Coverted melee and magic runes to use bonuses.

Removed all the old rune flags now that none of them are used.
Fixed issues where runes would not fade properly if damage = remaing rune amount
Fixed issue where runes would stop absorbing damage if you had multiple runes.
This commit is contained in:
KayenEQ
2014-03-12 05:14:19 -04:00
parent 39abb4f50c
commit 21bdc8c5b6
11 changed files with 62 additions and 105 deletions
+2 -2
View File
@@ -342,8 +342,8 @@ struct StatBonuses {
int16 ImprovedTaunt[3]; // 0 = Max Level 1 = Aggro modifier 2 = buffid
int8 Root[2]; // The lowest buff slot a root can be found. [0] = Bool if has root [1] = buff slot
int16 FrenziedDevastation; // base1= AArank(used) base2= chance increase spell criticals + all DD spells 2x mana.
//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect
uint16 AbsorbMagicAtt[2]; // 0 = magic rune value 1 = buff slot
uint16 MeleeRune[2]; // 0 = rune value 1 = buff slot
// AAs
int8 Packrat; //weight reduction for items, 1 point = 10%