RDM GearSwap

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RDM GearSwap
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Posts: 125
By onvasquez 2015-07-06 02:00:57
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Does anyone have an up to date GS for Red Mage? Preferably with best in slot for all spells and mele/tanking.
 Fenrir.Backpain
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Server: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Backpain 2015-07-06 02:42:25
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This is what I use. It's not best in slot gear, but it's a start, if you have nothing at the moment.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff.Saboteur = buffactive.saboteur or false
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('None', 'Normal')
    state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'MDT')

    gear.default.obi_waist = "Sekhmet Corset"
    
    select_default_macro_book()
end


-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Chainspell'] = {body="Vitivation Tabard"}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
        head="Atrophy Chapeau +1",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",
        back="Refraction Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    -- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
    -- No other FC sets necessary.
    sets.precast.FC = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Chelona Boots +1"}

    sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
       
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
        head="Atrophy Chapeau +1",neck="Light Gorget",ear1="Brutal Earring",ear2="Steelflash Earring",
        body="Atrophy Tabard +1",hands="Atrophy Gloves",ring1="Thundersoul Ring",ring2="Thundersoul Ring",
        back="Rancorous Mantle",waist="Light Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, 
        {neck="Soil Gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
        ring1="Aquasoul Ring",ring2="Aquasoul Ring",waist="Soil Belt"})

    sets.precast.WS['Sanguine Blade'] = {ammo="Witchstone",
        head="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Toro Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}

    
    -- Midcast Sets
    
    sets.midcast.FastRecast = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Chelona Boots +1"}

    sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
        head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Atrophy Tights",feet="Hagondes Sabots"}
        
    sets.midcast.Curaga = sets.midcast.Cure
    sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring"}

    sets.midcast['Enhancing Magic'] = {
        head="Atrophy Chapeau +1",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Vitivation Tabard",hands="Bokwus Gloves",ring1="Aquasoul Ring",ring2="Prolix Ring",
        back="Swith Cape +1",waist="Cascade Belt",legs="Atrophy Tights",feet="Hagondes Sabots"}

    sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}

    sets.midcast.Stoneskin = {waist="Siegel Sash"}
    
    sets.midcast['Enfeebling Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Kalboron Stone",
        head="Vitivation Chapeau",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Atrophy Tabard +1",hands="Estoqueur's Gantherots +2",ring1="Maquette Ring",ring2="Sangoma Ring",
        back="Ogapepo Cape",waist="Tengu-no-Obi",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})

    sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})
    
    sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Witchstone",
        head="Hagondes Hat",neck="Quanpur Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Maquette Ring",
        back="Toro Cape",waist="Tengu-no-Obi",legs="Hagondes Pants",feet="Vitivation Boots"}
        
    sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})

    sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Kalboron Stone",
        head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
        back="Refraction Cape",waist="Goading Belt",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast.Stun = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {ring1="Excelsis Ring", waist="Fucho-no-Obi"})

    sets.midcast.Aspir = sets.midcast.Drain


    -- Sets for special buff conditions on spells.

    sets.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Estoqueur's Cape",feet="Estoqueur's Houseaux +2"}
        
    sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
        body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
        legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}

    sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
    

    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {main="Chatoyant Staff",
        head="Vitivation Chapeau",neck="Wiglen Gorget",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
    

    -- Idle sets
    sets.idle = {main="Earth Staff",sub="Wizzan Grip",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Hagondes cuffs",ring1="Dark Ring",ring2="Defending Ring",
        back="Swith Cape +1",waist="Flume Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.idle.Town = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Hagondes cuffs",ring1="Dark Ring",ring2="Defending Ring",
        back="Swith Cape +1",waist="Flume Belt",legs="Artsieq Hose",feet="Vitivation Boots"}
    
    sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}

    sets.idle.PDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}

    sets.idle.MDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Caubeen",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}
    
    
    -- Defense sets
    sets.defense.PDT = {
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Hagondes Coat",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Hagondes Pants",feet="Gendewitha Galoshes"}

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"}

    sets.Kiting = {legs="Crimson Cuisses"}

    sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Engaged sets

    -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion
    
    -- Normal melee group
    sets.engaged =  {ammo="Demonry Stone",
        head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Espial Gambison",hands="Atrophy Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Atheling Mantle",waist="Windbuffet Belt",legs="Espial Hose",feet="Atrophy Boots"}

    sets.engaged.Defense = {ammo="Demonry Stone",
        head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Espial Gambison",hands="Atrophy Gloves",ring1="Dark Ring",ring2="Defending Ring",
        back="Mollusca Mantle",waist="Flume Belt",legs="Espial Hose",feet="Atrophy Boots"}

end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
        equip(sets.buff.Saboteur)
    elseif spell.skill == 'Enhancing Magic' then
        equip(sets.midcast.EnhancingDuration)
        if buffactive.composure and spell.target.type == 'PLAYER' then
            equip(sets.buff.ComposureOther)
        end
    elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
        equip(sets.midcast.CureSelf)
    end
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
    if stateField == 'Offense Mode' then
        if newValue == 'None' then
            enable('main','sub','range')
        else
            disable('main','sub','range')
        end
    end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        idleSet = set_combine(idleSet, sets.latent_refresh)
    end
    
    return idleSet
end

-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
    display_current_caster_state()
    eventArgs.handled = true
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'SCH' then
        set_macro_page(1, 13)
    elseif player.sub_job == 'BLM' then
        set_macro_page(1, 13)
    elseif player.sub_job == 'DNC' then
        set_macro_page(1, 13)
    else
        set_macro_page(1, 13)
    end
end

Offline
Posts: 125
By onvasquez 2015-07-06 03:28:14
Link | Quote | Reply
 
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff.Saboteur = buffactive.saboteur or false
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('None', 'Normal')
    state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'MDT')

    gear.default.obi_waist = "Sekhmet Corset"
    
    select_default_macro_book()
end


-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Chainspell'] = {body="Vitivation Tabard"}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
        head="Atrophy Chapeau +1",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",
        back="Refraction Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    -- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
    -- No other FC sets necessary.
    sets.precast.FC = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Chelona Boots +1"}

    sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
       
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
        head="Atrophy Chapeau +1",neck="Light Gorget",ear1="Brutal Earring",ear2="Steelflash Earring",
        body="Atrophy Tabard +1",hands="Atrophy Gloves",ring1="Thundersoul Ring",ring2="Thundersoul Ring",
        back="Rancorous Mantle",waist="Light Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, 
        {neck="Soil Gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
        ring1="Aquasoul Ring",ring2="Aquasoul Ring",waist="Soil Belt"})

    sets.precast.WS['Sanguine Blade'] = {ammo="Witchstone",
        head="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Toro Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}

    
    -- Midcast Sets
    
    sets.midcast.FastRecast = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Chelona Boots +1"}

    sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
        head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Atrophy Tights",feet="Hagondes Sabots"}
        
    sets.midcast.Curaga = sets.midcast.Cure
    sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring"}

    sets.midcast['Enhancing Magic'] = {
        head="Atrophy Chapeau +1",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Vitivation Tabard",hands="Bokwus Gloves",ring1="Aquasoul Ring",ring2="Prolix Ring",
        back="Swith Cape +1",waist="Cascade Belt",legs="Atrophy Tights",feet="Hagondes Sabots"}

    sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}

    sets.midcast.Stoneskin = {waist="Siegel Sash"}
    
    sets.midcast['Enfeebling Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Kalboron Stone",
        head="Vitivation Chapeau",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Atrophy Tabard +1",hands="Estoqueur's Gantherots +2",ring1="Maquette Ring",ring2="Sangoma Ring",
        back="Ogapepo Cape",waist="Tengu-no-Obi",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})

    sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})
    
    sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Witchstone",
        head="Hagondes Hat",neck="Quanpur Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Maquette Ring",
        back="Toro Cape",waist="Tengu-no-Obi",legs="Hagondes Pants",feet="Vitivation Boots"}
        
    sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})

    sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Kalboron Stone",
        head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
        back="Refraction Cape",waist="Goading Belt",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast.Stun = {main="Lehbrailg +2",ammo="Hasty Pinion +1",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",ear1="Estoqueur's Earring",neck="Jeweled Collar",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
        back="Swith Cape +1",waist="Phos Belt +1",legs="Artsieq Hose",feet="Vitivation Boots"}

    sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {ring1="Excelsis Ring", waist="Fucho-no-Obi"})

    sets.midcast.Aspir = sets.midcast.Drain


    -- Sets for special buff conditions on spells.

    sets.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Estoqueur's Cape",feet="Estoqueur's Houseaux +2"}
        
    sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
        body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
        legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}

    sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
    

    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {main="Chatoyant Staff",
        head="Vitivation Chapeau",neck="Wiglen Gorget",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
    

    -- Idle sets
    sets.idle = {main="Earth Staff",sub="Wizzan Grip",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Hagondes cuffs",ring1="Dark Ring",ring2="Defending Ring",
        back="Swith Cape +1",waist="Flume Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.idle.Town = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Hagondes cuffs",ring1="Dark Ring",ring2="Defending Ring",
        back="Swith Cape +1",waist="Flume Belt",legs="Artsieq Hose",feet="Vitivation Boots"}
    
    sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}

    sets.idle.PDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}

    sets.idle.MDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Caubeen",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}
    
    
    -- Defense sets
    sets.defense.PDT = {
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Hagondes Coat",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Hagondes Pants",feet="Gendewitha Galoshes"}

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"}

    sets.Kiting = {legs="Crimson Cuisses"}

    sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Engaged sets

    -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion
    
    -- Normal melee group
    sets.engaged =  {ammo="Demonry Stone",
        head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Espial Gambison",hands="Atrophy Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Atheling Mantle",waist="Windbuffet Belt",legs="Espial Hose",feet="Atrophy Boots"}

    sets.engaged.Defense = {ammo="Demonry Stone",
        head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Espial Gambison",hands="Atrophy Gloves",ring1="Dark Ring",ring2="Defending Ring",
        back="Mollusca Mantle",waist="Flume Belt",legs="Espial Hose",feet="Atrophy Boots"}

end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
        equip(sets.buff.Saboteur)
    elseif spell.skill == 'Enhancing Magic' then
        equip(sets.midcast.EnhancingDuration)
        if buffactive.composure and spell.target.type == 'PLAYER' then
            equip(sets.buff.ComposureOther)
        end
    elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
        equip(sets.midcast.CureSelf)
    end
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
    if stateField == 'Offense Mode' then
        if newValue == 'None' then
            enable('main','sub','range')
        else
            disable('main','sub','range')
        end
    end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        idleSet = set_combine(idleSet, sets.latent_refresh)
    end
    
    return idleSet
end

-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
    display_current_caster_state()
    eventArgs.handled = true
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'SCH' then
        set_macro_page(1, 13)
    elseif player.sub_job == 'BLM' then
        set_macro_page(1, 13)
    elseif player.sub_job == 'DNC' then
        set_macro_page(1, 13)
    else
        set_macro_page(1, 13)
    end
end

[/quote]


Thank You. Not really looking to actually use (cause I don't know how to use GS) just looking more for gear sets. I just think it would be easier someone posting in a file like this than actually making the gear sets on the site (again not sure cause i have never done that either). I main Red Mage but have been uber busy with school since after incursion, so i really haven't been able to keep up with new gear sets. I have some really good gear (not best in slot, but I'm slowly trying to get it all). Again Thank you for responding fast. Hopefully more people will respond and have something built up with Vagary gear sets. So new sets would be appreaciated
Offline
Posts: 125
By onvasquez 2015-07-06 20:56:12
Link | Quote | Reply
 
Need something to get me through 132 Vagary
Offline
Server: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-07-08 16:29:52
Link | Quote | Reply
 
No mythic weapon here and the melee needs to be adjusted
This is a lazy GS for rdm, didn't go all out on the dMND or dINT sets, I know I should have but whatever I was landing spells in vagary 132, gear is a few months old and doesn't factor in the new enfeeble DoT dmg or the enhance magic cap lift from 500, I.E. enspells.

Also consider looking into putting the files in your pc for gearswap, it really is easy you pretty much just download the files and plug them into location, when you turn on the game and set a certain job on everything becomes automatic. You don't actually have to do anything. This is especially nice on rdm because you will be able to use your pre-cast, mid cast, after cast sets on all spells.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
	mote_include_version = 2

	-- Load and initialize the include file.
	include('Mote-Include.lua')
end

-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
	state.Buff.Saboteur = buffactive.saboteur or false
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
	state.OffenseMode:options('None', 'Normal')
	state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
	state.CastingMode:options('Normal', 'Resistant')
	state.IdleMode:options('Normal', 'PDT', 'MDT')

	gear.default.obi_waist = "Sekhmet Corset"

	select_default_macro_book()
end

-- Define sets and vars used by this job file.
function init_gear_sets()
	--------------------------------------
	-- Start defining the sets
	--------------------------------------

	-- Precast Sets
	-- Precast sets to enhance JAs
	sets.precast.JA['Chainspell'] = {body="Vitivation Tabard +1"}

	-- Waltz set (chr and vit)
	sets.precast.Waltz = {
		head="Hagondes hat",
		body="Gendewitha Bliaut",hands="Helios Gloves",
		back="Refraction Cape",legs="Orvail Pants +1",feet="Uk'uxkaj boots"}

	-- Don't need any special gear for Healing Waltz.
	sets.precast.Waltz['Healing Waltz'] = {}

	-- Fast cast sets for spells

	-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
	-- No other FC sets necessary.
	sets.precast.FC = {main="Marin staff +1",sub="Mephitis grip",ammo="Impatiens",
		head="Atrophy chapeau +1",neck="Orunmila's torque",ear1="Estoqueur's earring",ear2="Gwati earring",
		body="Vitivation Tabard +1",hands="Gendewitha gages +1",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo cape",waist="Witful belt",legs="Psycloth lappas",feet="Helios boots"}

	sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})

	-- Weaponskill sets
	-- Default set for any weaponskill that isn't any more specifically defined
	sets.precast.WS = {ammo="Paeapua",
		head="Taeon chapeau",neck="Fotia gorget",ear1="Bladeborn earring",ear2="Steelflash Earring",
		body="Taeon tabard",hands="Taeon Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Bleating Mantle",waist="Fotia belt",legs="Taeon tights",feet="Atrophy Boots +1"}

	sets.precast.WS['Sanguine Blade'] = set_combine(sets.precast.WS, {ammo="Memoria sachet",
		head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Sortiarius Earring",
		body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
		back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"})

	sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ammo="Oreiad's tathlum",
		head="Atrophy chapeau +1",neck="Tlamiztli collar",ear1="Lifestorm Earring",ear2="Bladeborn Earring",
		body="Vitivation tabard +1",hands="Atrophy gloves +1",ring1="Rajas Ring",ring2="Perception Ring",
		back="Buquwik Cape",waist="Prosilo belt +1",legs="Psycloth lappas",feet="Artsieq boots"})	  

	sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS, {ammo="Memoria sachet",
		head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
		body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
		back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"})

	sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {ammo="Yetshila",
		head="Atrophy Chapeau +1",neck="Fotia gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Taeon Tabard",hands="Lethargy Gantherotes",ring1="Rajas ring",ring2="Karieyh Ring",
		back="Buquwik cape",waist="Fotia belt",legs="Psycloth lappas",feet="Lethargy houseaux +1"})

	sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {ammo="Yetshila",
		head="Taeon chapeau",neck="Shifting necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Taeon Tabard",hands="Taeon gloves",ring1="Rajas ring",ring2="Jupiter's Ring",
		back="Kayapa cape",waist="Artful belt +1",legs="Taeon tights",feet="Taeon boots"})

	sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {ammo="Yetshila",
		head="Taeon chapeau",neck="Shifting necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Taeon Tabard",hands="Taeon gloves",ring1="Rajas ring",ring2="Jupiter's Ring",
		back="Kayapa cape",waist="Artful belt +1",legs="Taeon tights",feet="Taeon boots"})
		
	sets.precast.WS['Death Blossom'] = set_combine(sets.precast.WS, {ammo="Yetshila",
		head="Atrophy Chapeau +1",neck="Fotia gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Taeon tabard",hands="Lethargy Gantherotes +1",ring1="Rajas ring",ring2="Karieyh Ring",
		back="Buquwik cape",waist="Fotia belt",legs="Psycloth lappas",feet="Lethargy houseaux +1"})

	-- Midcast Sets

	sets.midcast.Cure = {main="Tamaxchi",sub="Sors shield",ammo="Esper Stone +1",
		head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Vitivation tabard +1",hands="Lethargy gantherots +1",ring1="Ephedra Ring",ring2="Haoma's Ring",
		back="Vates cape +1",waist="Ovate rope",legs="Atrophy Tights +1",feet="Vanya clogs"}

	sets.midcast.Curaga = sets.midcast.Cure
	sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring",hands="Buremte Gloves"}

	sets.midcast['Enhancing Magic'] = {main="Egeking",sub="Pukulatmuj",
		head="Umuthi Hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
		body="Vitivation tabard +1",hands="Atrophy gloves +1",ring1="Perception ring",
		back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}

	sets.midcast['Enhancing Magic'].EnSpells = set_combine(sets.midcast['Enhancing Magic'],{ear2="Hollow Earring",hands="Vitivation Gloves"})

	sets.midcast['Enhancing Magic'].GainSpells = set_combine(sets.midcast['Enhancing Magic'],{hands="Vitivation Gloves"})

	sets.midcast.EnhancingDuration = {head="Telchine Cap",body="Telchine Chasuble",legs="Telchine Braconi",}

	sets.buff.ComposureOther = {head="Lethargy Chappel",body="Lethargy Sayon +1",legs="Lethargy Fuseau +1",feet="Lethargy Houseaux +1"}

	sets.midcast.Protect = {ring2="Sheltered Ring"}
	sets.midcast.Shell = sets.midcast.Protect

	sets.midcast.Phalanx = set_combine(sets.midcast['Enhancing Magic'],{main="Egeking"})

	sets.midcast.Cursna = {neck="Malison medallion",back="Oretania's cape +1",ring1="Haoma's ring",ring2="ephedra ring",feet="Vanya clogs"}

	sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'],{neck="Stone gorget",ear2="Earthcry earring",hands="Stone mufflers",waist="Siegel Sash",legs="Haven hose"})

	sets.midcast['Enfeebling Magic'] = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
		head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Vanya robe",hands="Lethargy gantherots +1",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo Cape",waist="Ovate rope",legs="Psycloth lappas",feet="Artsieq boots"}

	sets.midcast.Distract = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
		head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Vanya robe",hands="Lethargy gantherots +1",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo Cape",waist="Ovate rope",legs="Psycloth lappas",feet="Artsieq boots"}

	sets.midcast.Frazzle = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
		head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Vanya robe",hands="Lethargy gantherots +1",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo Cape",waist="Ovate rope",legs="Psycloth lappas",feet="Artsieq boots"}

	sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})

	sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})

	sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Memoria sachet",
		head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Sortiarius Earring",
		body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
		back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"}

	sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})

	sets.midcast.Drain = {main="Lehbrailg +2",sub="Mephitis Grip",ranged="Aureole",
		head="Befouled crown",neck="Eddy Necklace",ear1="Lifestorm earring",ear2="Psystorm Earring",
		body="Atrophy tabard",hands="Hagondes Cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo Cape",waist="Ovate rope",legs="Lethargy fuseau +1",feet="Helios boots"}

	sets.midcast.Aspir = {main="Lehbrailg +2",sub="Mephitis Grip",ranged="Aureole",
		head="Befouled crown",neck="Eddy Necklace",ear1="Lifestorm earring",ear2="Psystorm Earring",
		body="Atrophy tabard",hands="Hagondes Cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo Cape",waist="Ovate rope",legs="Lethargy fuseau +1",feet="Helios boots"}

	sets.midcast['Stun'] = {main="Marin staff +1",sub="Mephitis grip",ammo="Impatiens",
		head="Atrophy chapeau +1",neck="Orunmila's torque",ear1="Estoqueur's earring",ear2="Gwati earring",
		body="Vitivation Tabard +1",hands="Gendewitha gages +1",ring1="Perception Ring",ring2="Sangoma Ring",
		back="Ogapepo cape",waist="Pya'ekue belt",legs="Psycloth lappas",feet="Helios boots"}

	sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {ring1="Excelsis Ring", waist="Fucho-no-Obi"})

	sets.midcast.Aspir = sets.midcast.Drain

	-- Sets to return to when not performing an action.

	-- Resting sets
	sets.resting = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
		head="Vitivation Chapeau +1",neck="Wiglen Gorget",
		body="Atrophy Tabard",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
		back="Kumbira cape",waist="Witful Belt",back="Shadow Mantle",legs="Nares trews",feet="Serpentes Sabots"}

	-- Idle sets
	sets.idle = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
		head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Infused Earring",
		body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
		back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}

	sets.idle.Town = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
		head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Infused Earring",
		body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
		back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}

	sets.idle.Weak = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
		head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Infused Earring",
		body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
		back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}

	-- Defense sets
	sets.defense.PDT = {main="Egeking",sub="Beatific shield",range="Phulax bow",
		head="Gendewitha caubeen",neck="Wiglen Gorget",ear1="Merman's earring",ear2="Merman's earring",
		body="Emet harness +1",hands="Buremte gloves",ring1="Paguroidea Ring",ring2="Yacuruna Ring",
		back="Umbra cape",waist="Pya'ekue belt",legs="Hagondes pants",feet="Gendewitha galoshes"}

	sets.defense.MDT = {main="Egeking",sub="Beatific shield",ammo="Memoria sachet",
		head="Gendewitha caubeen",neck="Twilight torque",ear1="Merman's earring",ear2="Merman's earring",
		body="Hagondes coat",hands="Buremte gloves",ring1="Paguroidea Ring",ring2="Yacuruna Ring",
		back="Umbra cape",waist="Pya'ekue belt",legs="Hagondes pants",feet="Gendewitha galoshes"}

	sets.Kiting = {legs="Crimson Cuisses"}

	sets.latent_refresh = {waist="Fucho-no-obi"}

	-- Engaged sets

	-- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
	-- sets if more refined versions aren't defined.
	-- If you create a set with both offense and defense modes, the offense mode should be first.
	-- EG: sets.engaged.Dagger.Accuracy.Evasion

	-- Normal melee group
	sets.engaged = {main="Pukulatmuj",sub="Beatific shield",ammo="Paeapua",
		head="Taeon chapeau",neck="Asperity Necklace",ear1="Brutal earring",ear2="Suppanomimi",
		body="Taeon tabard",hands="Taeon Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Bleating Mantle",waist="windbuffet belt +1",legs="Taeon tights",feet="Taeon boots"}

	-- Sets for special buff conditions on spells.

	sets.buff.Saboteur = {hands="Lethargy Gantherots +1"}
end
 
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
 
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
	if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
		equip(sets.buff.Saboteur)
	elseif spell.skill == 'Enhancing Magic' then
		equip(sets.midcast.EnhancingDuration)
		if buffactive.composure and spell.target.type == 'PLAYER' then
			equip(sets.buff.ComposureOther)
		end
	elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
		equip(sets.midcast.CureSelf)
	end
end

function job_get_spell_map(spell, default_spell_map)
	if spell.action_type == 'Magic' then
		if spell.skill == 'Enhancing Magic' then
			if spell.english:startswith('En') then
				return 'EnSpells'
			elseif spell.english:startswith('Gain') then
				return 'GainSpells'
			end
		elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
			equip(sets.midcast.CureSelf)
		end
	end
end
 
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
 
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
	if stateField == 'Offense Mode' then
		if newValue == 'None' then
			enable('main','sub','range')
		else
			disable('main','sub','range')
		end
	end
end
 
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
 
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
	if player.mpp < 51 then
		idleSet = set_combine(idleSet, sets.latent_refresh)
	end
	 
	return idleSet
end
 
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
	display_current_caster_state()
	eventArgs.handled = true
end
 
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
 
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
	-- Default macro set/book
	if player.sub_job == 'DNC' then
		set_macro_page(2, 4)
	elseif player.sub_job == 'NIN' then
		set_macro_page(3, 4)
	elseif player.sub_job == 'THF' then
		set_macro_page(4, 4)
	else
		set_macro_page(1, 4)
	end
end
Offline
Posts: 125
By onvasquez 2015-07-08 18:46:13
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Thank You
necroskull Necro Bump Detected! [159 days between previous and next post]
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By myaihze 2015-12-14 22:02:05
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Dont mean to hijack the thread or anything but what is "after cast" which was mentioned post before last? I am still trying to get a handle on GS.