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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.
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@@ -342,8 +342,8 @@ struct StatBonuses {
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int16 ImprovedTaunt[3]; // 0 = Max Level 1 = Aggro modifier 2 = buffid
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int8 Root[2]; // The lowest buff slot a root can be found. [0] = Bool if has root [1] = buff slot
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int16 FrenziedDevastation; // base1= AArank(used) base2= chance increase spell criticals + all DD spells 2x mana.
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//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
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//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect
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uint16 AbsorbMagicAtt[2]; // 0 = magic rune value 1 = buff slot
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uint16 MeleeRune[2]; // 0 = rune value 1 = buff slot
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// AAs
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int8 Packrat; //weight reduction for items, 1 point = 10%
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