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- local magegear = {}
- function magegear.init_mage_gear()
- --[[
- This include is an effort to consolidate my mage jobs and the gear that they share.
- Ideally this file will be used to simplify gear progression for the 3 mage jobs that I currently have,
- which are BLM, SCH, and GEO. These three jobs share a LOT of like gear, and as such, any time I get
- and upgrade I have to upgrade three different files. This one file eliminates a lot of that.
- RDM and WHM unfortunately are not jobs that I currently have. RDM could easily be used with this file
- with the minor change of the base staves used since RDM can't use Atinian or Eminent.
- Baqil or Skirmish Staff or Voay Staff would work just fine though. WHM unfortunately doesn't
- use Hagondes gear and as such would be difficult to adapt for this includes, it would probably
- be best to not use this file with a WHM.
- --]]
- --[[ Static Sets
- These sets are static, they do not change ever. They are used as base sets for the dynamic sets
- --]]
- -- Staff Declarations
- sets.Staves = {}
- sets.Staves.Damage = { main = "Atinian Staff" }
- sets.Staves.Accuracy = { main = "Atinian Staff" }
- sets.Staves.CastTime = { main = "Earth Staff" }
- sets.Staves.Cure = { main = "Chatoyant Staff" }
- sets.Staves.DarkMagic = { main = "Chatoyant Staff" }
- sets.Staves.Damage.Ice = { main = "Vourukasha I" }
- sets.Staves.CastTime.Ice = { main = "Vourukasha I" }
- -- Obi Declarations
- sets.Obis = { back = "Twilight Cape" }
- sets.Obis.Fire = { waist = "Karin Obi" }
- sets.Obis.Earth = { waist = "Dorin Obi" }
- sets.Obis.Water = { waist = "Suirin Obi" }
- sets.Obis.Wind = { waist = "Furin Obi" }
- sets.Obis.Ice = { waist = "Hyorin Obi" }
- sets.Obis.Thunder = { waist = "Rairin Obi" }
- sets.Obis.Light = { waist = "Korin Obi" }
- sets.Obis.Dark = { waist = "Anrin Obi" }
- -- Augmented Gear
- hagpantsacc = { name = "Hagondes Pants", augments = { "Magic Accuracy +12" } }
- hagbodyatk = { name = "Hagondes Coat", augments = { "Magic Attack Bonus +10" } }
- -- BaseSets
- sets.Hagondes = { head = "Hagondes Hat", body = hagbodyatk, hands = "Hagondes Cuffs", legs = hagpantsacc, feet = "Hagondes Sabots" }
- sets.Refresh = { head = "Nefer Khat", body = "Heka's Kalasiris", hands = "Serpentes Cuffs", legs = "Nares Trews", feet = "Serpentes Sabots" }
- sets.Kite = { feet = "Desert Boots" }
- sets.DT = { neck = "Twilight Torque" }
- sets.PDT = set_combine(sets.DT, { main = "Earth Staff", body = hagbodyatk, legs = hagpantsacc })
- sets.MDT = set_combine(sets.Hagondes, sets.DT)
- sets.Haste = set_combine(sets.Hagondes, { waist = "Goading Belt" })
- sets.HMP = { main = "Chatoyant Staff", ammo = "Clarus Stone" }
- sets.INT = set_combine(sets.Hagondes, { ring1 = "Aquilo's Ring", ring2 = "Spiral Ring", back = "Toro Cape", waist = "Cognition Belt" })
- sets.MND = set_combine(sets.Hagondes, { ammo = "Kalboron Stone", ring1 = "Solemn Ring", ring2 = "Sirona's Ring", back = "Swith Cape", waist = "Cascade Belt" })
- sets.Matk = set_combine(sets.Staves.Damage, sets.Hagondes, { sub = "Elder's Grip", ammo = "Witchstone", neck = "Stoicheion Medal", ear1 = "Hecate's Earring", ear2 = "Moldavite Earring", hands = "Nares Cuffs", back = "Toro Cape" })
- sets.Macc = set_combine(sets.Staves.Accuracy, sets.Hagondes, { sub = "Elder's Grip", ammo = "Kalboron Stone", neck = "Stoicheion Medal" })
- sets.CurePotency = set_combine(sets.Staves.Cure, { body = "Heka's Kalasiris", hands = "Serpentes Cuffs", legs = "Nares Trews", feet = "Serpentes Sabots" })
- sets.FC = set_combine(sets.Staves.CastTime, { head = "Nares Cap", ear1 = "Loquac. Earring", body = "Anhur Robe", hands = "Repartie Gloves", back = "Swith Cape", legs = "Orvail Pants +1", feet = "Chelona Boots" })
- sets.FC.ElementalMagic = { neck = "Stoicheion Medal" }
- sets.FC.ElementalMagic.Impact = { head = "", body = "Twilight Cloak" }
- sets.FC.HealingMagic = {}
- sets.FC.HealingMagic.Cure = { body = "Heka's Kalasiris" }
- sets.FC.EnhancingMagic = { waist = "Siegel Sash" }
- --sets.FC.EnhancingMagic.Stoneskin = { hands = "Carapacho Mitts" }
- sets.MaxCastReduction = { hands = "Hagondes Cuffs", waist = "Goading Belt", legs = "Hagondes Pants", feet = "Hagondes Sabots" }
- sets.Skill = {}
- sets.Skill.ElementalMagic = {}
- sets.Skill.DarkMagic = { sub = "Caecus Grip" }
- sets.Skill.HealingMagic = { ring2 = "Sirona's Ring"}
- sets.Skill.EnhancingMagic = { sub = "Fulcio Grip", body = "Anhur Robe", waist = "Olympus Sash" }
- sets.Skill.EnfeeblingMagic = { sub = "Macero Grip" }
- sets.Skill.DivineMagic = { sub = "Divinus Grip" }
- sets.Skill.Geomancy = {}
- sets.Skill.Ninjutsu = {}
- sets.Skill.Geomancy = {}
- sets.Enhance = {}
- sets.Enhance.Drain = sets.Staves.DarkMagic
- sets.Enhance.Stoneskin = { waist = "Siegel Sash" }
- sets.Enhance.Cursna = {}
- sets.Enhance.Regen = {}
- sets.JA = {}
- --[[ Dynamic Sets
- Do not assign gear to these sets in this section, assignment will be handled in the function
- build_default_sets(). Most of these will be empty in this section and that is ok.
- --]]
- -- handled_magic is to let gearswap know which magic "skills" are handled by the set building code
- handled_magic = S{ 'ElementalMagic', 'DarkMagic', 'HealingMagic', 'EnhancingMagic', 'EnfeeblingMagic', 'DivineMagic', 'Geomancy', 'Ninjutsu' }
- -- Define Base magic skill based sets
- sets.ElementalMagic = {}
- sets.DarkMagic = {}
- sets.HealingMagic = {}
- sets.EnhancingMagic = {}
- sets.EnfeeblingMagic = {}
- sets.DivineMagic = {}
- sets.Geomancy = {}
- sets.Ninjutsu = {}
- -- Elemental Magic Sets
- sets.ElementalMagic.Damage = {}
- sets.ElementalMagic.Helix = {}
- sets.ElementalMagic.Debuff = {}
- sets.ElementalMagic.Impact = {}
- sets.ElementalMagic.Earth = { neck = "Quanpur Necklace" } -- Declaration is ok for this piece
- -- Dark Magic Sets
- sets.DarkMagic.Damage = {} -- Drain and Aspir set
- sets.DarkMagic.Stun = {}
- sets.DarkMagic.Bio = {}
- sets.DarkMagic.Absorb = {}
- -- Healing Magic Sets
- sets.HealingMagic.Cursna = {}
- sets.HealingMagic.Cure = {}
- sets.HealingMagic.StatusRemoval = {}
- -- Enhancing Magic Sets
- sets.EnhancingMagic.Regen = {}
- sets.EnhancingMagic.Phalanx = {}
- sets.EnhancingMagic.BarSpell = {}
- sets.EnhancingMagic.GainSpell = {}
- sets.EnhancingMagic.Stoneskin = {}
- -- Enfeebling Magic Sets
- sets.EnfeeblingMagic.WhiteMagic = {}
- sets.EnfeeblingMagic.BlackMagic = {}
- -- Divine Magic Sets
- sets.DivineMagic.Damage = {}
- sets.DivineMagic.Flash = {}
- sets.DivineMagic.Dia = {}
- -- Ninjutsu Sets
- sets.Ninjutsu.Damage = {}
- sets.Ninjutsu.Debuff = {}
- -- Geomancy Sets
- -- Status Change Sets
- sets.Idle = {}
- sets.Engaged = {}
- sets.Resting = {}
- -- Idle Sets
- sets.Idle.Default = {}
- sets.Engaged.Melee = {}
- sets.Engaged.Caster = {}
- sets.Resting.Default = {}
- -- Empty Casting Sets
- sets.Casting = {}
- sets.Casting.Precast = {}
- sets.Casting.Midcast = {}
- end
- --[[ build_default_sets()
- This Function is called AFTER the override section in your <job_name>.lua file. It will build
- your casting sets based on the updated static sets. For example, this set has a fast cast set
- that uses Repartie Gloves for fast cast. If you are using SCH and override the fast cast set to
- use Gendewitha Gages, when it builds sets that use fast cast, it build using the fast cast set
- that uses Gendewitha Gages
- As such, this is where you would make changes to casting gear sets if you have some oneoff gear that you would use with one spell type.
- --]]
- function magegear.build_default_sets()
- -- Elemental Magic Sets
- sets.ElementalMagic = set_combine(sets.Macc, sets.INT)
- sets.ElementalMagic.Damage = sets.Matk
- sets.ElementalMagic.Helix = sets.Matk
- sets.ElementalMagic.Debuff = sets.Macc
- sets.ElementalMagic.Impact = set_combine(sets.Macc, sets.Matk, { head = "", body = "Twilight Cloak" })
- -- Dark Magic Sets
- sets.DarkMagic = set_combine(sets.Macc, sets.Skill.DarkMagic)
- sets.DarkMagic.Damage = sets.Enhance.Drain
- sets.DarkMagic.Stun = set_combine(sets.FastCast, sets.MaxCastReduction, sets.Staves.Accuracy)
- sets.DarkMagic.Bio = sets.Matk
- sets.DarkMagic.Absorb = {}
- -- Healing Magic Sets
- sets.HealingMagic = sets.MaxCastReduction
- sets.HealingMagic.Cursna = set_combine(sets.Skill.HealingMagic, sets.Enhance.Cursna)
- sets.HealingMagic.Cure = sets.Skill.HealingMagic
- sets.HealingMagic.StatusRemoval = {}
- -- Enhancing Magic Sets
- sets.EnhacingMagic = sets.MaxCastReduction
- sets.EnhancingMagic.Regen = sets.Enhance.Regen
- sets.EnhancingMagic.Phalanx = sets.Skill.EnhancingMagic
- sets.EnhancingMagic.BarSpell = sets.Skill.EnhancingMagic
- sets.EnhancingMagic.GainSpell = sets.Skill.EnhancingMagic
- sets.EnhancingMagic.Stoneskin = set_combine(sets.MND, sets.Skill.EnhancingMagic, sets.Enhance.Stoneskin)
- -- Enfeebling Magic Sets
- sets.EnfeeblingMagic = set_combine(sets.Macc, sets.Skill.EnfeeblingMagic)
- sets.EnfeeblingMagic.WhiteMagic = set_combine(sets.MND, sets.Skill.EnfeeblingMagic)
- sets.EnfeeblingMagic.BlackMagic = set_combine(sets.INT, sets.Skill.EnfeeblingMagic)
- -- Divine Magic Sets
- sets.DivineMagic = sets.Macc
- sets.DivineMagic.Damage = set_combine(sets.MND, sets.Skill.DivineMagic, set.Matk)
- sets.DivineMagic.Flash = set_combine(sets.FastCast, sets.MaxCastReduction, sets.Skill.DivineMagic)
- sets.DivineMagic.Dia = set_combine(sets.Matk, sets.Skill.DivineMagic)
- -- Ninjutsu Sets
- sets.Ninjutsu = sets.MaxCastReduction
- sets.Ninjutsu.Damage = set_combine(sets.Macc, sets.INT, sets.Matk)
- sets.Ninjutsu.Debuff = sets.Macc
- -- Geomancy Sets
- sets.Geomancy = set_combine(sets.MaxCastReduction, sets.Skill.Geomancy)
- -- Idle Sets
- sets.Idle.Default = set_combine(sets.ElementalMagic.Damage, sets.MDT, sets.PDT, sets.Refresh)
- sets.Engaged.Melee = set_combine(sets.Haste, { main = "Atinian Staff", sub = "Pole Grip", ear1 = "Ethereal Earring", ear2 = "Brutal Earring", ring1 = "Rajas Ring", ring2 = "Hoard Ring" })
- sets.Engaged.Caster = sets.Idle.Default
- sets.Resting.Default = sets.HMP
- sets.Idle = sets.Idle.Default
- sets.Engaged = sets.Engaged.Caster
- sets.Resting = sets.Resting.Default
- end
- return magegear
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