this is just an xml i made after poking at the other thf xmls and it does what i want it to do
<?xml version=“1.0”?>
<spellcast>
<config RequireVersion="2.11" Debug="true" ShowGearSwaps="False"/>
<sets>
<group default="yes" name="THF">
<set name="Standard">
<head>Denali Bonnet</head>
<neck>Chivalrous Chain</neck>
<lear>Brutal Earring</lear>
<rear>Suppanomimi</rear>
<body>Rapparee Harness</body>
<hands>Assassin's Armlets</hands>
<lring>Sniper's Ring</lring>
<rring>Rajas Ring</rring>
<back>Commander's Cape</back>
<waist>Swift Belt</waist>
<legs>Homam Cosciales</legs>
<feet>Assassin's Pouln.</feet>
</set>
<set name="enmity">
<head>Assassin's Bonnet</head>
<hands>Assassin's Armlets</hands>
<legs>Assassin's Culottes</legs>
<waist>Warwolf Belt</waist>
</set>
<!--Techically restating alot of gear since it inherits, but i like to be clear what I am specifying-->
<set name="THF-SA" BaseSet="Standard">
<head>Assassin's Bonnet</head>
<neck>Spike Necklace</neck>
<body>Dragon Harness</body>
<hands>Rogue's Armlets</hands>
<lring>Thunder Ring</lring>
<rring>Rajas Ring</rring>
<waist>Warwolf Belt</waist>
<legs>Rog. Culottes +1</legs>
<feet>Hct. Leggings</feet>
</set>
<set name="THF-TA" BaseSet="Standard">
<head>Denali Bonnet</head>
<neck>Spike Necklace</neck>
<lear>Drone Earring</lear>
<body>Denali Jacket</body>
<hands>Dragon Mittens</hands>
<lring>Thunder Ring</lring>
<rring>Rajas Ring</rring>
<legs>Rog. Culottes +1</legs>
<feet>Bounding Boots</feet>
</set>
<set name="THF-SATA" BaseSet="Standard">
<head>Empress Hairpin</head>
<neck>Spike Necklace</neck>
<lear>Drone Earring</lear>
<body>Dragon Harness</body>
<hands>Dragon Mittens</hands>
<lring>Thunder Ring</lring>
<legs>Rog. Culottes +1</legs>
<feet>Bounding Boots</feet>
</set>
<!--This does not inherit because I do not want it to override everything from SATA-->
<set name="Weapon Skill">
<head>Assassin's Bonnet</head>
<body>Dragon Harness</body>
<rear>Brutal Earring</rear>
<rear>Ethereal Earring></rear>
<lring>Thunder Ring</lring>
<rring>Rajas Ring</rring>
<legs>Rog. Culottes +1</legs>
<feet>Hct. Leggings</feet>
</set>
<set name="Steal" BaseSet="Standard">
<head>Rogue's Bonnet</head>
<hands>Thief's Kote</hands>
<legs>Assassin's Culottes</legs>
<feet>Rogue's Poulaines</feet>
</set>
<set name="Evasion" BaseSet="Standard">
<head>Optical Hat</head>
<neck>Evasion Torque</neck>
<lear>Ethereal Earring</lear>
<body>Scorpion Harness</body>
<hands>War Gloves +1</hands>
<legs>Homam Cosciales</legs>
</set>
<set name="Ranged" BaseSet="Evasion">
<head>Optical Hat</head>
<lring>Sniper's Ring</lring>
<rring>Rajas Ring</rring>
<body>Denali Jacket</body>
<hands>Dragon Mittens</hands>
<legs>Rog. Culottes +1</legs>
<feet>Denali Gamashes</feet>
</set>
<set name="Haste">
<body>Rapparee Harness</body>
<head>Denali Bonnet</head>
<legs>Homam Cosciales</legs>
</set>
<set name="Haste-Evasion" BaseSet="Evasion">
<body>Rapparee Harness</body>
<head>Denali Bonnet</head>
<waist>Swift Belt</waist>
<legs>Homam Cosciales</legs>
</set>
<set name="Accuracy">
<head>Optical Hat</head>
<neck>Chivalrous Chain</neck>
<body>Scorpion Harness</body>
<hands>War Gloves +1</hands>
<lring>Sniper's Ring</lring>
<rring>Rajas Ring</rring>
<legs>Homam Cosciales</legs>
<feet>Denali Gamashes</feet>
</set>
</group>
</sets>
<variables>
<!--Assumes use of setting this when you use certain equip changes... ie acc, evasion, etc-->
<var name="RestoreSet">Standard</var>
<var name="Eva">Evasion</var>
<var name="WS">Weapon Skill</var>
<var name="RACC">Ranged</var>
</variables>
<rules>
<!--There are three types of actions a thief would be worrying about.-->
<if type="JobAbility">
<if spell="Sneak Attack">
<if buffActive="Trick Attack">
<!--SATA Gear-->
<action type="equip" when="precast" set="THF-SATA"/>
</if>
<else>
<!--Normal SA gear-->
<action type="equip" when="precast" set="THF-SA"/>
</else>
</if>
<elseif spell="Trick Attack">
<if buffActive="Sneak Attack">
<!--SATA Gear-->
<action type="equ ip" when="precast" set="THF-SATA"/>
</if>
<else>
<!--Normal TA gear-->
<action type="equip" when="precast" set="THF-TA"/>
</else>
</elseif>
<elseif spell="Steal">
<action type="castdelay" delay=".3"/>
<action type="Equip" when="precast" set="Steal"/>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
<elseif spell="Mug">
<action type="castdelay" delay=".2"/>
<action type="Equip" when="precast">
<head>Assassin's Bonnet</head>
</action>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
<elseif spell="Flee">
<action type="Equip" when="precast">
<feet>Rogue's Poulaines</feet>
</action>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
<elseif spell="Accomplice">
<action type="Equip" when="precast" set="Enmity"/>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
</if>
<elseif type="WeaponSkill">
<!--Find out if we even have tp, otherwise don't try and switch equipment-->
<if NotTPLT="100">
<!--Theoretically these shoudl be tweaked and would be different-->
<!--If things from ws would overwrite things from sata... make another level-->
<!--Do i need optical hat? prolly not if i would rather use assassin's bonnet-->
<if spell="Dancing Edge">
<!--Accuracy varies with TP-->
<!--Modifiers: DEX:30% ; CHR:40%-->
<action type="castdelay" delay=".2"/>
<action type="Equip" when="precast" set="$WS">
<neck>Breeze Gorget</neck>
<hands>Assassin's Armlets</hands>
</action>
</if>
<elseif spell="Shark Bite">
<!--Damage Varies with TP-->
<!--Modifiers: DEX:50%-->
<action type="castdelay" delay=".2"/>
<action type="Equip" when="precast" set="$WS">
<neck>Breeze Gorget</neck>
<hands>Rogue's Armlets</hands>
</action>
</elseif>
<elseif spell="Evisceration">
<!--Critical hit chance varies with TP-->
<!--Modifiers: DEX:30%-->
<action type="castdelay" delay=".2"/>
<action type="Equip" when="precast" set="$WS">
<neck>Spike Necklace</neck>
<hands>War Gloves +1</hands>
</action>
</elseif>
<elseif spell="Slug Shot">
<action type="castdelay" delay=".2"/>
<action type="Equip" when="precast" set="$RACC"/>
</elseif>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</if>
</elseif>
<else>
<!--Ninjutsu stuff-->
<!--HRRRM could use variables to track which utsusemi we casted last... and switch accordingly... maybe base off time since last cast instead^^-->
<if spell="Utsusemi: Ichi">
<action type="Equip" when="precast" set="$eva"/>
<action type="midcastdelay" delay="2.8"/>
<action type="Equip" when="midcast" set="Haste-Evasion"/>
<if BuffActive="Copy Image">
<!--Cancel currently active shadows. Technically only need for Ni to Ichi, but no way to tell... well probably could with variables now-->
<!--Needs the cancel pluugin to be loaded aswell-->
<action type="Command" when="midcast">cancel 66</action>
</if>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</if>
<elseif spell="Utsusemi: Ni">
<!-- Utsusemi:Ni recast time no haste is 45 sec. cast time 1.5 sec-->
<!--<action type="castdelay" delay=".2" />-->
<action type="Equip" when="precast" set="Haste-Evasion"/>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
<!--Other less oftin-->
<elseif spell="Ranged">
<action type="Equip" when="precast" set="Ranged"/>
<action type="Equip" when="Aftercast" set="$RestoreSet"/>
</elseif>
</else>
</rules>
</spellcast>