item_sets

package
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Published: May 17, 2024 License: MIT Imports: 3 Imported by: 0

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Constants

This section is empty.

Variables

View Source
var ItemSetBanishedMartyrsFullPlate = core.NewItemSet(core.ItemSet{
	Name: "Banished Martyr's Full Plate",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()

			procAura := c.NewTemporaryStatsAura("Stalwart Block Proc", core.ActionID{SpellID: 449975}, stats.Stats{stats.BlockValue: 50}, time.Second*6)

			handler := func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
				procAura.Activate(sim)
			}

			core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{SpellID: 449974},
				Name:       "Stalwart Block",
				Callback:   core.CallbackOnSpellHitTaken,
				ProcMask:   core.ProcMaskMelee,
				Outcome:    core.OutcomeBlock,
				ProcChance: 1,
				Handler:    handler,
			})
		},
	},
})
View Source
var ItemSetBlackfathomAvengerMail = core.NewItemSet(core.ItemSet{
	Name: "Blackfathom Avenger's Mail",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 12)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
	},
})
View Source
var ItemSetBlackfathomElementalistHide = core.NewItemSet(core.ItemSet{
	Name: "Blackfathom Elementalist's Hide",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 12)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
	},
})
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var ItemSetBlackfathomInvokerVestaments = core.NewItemSet(core.ItemSet{
	Name: "Twilight Invoker's Vestments",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 9)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
	},
})
View Source
var ItemSetBlackfathomSlayerLeather = core.NewItemSet(core.ItemSet{
	Name: "Blackfathom Slayer's Leather",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 12)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
	},
})
View Source
var ItemSetBloodGuardsDreadweave = core.NewItemSet(core.ItemSet{
	Name: "Blood Guard's Dreadweave",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 18)
		},
	},
})
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var ItemSetBloodGuardsLeather = core.NewItemSet(core.ItemSet{
	Name: "Blood Guard's Leather",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 30)
			c.AddStat(stats.RangedAttackPower, 30)
		},
	},
})
View Source
var ItemSetBloodGuardsPlate = core.NewItemSet(core.ItemSet{
	Name: "Blood Guard's Plate",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 30)
			c.AddStat(stats.RangedAttackPower, 30)
		},
	},
})
View Source
var ItemSetBloodGuardsSatin = core.NewItemSet(core.ItemSet{
	Name: "Blood Guard's Satin",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.HealingPower, 33)
		},
	},
})
View Source
var ItemSetElectromanticDevastator = core.NewItemSet(core.ItemSet{
	Name: "Electromantic Devastator's Mail",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 24)
			c.AddStat(stats.RangedAttackPower, 24)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			if !c.HasManaBar() {
				return
			}
			metrics := c.NewManaMetrics(core.ActionID{SpellID: 435982})
			proc := c.RegisterSpell(core.SpellConfig{
				ActionID:    core.ActionID{SpellID: 435981},
				SpellSchool: core.SpellSchoolHoly,
				ApplyEffects: func(sim *core.Simulation, u *core.Unit, spell *core.Spell) {
					c.AddMana(sim, 100, metrics)
				},
			})
			procChance := 0.05
			c.RegisterAura(core.Aura{
				Label:    "Electromantic Devastator's Mail 3pc",
				ActionID: core.ActionID{SpellID: 435982},
				Duration: core.NeverExpires,
				OnReset: func(aura *core.Aura, sim *core.Simulation) {
					aura.Activate(sim)
				},

				OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) {
					if spell.ProcMask.Matches(core.ProcMaskEmpty | core.ProcMaskProc | core.ProcMaskWeaponProc) {
						return
					}

					if spell.ProcMask.Matches(core.ProcMaskWhiteHit | core.ProcMaskRanged) {
						if sim.RandomFloat("Electromantic Devastator's Mail 3pc") > procChance {
							return
						}
					} else {
						if !result.Landed() {
							return
						}
						if sim.RandomFloat("Electromantic Devastator's Mail 3pc") > procChance {
							return
						}
					}
					proc.Cast(sim, result.Target)
				},
			})
		},
	},
})
View Source
var ItemSetElectromanticStormbringer = core.NewItemSet(core.ItemSet{
	Name: "Electromantic Stormbringer's Chain",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 12)
		},
		3: func(agent core.Agent) {},
	},
})
View Source
var ItemSetEmeraldDreamPlate = core.NewItemSet(core.ItemSet{
	Name: "Emerald Dream Plate",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 10)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 20)
			c.AddStat(stats.RangedAttackPower, 20)
		},
	},
})
View Source
var ItemSetEmeraldEnchantedVestments = core.NewItemSet(core.ItemSet{
	Name: "Emerald Enchanted Vestments",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 10)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 12)
		},
	},
})
View Source
var ItemSetEmeraldLeathers = core.NewItemSet(core.ItemSet{
	Name: "Emerald Leathers",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 10)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 20)
			c.AddStat(stats.RangedAttackPower, 20)
		},
	},
})
View Source
var ItemSetEmeraldWovenGarb = core.NewItemSet(core.ItemSet{
	Name: "Emerald Woven Garb",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 10)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.HealingPower, 22)
		},
	},
})
View Source
var ItemSetHazardSuit = core.NewItemSet(core.ItemSet{
	Name: "H.A.Z.A.R.D. Suit",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Defense, 7)
			c.AddStat(stats.AttackPower, 16)
			c.AddStat(stats.RangedAttackPower, 16)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
	},
})
View Source
var ItemSetHyperconductiveMendersMeditation = core.NewItemSet(core.ItemSet{
	Name: "Hyperconductive Mender's Meditation",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Spirit, 14)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MP5, 7)
		},
	},
})
View Source
var ItemSetHyperconductiveWizardsAttire = core.NewItemSet(core.ItemSet{
	Name: "Hyperconductive Wizard's Attire",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
			c.AddStat(stats.BonusArmor, 100)
		},
		3: func(agent core.Agent) {
			character := agent.GetCharacter()

			procAura := character.NewTemporaryStatsAura("Energized Hyperconductor Proc", core.ActionID{SpellID: 435978}, stats.Stats{stats.SpellPower: 40}, time.Second*10)

			handler := func(sim *core.Simulation, _ *core.Spell, _ *core.SpellResult) {
				procAura.Activate(sim)
			}

			core.MakeProcTriggerAura(&character.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{ItemID: 435977},
				Name:       "Energized Hyperconductor",
				Callback:   core.CallbackOnCastComplete,
				ProcMask:   core.ProcMaskSpellDamage,
				ProcChance: 0.10,
				Handler:    handler,
			})
		},
	},
})
View Source
var ItemSetInsulatedLeather = core.NewItemSet(core.ItemSet{
	Name: "Insulated Leathers",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeCrit, 1)
			c.AddStat(stats.SpellCrit, 1)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.PseudoStats.DaggersSkill += 3
			c.AddStat(stats.FeralAttackPower, 20)
		},
	},
})
View Source
var ItemSetInsulatedSorcerorLeather = core.NewItemSet(core.ItemSet{
	Name: "Insulated Sorceror's Leathers",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 16)
		},
		3: func(agent core.Agent) {},
	},
})
View Source
var ItemSetIrradiatedGarments = core.NewItemSet(core.ItemSet{
	Name: "Irradiated Garments",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeCrit, 1)
			c.AddStat(stats.SpellCrit, 1)
			c.AddStat(stats.Stamina, -5)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 11)
		},
	},
})
View Source
var ItemSetKnightLieutenantsDreadweave = core.NewItemSet(core.ItemSet{
	Name: "Knight-Lieutenant's Dreadweave",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.SpellPower, 18)
		},
	},
})
View Source
var ItemSetKnightLieutenantsLeather = core.NewItemSet(core.ItemSet{
	Name: "Knight-Lieutenant's Leather",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 30)
			c.AddStat(stats.RangedAttackPower, 30)
		},
	},
})
View Source
var ItemSetKnightLieutenantsPlate = core.NewItemSet(core.ItemSet{
	Name: "Knight-Lieutenant's Plate",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.AttackPower, 30)
			c.AddStat(stats.RangedAttackPower, 30)
		},
	},
})
View Source
var ItemSetKnightLieutenantsSatin = core.NewItemSet(core.ItemSet{
	Name: "Knight Lieutenant's Satin",
	Bonuses: map[int32]core.ApplyEffect{
		3: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.Stamina, 15)
		},
		6: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.HealingPower, 33)
		},
	},
})
View Source
var ItemSetMalevolentProphetsVestments = core.NewItemSet(core.ItemSet{
	Name: "Malevolent Prophet's Vestments",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeCrit, 1)
			c.AddStat(stats.SpellCrit, 1)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()

			procAuras := c.NewEnemyAuraArray(func(target *core.Unit, _ int32) *core.Aura {
				return target.GetOrRegisterAura(core.Aura{
					Label:     "Malelovance Proc",
					ActionID:  core.ActionID{SpellID: 449920},
					Duration:  time.Second * 30,
					MaxStacks: 1,

					OnGain: func(aura *core.Aura, sim *core.Simulation) {
						aura.SetStacks(sim, aura.MaxStacks)

						for si := stats.SchoolIndexArcane; si < stats.SchoolLen; si++ {
							aura.Unit.PseudoStats.SchoolBonusDamageTaken[si] += 50
						}
					},
					OnExpire: func(aura *core.Aura, sim *core.Simulation) {
						for si := stats.SchoolIndexArcane; si < stats.SchoolLen; si++ {
							aura.Unit.PseudoStats.SchoolBonusDamageTaken[si] -= 50
						}
					},
					OnSpellHitTaken: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) {

						if aura.RemainingDuration(sim) == aura.Duration {
							return
						}

						if result.Landed() && spell.ProcMask.Matches(core.ProcMaskDirect) {
							aura.RemoveStack(sim)
						}
					},
				})
			})

			handler := func(sim *core.Simulation, spell *core.Spell, result *core.SpellResult) {
				procAuras.Get(result.Target).Activate(sim)
			}

			core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{SpellID: 449919},
				Name:       "Malelovance",
				Callback:   core.CallbackOnSpellHitDealt,
				ProcMask:   core.ProcMaskSpellDamage,
				Outcome:    core.OutcomeLanded,
				ProcChance: 0.2,
				Handler:    handler,
			})
		},
	},
})
View Source
var ItemSetSerpentsAscension = core.NewItemSet(core.ItemSet{
	Name: "Serpent's Ascension",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			character := agent.GetCharacter()
			procAura := character.NewTemporaryStatsAura("Serpent's Ascension Proc", core.ActionID{SpellID: 446231}, stats.Stats{stats.AttackPower: 150}, time.Second*12)

			handler := func(sim *core.Simulation, _ *core.Spell, _ *core.SpellResult) {
				procAura.Activate(sim)
			}

			core.MakeProcTriggerAura(&character.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{SpellID: 446233},
				Name:       "Serpent's Ascension",
				Callback:   core.CallbackOnSpellHitDealt,
				ProcMask:   core.ProcMaskMeleeOrRanged,
				ProcChance: 0.03,
				ICD:        time.Second * 120,
				Handler:    handler,
			})
		},
	},
})
View Source
var ItemSetShunnedDevoteesChainmail = core.NewItemSet(core.ItemSet{
	Name: "Shunned Devotee's Chainmail",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeCrit, 1)
			c.AddStat(stats.SpellCrit, 1)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()

			c.OnSpellRegistered(func(spell *core.Spell) {
				if spell.SpellSchool.Matches(core.SpellSchoolHoly) {
					spell.BonusCritRating += 3
				}
			})

			procAura := c.NewTemporaryStatsAura("The Furious Storm Proc", core.ActionID{SpellID: 449934}, stats.Stats{stats.NaturePower: 60, stats.HealingPower: 60}, time.Second*10)

			handler := func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
				procAura.Activate(sim)
			}

			core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{SpellID: 449935},
				Name:       "The Furious Storm",
				Callback:   core.CallbackOnCastComplete,
				ProcMask:   core.ProcMaskSpellDamage | core.ProcMaskSpellHealing,
				ProcChance: 0.10,
				Handler:    handler,
			})
		},
	},
})
View Source
var ItemSetWailingBerserkersPlateArmor = core.NewItemSet(core.ItemSet{
	Name: "Wailing Berserker's Plate Armor",
	Bonuses: map[int32]core.ApplyEffect{
		2: func(agent core.Agent) {
			c := agent.GetCharacter()
			c.AddStat(stats.MeleeHit, 1)
			c.AddStat(stats.SpellHit, 1)
		},
		3: func(agent core.Agent) {
			c := agent.GetCharacter()

			handler := func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
				c.AutoAttacks.ExtraMHAttack(sim, 1, core.ActionID{SpellID: 449970})
			}

			core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
				ActionID:   core.ActionID{SpellID: 449970},
				Name:       "Extra Attack",
				Callback:   core.CallbackOnSpellHitDealt,
				ProcMask:   core.ProcMaskMelee,
				ProcChance: 0.03,
				ICD:        200 * time.Millisecond,
				Handler:    handler,
			})
		},
	},
})

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