Standard" />
		<set name="Divine Magic" BaseSet="Standard" />
	</group>
 
<!-- Beastmaster Armor Sets -->
	<group name="BST">
		<set name="Standard">
			<main>Martial Axe</main>
			<sub/>
			<ammo>Tiphia Sting</ammo>
			<head>Optical Hat</head>
			<neck>Chivalrous Chain</neck>
			<lear>Brutal Earring</lear>
			<rear>Ethereal Earring</rear>
			<body>Hauberk</body>
			<hands>Thick Mufflers</hands>
			<lring>Ulthalam's Ring</lring>
			<rring>Rajas Ring</rring>
			<back>Cuchulain's Mantle</back>
			<waist>Swift Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Thick Sollerets +1</feet>
		</set>
		<set name="Idling" BaseSet="Standard" />
		<set name="Engaged" BaseSet="Standard" />
		<set name="Fast Cast">
			<rear>Loquacious Earring</rear>
		</set>
		<set name="Resting" />
		<set name="Weaponskill" BaseSet="Standard">
			<ammo>Olibanum Sachet</ammo>
			<head>Wyvern Helm</head>
			<hands>Hecatomb Mittens</hands>
			<lring>Flame Ring</lring>
			<back>Cuchulain's Mantle</back>
			<waist>Warwolf Belt</waist>
			<legs>Askar Dirs</legs>
			<feet>Askar Gambieras</feet>
		</set>
		<set name="Charm">
			<main>$LightStaff</main>
			<head>Monster Helm</head>
			<neck>Star Necklace</neck>
			<lear>Melody Earring</lear>
			<rear>Melody Earring</rear>
			<body>Monster Jackcoat</body>
			<hands>Monster Gloves</hands>
			<rring>Allure Ring</rring>
			<lring>Allure Ring</lring>
			<waist>Corsette</waist>
			<legs>Beast Trousers</legs>
			<feet>Monster Gaiters</feet>
		</set>
		<set name="Tame">
			<head>Beast Helm</head>
			<ammo>Phantom Tathlum</ammo>
			<legs>Askar Dirs</legs>
		</set>
		<set name="Reward">
			<body>Beast Jackcoat</body>
			<feet>Beast Gaiters</feet>
		</set>
		<set name="Call Beast">
			<hands>Monster Gloves</hands>
		</set>
	</group>
 
</sets>
 
<variables>
<!-- Constants -->
	<!-- These "Constants" store the static names of pieces of gear to be referenced by
	dynamic gear sets.  This has to be done to make Spellcast work correctly with
	equipment names that have more than word or apostrophes. You can get around it by
	using the escape characters for double and single quotes in the variable set
	commands, but doing this makes it a little easier to read, if not slightly more
	complex.  I know the elemental stave constants are required to make the elemental
	stave dynamic set rule work correctly, especially if you have HQ staves. --> 
	<var name="FireStaff">Fire Staff</var>
	<var name="IceStaff">Ice Staff</var>
	<var name="WindStaff">Wind Staff</var>
	<var name="EarthStaff">Earth Staff</var>
	<var name="ThunderStaff">Thunder Staff</var>
	<var name="WaterStaff">Water Staff</var>
	<var name="LightStaff">Light Staff</var>
	<var name="LightStaff">Light Staff</var>
	<var name="DarkStaff">Dark Staff</var>
 
	<var name="SummonersHorn">"Summoner's Horn"</var>
	<var name="WalahraTurban">"Walahra Turban"</var>
	<var name="YinyangRobe">"Yinyang Robe"</var>
	<var name="SummonersDoublet">"Summoner's Doublet"</var>
	<var name="NashiraGages">"Nashira Gages"</var>
	<var name="CarbuncleMitts">"Carbuncle Mitts"</var>
 
<!-- Variables -->
	<!-- These "Variable" variables are the actual dynamic sets.  They have to be
	initialized to a default piece of armor, lest they fail to work correctly.  When
	Spellcast updates one of these dynamic sets it sets it equal to one of the
	"Constants" you see above.  Some are updated automatically by Autoexec when
	changing areas or subjobs.  Because single or double quotes are not a problem
	when issuing the variable set command in Autoexec, no pieces of gear set by it
	require a constant in Spellcast. Putting in the "nooverwrite" option makes sure
	whatever your variables are set to won't change if you reload your XML file
	while playing. -->
	<var name="DRGREar" nooverwrite="true">Assault Earring</var>
	<var name="DRGBody" nooverwrite="true">Askar Korazin</var>
	<var name="MeleeRRing" nooverwrite="true">Rajas Ring</var>
	<var name="DRGRRing" nooverwrite="true">$MeleeRRing</var>
	<var name="BLURRing" nooverwrite="true">$MeleeRRing</var>
	<var name="SMNREar" nooverwrite="true">Antivenom Earring</var>
	<var name="SMNSmnSetHorn" nooverwrite="true">Walahra Turban</var>
	<var name="SMNSmnSetBody" nooverwrite="true">Yinyang Robe</var>
	<var name="SMNSmnSetHands" nooverwrite="true">Nashira Gages</var>
 
</variables>
 
<rules>
<!-- I now have Spellcast cancel any gear changes if I'm unable to take a particular action due to a
status effect.  Two kinds of rules have to come before these return rules, however: my Opo-opo Necklace
rule and my Spell Cancel rules. -->
 
<!-- Opo-opo Necklace Rule -->
<!-- Yes, I carry this with me wherever I go. You have to try to perform an action while sleeping in order
for it to be equipped, but often I'll try to Jump or something before I realize I'm asleep so it's done
automatically for me most of the time. -->
	<if MainJob="BST|DRG|BLU" MLvlGT="60" BuffActive="Sleep">
		<action type="equip" when="precast|midcast|aftercast"><neck>Opo-opo Necklace</neck></action>
	</if>
 
<!-- Spell Cancel Rules -->
	<if Spell="Sneak|Monomi*|Spectral Jig" TargetType="SELF">
		<action type="midcastdelay" delay="1" />
		<action type="command" when="midcast">cancel 71</action>
	</if>
	<elseif spell="Utsusemi: Ichi">
		<action type="midcastdelay" delay="2" />
		<action type="Command" when="midcast">cancel 66</action> 
	</elseif>
	<elseif Spell="Stoneskin">
		<action type="midcastdelay" delay="3" />
		<action type="command" when="midcast">cancel 37</action>
	</elseif>
 
<!-- Return Rules -->
<!-- These stop any gear changes if I'm unable to take particular actions.  The reason for this is because
if I'm impatient and spamming a macro while petrified or something I don't want a WHM to be unable to target
me for Stona, for instance. -->
	<!-- Exits if the main level is less than 51 or if the action cannot be taken. -->
	<if Mode="OR" MLVLLT="51" BuffActive="Sleep|Petrification|Stun|Terror|Charm"><action type="return" /></if>
	<elseif Type="*Magic|BardSong|Ninjutsu" BuffActive="Silence"><action type="return" /></elseif>
	<elseif Type="Weaponskill|JobAbility|PetCommand" BuffActive="Amnesia"><action type="return" /></elseif>
 
<!-- Autoset Rules -->
	<if spell="autoset" MainJob="WHM|BLM|BST|DRG|SMN|BLU">
		<if status="resting" MainJob="WHM|BLM|BST|SMN|BLU">
			<action type="equip" when="resting" set="Resting" />
		</if>
		<elseif status="idle" MainJob="WHM|BLM|BST|DRG|SMN|BLU">
			<action type="equip" when="idle" set="Idling" />
		</elseif>
		<elseif status="engaged" MainJob="WHM|BLM|BST|DRG|SMN|BLU">
			<action type="equip" when="engaged" set="Engaged" />
		</elseif>
	</if>
 
<!-- Fast Cast Rules -->
	<if Type="WhiteMagic|BlackMagic|SummonerPact|BardSong|Ninjutsu|BlueMagic" MainJob="WHM|BLM|RDM|BST|BRD|DRG|SMN|BLU"
	advanced='((int)%MP &lt;= (int)%MPMax-48)'>
		<action type="equip" when="precast" set="Fast Cast" />
	</if>
 
<!-- After Cast Rules -->
	<if Type="WhiteMagic|BlackMagic|BardSong|BlueMagic" MainJob="WHM|BLM|RDM|BRD|BLU">
		<action type="equip" when="aftercast" set="Idling" />
	</if>
 
<!-- Elemental Stave rules -->
	<if Type="WhiteMagic|BlackMagic|SummonerPact|BardSong" MainJob="WHM|BLM|RDM|SMN|BRD"
	NotSpell="Stoneskin|Blink|Sneak|Invisible|Deodorize|Teleport*|Recall*|Raise*|Protect*|Shell*|Reraise*|*na|Erase|Warp*|Escape|Tractor|Retrace">
		<action type="equip" when="midcast"><main>$%SpellElementStaff</main></action>
	</if>			
 
<!-- Blue Magic rules -->
	<if Skill="BlueMagic" MainJob="BLU" NotGroup="BLU-HP"
	NotSpell="Cocoon|Refueling|Feather Barrier|Memento Mori|Zephyr Mantle|Warm-Up|Amplification|Saline Coat|Reactor Cool|Exuviation|Plasma Charge">
	<!-- STR > DEX > Acc Spells-->
		<if spell="Bludgeon|Mandibular Bite|Death Scissors|Body Slam|Frenetic Rip|Disseverment|Ram Charge|Vertical Cleave">
			<action type="equip" set="Accuracy|DEX|STR" />
		</if>
	<!-- Acc Spells-->
		<elseif spell="Head Butt|Frypan">
			<action type="equip" set="Accuracy" />
		</elseif>
	<!-- VIT > STR Spells -->
		<elseif spell="Body Slam|Cannonball">
			<action type="equip" set="STR|VIT" />
		</elseif>
	<!-- DEX > Acc Spells-->
		<elseif spell="Sickle Slash|Seedspray|Hysteric Barrage">
			<action type="equip" set="Accuracy|DEX" />
		</elseif>
	<!-- MND Spells -->
		<elseif Spell="Pollen|Healing Breeze|Wild Carrot|Magic Fruit|Regurgitation|Mind Blast|Magic Hammer">
			<action type="equip" when="midcast" set="MND" />
		</elseif>
	<!-- INT Spells -->
		<elseif Spell="Eyes On Me|Firespit">
			<action type="equip" when="midcast" set="INT" />
		</elseif>
	<!-- Blue Magic Skill > Magic Accuracy Spells -->
		<elseif spell="Sheep Song|Blood Drain|Soporific|Sound Blast|Chaotic Eye|Digest|Blank Gaze|Venom Shell|MP Drainkiss|Stinking Gas|Magnetite Cloud|Geist Wall|Awful Eye|Blood Saber|Jettatura|Frightful Roar|Self-Destruct|Filamented Hold|Cold Wave|Hecatomb Wave|Radiant Breath|Flying Hip Press|Light of Penance|1000 Needles|Feather Tickle|Yawn|Voracious Trunk|Infrasonics|Sandspray|Enervation|Lowing|Temporal Shift|Actinic Burst">
			<action type="equip" set="Magic Accuracy|Blue Magic Skill" />
		</elseif>
	<!-- Blue Magic Skill Spells -->
		<elseif spell="Metallic Body|Diamondhide">
			<action type="equip" set="Blue Magic Skill" />
		</elseif>
		<else>
			<action type="equip" when="midcast" set="Blue Magic" />
		</else>
	</if>
 
<!-- Elemental Magic rules -->
	<elseif Skill="ElementalMagic" MainJob="BLM|RDM">
		<action type="equip" when="midcast" set="Elemental Magic" />
	</elseif>
 
<!-- Dark Magic rules -->
	<elseif Skill="DarkMagic" MainJob="BLM|RDM">
		<action type="equip" when="midcast" set="Dark Magic" />
	</elseif>
 
<!-- MND Enfeebling Magic rules -->
	<elseif Skill="EnfeeblingMagic" Type="WhiteMagic" MainJob="WHM|BLM|RDM">
		<action type="equip" when="midcast" set="MND Enfeebling magic" />
	</elseif>
 
<!-- INT Enfeebling Magic rules -->
	<elseif Skill="EnfeeblingMagic" Type="BlackMagic" MainJob="WHM|BLM|RDM">
		<action type="equip" when="midcast" set="INT Enfeebling magic" />
	</elseif>
 
<!-- Enhancing Magic rules -->
	<elseif Skill="EnhancingMagic" MainJob="WHM|BLM|RDM">
		<action type="equip" when="midcast" set="Enhancing Magic" />
		<if Spell="Stoneskin">
			<action type="equip" when="midcast"><main>$WaterStaff</main></action>
		</if>
	</elseif>
 
<!-- Healing Magic rules -->
	<elseif Skill="HealingMagic" MainJob="WHM|BLM|RDM">
		<action type="equip" when="midcast" set="Healing Magic" />
	</elseif>
 
<!-- Divine Magic rules -->
	<elseif Skill="DivineMagic" MainJob="WHM|RDM">
		<action type="equip" when="midcast" set="Divine Magic" />
	</elseif>
 
<!-- Summoning Magic rules -->
	<elseif Skill="SummoningMagic" MainJob="SMN">
	<!-- Carbuncle's Mitts Rule -->
		<if Spell="Carbuncle">
			<action type="Var" when="precast" cmd="set SMNSmnSetHands $CarbuncleMitts" />
		</if>
		<else>
			<action type="Var" when="precast" cmd="set SMNSmnSetHands $NashiraGages" />
		</else>
	<!-- Summoner's Horn Rule -->
		<if Advanced='"%WeatherElement"="%SpellElement"'>
			<action type="Var" when="precast" cmd="set SMNSmnSetHead $SummonersHorn" />
		</if>
		<else>
			<action type="var" when="precast" cmd="set SMNSmnSetHead $WalahraTurban" />
		</else>
	<!-- Summoner's Doublet Rule -->
		<!-- Carby's perpetuation cost is already 0 MP/tick even without the Summoner's Doublet.
		If I equip the doublet then I won't receive the 1 MP/tick Refresh from the YYR. -->
		<if Advanced='"%DayElement"="%SpellElement"' NotSpell="Carbuncle">
			<action type="Var" when="precast" cmd="set SMNSmnSetBody $SummonersDoublet" />
		</if>
		<else>
			<action type="var" when="precast" cmd="set SMNSmnSetBody $YinyangRobe" />
		</else>
		<action type="equip" when="midcast" set="Summoning" />
	</elseif>
 
<!-- Ninjutsu rules -->
<!-- This is just a placeholder for future ninjutsu rules, should I need them. -->
	<!-- elseif Skill="Ninjuitsu" / -->
 
<!-- Dragoon-Specific rules -->
	<if Mainjob="DRG">
	<!-- Weapon Skill Rules -->
		<if Type="WeaponSkill" Group="DRG-Haste|DRG-Accuracy" Status="Engaged" TPGT="99">
			<if Spell="Skewer|Wheeling Thrust|Impulse Drive|Drakesbane">
				<action type="equip" when="precast" set="Weaponskill" />
				<if Spell="Impulse Drive">
					<action type="equip" when="precast">
						<neck>Shadow Gorget</neck>
					</action>
				</if>
			</if>
			<elseif Spell="Penta Thrust">
				<action type="equip" when="precast" set="Penta Thrust" />
			</elseif>
			<!-- If I'm not using a mage sub, equip my Wyrm Armet for increased breath attacks. -->
			<action type="midcastdelay">1.5</action>
			<action type="equip" when="midcast" set="Standard" />
			<if NotSubJob="WHM|BLM|RDM|SMN|BLU|SCH">
				<action type="equip" when="midcast"><head>Wyrm Armet</head></action>
			</if>
			<!-- After a breath attack equip my TPing helm. -->
			<action type="aftercastdelay">1.5</action>
			<if NotSubJob="WHM|BLM|RDM|SMN|BLU|SCH">
				<if Group="DRG-Haste">
					<action type="equip" when="aftercast"><head>Askar Zucchetto</head></action>
				</if>
				<else>
					<action type="equip" when="aftercast"><head>Optical Hat</head></action>
				</else>
			</if>
		</if>
 
	<!-- Job Ability Rules -->
	<!-- While I've gone to using sets to equip before and after weaponskills, I still don't like the idea of
	having to reload my entire standard TPing set every time I use an ability.  So unless we're given the
	ability to only load specific gear slots from a set I'm going to continue to change JA gear like this. -->
		<elseif Type="JobAbility">
			<if Spell="Jump|High Jump" Group="DRG-Haste">
				<action type="equip" when="precast">
					<waist>Wyrm Belt</waist>
				</action>
				<action type="equip" when="aftercast">
					<waist>Swift Belt</waist>
				</action>
			</if>
			<elseif Spell="Spirit Link">
				<action type="equip" when="precast"><head>Drn. Armet +1</head></action>
				<if Group="DRG-Haste">
					<action type="equip" when="aftercast"><head>Askar Zucchetto</head></action>
				</if>
				<else>
					<action type="equip" when="aftercast"><head>Optical Hat</head></action>
				</else>
			</elseif>
			<elseif Spell="Ancient Circle">
				<action type="equip" when="precast"><legs>Drn. Brais +1</legs></action>
				<if Group="DRG-Haste|DRG-Accuracy">
					<action type="equip" when="aftercast"><legs>Homam Cosciales</legs></action>
				</if>
				<else>
					<action type="equip" when="aftercast"><legs>Askar Dirs</legs></action>
				</else>
			</elseif>
		</elseif>
 
	<!-- Healing Breath Trigger Rules -->
	<!-- I only use specific spells as HBTs.  I tried enabling it for all spells,
	but that got really annoying.  That was especially true when macroing out my
	Walahra Turban used to put me below 150 MP for casting Raise.  Elvaan MP ftl. -->
		<elseif Spell="Dia|Poison|Blaze Spikes|Protect|Sprout Smack|Bar*">
			<action type="equip" when="precast">
				<ammo>Olibanum Sachet</ammo>
				<head>Drn. Armet +1</head>
				<body>Homam Corazza</body>
			</action>
			<action type="midcastdelay">1.5</action>
			<action type="equip" when="midcast">
				<head>Wyrm Armet</head>
				<neck>Chanoix's Gorget</neck>
				<legs>Drn. Brais +1</legs>
			</action>
			<action type="aftercastdelay">2</action>
			<action type="equip" when="aftercast" set="Standard" />
		</elseif>
	</if>
<!-- End Dragoon-Specific Rules -->
 
<!-- Blue Mage-Specific rules -->
	<elseif MainJob="BLU">
	<!-- Weapon Skill Rules -->
		<elseif Type="Weaponskill" Status="Engaged" TPGT="99">
			<action type="equip" when="precast" set="Weaponskill" />
			<action type="equip" when="aftercast" set="Engaged" />
		</elseif>
	</elseif>
<!-- End Blue Mage-Specific rules -->
 
<!-- Summoner-Specific rules -->
	<elseif MainJob="SMN">
	<!-- TP Weapon-Lock Rules -->
		<if TPGT="25" status="Resting">
			<action type="Disable" slot="Main|Sub|Ranged" />
		</if>
		<else>
			<action type="Enable" slot="Main|Sub|Ranged" />
		</else>
 
		<!-- I moved the set change rules for my BPs down here into the SMN-specific
		rules for consistency since no other job uses them.  They were previously
		included in the Summoning Magic rules above.  I wanted to move the rules for
		the carby mitts and Summoner's Doublet down here, but it messed up the
		Dynamic gear changes. -->
		<if Type="BloodPactRage">
			<action type="equip" when="precast" set="Blood Pact Time" />
			<action type="equip" when="midcast" set="Blood Pact Damage" />
			<action type="equip" when="aftercast" set="Summoning" />
		</if>
		<elseif type="BloodPactWard">
			<action type="equip" when="precast" set="Blood Pact Time" />
			<action type="equip" when="midcast" set="Blood Pact Skill" />
			<action type="equip" when="aftercast" set="Summoning" />
		</elseif>
		<elseif Spell="Release">
			<action type="equip" when="precast" set="Idling" />
		</elseif>
		<elseif Spell="Elemental Siphon">
			<action type="equip" when="precast" set="Blood Pact Skill" />
			<action type="equip" when="aftercast" set="Idling" />
		</elseif>
	</elseif>
<!-- End Summoner-Specific rules -->
 
<!-- Beastmaster-Specific rules -->
	<elseif MainJob="BST">
	<!-- Weapon Skill Rules -->
		<if Type="WeaponSkill" Status="Engaged" TPGT="99">
			<action type="equip" when="precast" set="Weaponskill" />
			<action type="equip" when="aftercast" set="Standard" />
		</if>
 
	<!-- Job Ability Rules -->
	<!-- Why do I change out entire sets with BST JAs and not DRG JAs?  I don't know.  Probably
	because I change out so much gear with Charm. -->
		<elseif Type="JobAbility|PetCommand">
			<if Spell="Charm">
				<action type="equip" when="precast" set="Charm" />
			</if>
			<elseif Spell="Tame">
				<action type="equip" when="precast" set="Tame" />
			</elseif>
			<elseif Spell="Reward">
				<action type="equip" when="precast" set="Reward" />
			</elseif>
			<elseif Spell="Call Beast">
				<action type="equip" when="precast" set="Call Beast" />
			</elseif>
			<action type="equip" when="aftercast" set="Standard" />
		</elseif>
 
	<!-- Gaudy Harness Rule -->
		<if SubJob="WHM|BLM|RDM|BLU|SCH" MPAftercastLT="49">
			<action When="aftercast|engaged" type="equip"><body>Gaudy Harness</body></action>
		</if>
	</elseif>
<!-- End Beastmaster-Specific rules -->
 
</rules>
</spellcast>
plugins/spellcast/userxml/multi/techno_multi.txt · Last modified: 2009/08/08 14:00 (external edit)
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