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int16/32 mismatch fixes. see changelog.txt
This commit is contained in:
+162
-162
@@ -192,7 +192,7 @@ struct Buffs_Struct {
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};
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struct StatBonuses {
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int16 AC;
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int32 AC;
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int32 HP;
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int32 HPRegen;
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int32 MaxHP;
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@@ -200,47 +200,47 @@ struct StatBonuses {
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int32 EnduranceRegen;
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int32 Mana;
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int32 Endurance;
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int16 ATK;
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int32 ATK;
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//would it be worth it to create a Stat_Struct?
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int16 STR;
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int16 STRCapMod;
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int16 HeroicSTR;
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int16 STA;
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int16 STACapMod;
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int16 HeroicSTA;
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int16 DEX;
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int16 DEXCapMod;
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int16 HeroicDEX;
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int16 AGI;
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int16 AGICapMod;
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int16 HeroicAGI;
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int16 INT;
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int16 INTCapMod;
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int16 HeroicINT;
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int16 WIS;
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int16 WISCapMod;
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int16 HeroicWIS;
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int16 CHA;
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int16 CHACapMod;
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int16 HeroicCHA;
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int16 MR;
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int16 MRCapMod;
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int16 HeroicMR;
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int16 FR;
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int16 FRCapMod;
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int16 HeroicFR;
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int16 CR;
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int16 CRCapMod;
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int16 HeroicCR;
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int16 PR;
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int16 PRCapMod;
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int16 HeroicPR;
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int16 DR;
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int16 DRCapMod;
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int16 HeroicDR;
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int16 Corrup;
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int16 CorrupCapMod;
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int16 HeroicCorrup;
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int32 STR;
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int32 STRCapMod;
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int32 HeroicSTR;
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int32 STA;
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int32 STACapMod;
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int32 HeroicSTA;
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int32 DEX;
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int32 DEXCapMod;
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int32 HeroicDEX;
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int32 AGI;
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int32 AGICapMod;
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int32 HeroicAGI;
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int32 INT;
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int32 INTCapMod;
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int32 HeroicINT;
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int32 WIS;
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int32 WISCapMod;
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int32 HeroicWIS;
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int32 CHA;
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int32 CHACapMod;
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int32 HeroicCHA;
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int32 MR;
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int32 MRCapMod;
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int32 HeroicMR;
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int32 FR;
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int32 FRCapMod;
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int32 HeroicFR;
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int32 CR;
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int32 CRCapMod;
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int32 HeroicCR;
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int32 PR;
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int32 PRCapMod;
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int32 HeroicPR;
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int32 DR;
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int32 DRCapMod;
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int32 HeroicDR;
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int32 Corrup;
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int32 CorrupCapMod;
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int32 HeroicCorrup;
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uint16 DamageShieldSpellID;
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int DamageShield; // this is damage done to mobs that attack this
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DmgShieldType DamageShieldType;
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@@ -250,91 +250,91 @@ struct StatBonuses {
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uint16 ReverseDamageShieldSpellID;
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DmgShieldType ReverseDamageShieldType;
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int movementspeed;
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int16 haste;
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int16 hastetype2;
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int16 hastetype3;
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int16 inhibitmelee;
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int32 haste;
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int32 hastetype2;
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int32 hastetype3;
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int32 inhibitmelee;
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float AggroRange; // when calculate just replace original value with this
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float AssistRange;
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int16 skillmod[HIGHEST_SKILL+1];
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int32 skillmod[HIGHEST_SKILL+1];
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int effective_casting_level;
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int reflect_chance; // chance to reflect incoming spell
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uint16 singingMod;
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uint16 Amplification; // stacks with singingMod
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uint16 brassMod;
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uint16 percussionMod;
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uint16 windMod;
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uint16 stringedMod;
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uint16 songModCap;
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uint32 singingMod;
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uint32 Amplification; // stacks with singingMod
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uint32 brassMod;
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uint32 percussionMod;
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uint32 windMod;
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uint32 stringedMod;
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uint32 songModCap;
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int8 hatemod;
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int32 EnduranceReduction;
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int16 StrikeThrough; // PoP: Strike Through %
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int16 MeleeMitigation; //i = Shielding
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int16 MeleeMitigationEffect; //i = Spell Effect Melee Mitigation
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int16 CriticalHitChance[HIGHEST_SKILL+2]; //i
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int16 CriticalSpellChance; //i
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int16 SpellCritDmgIncrease; //i
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int16 SpellCritDmgIncNoStack; // increase
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int16 DotCritDmgIncrease; //i
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int16 CriticalHealChance; //i
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int16 CriticalHealOverTime; //i
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int16 CriticalDoTChance; //i
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int16 CrippBlowChance; //
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int16 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance (item mod)
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int16 AvoidMeleeChanceEffect; //AvoidMeleeChance Spell Effect
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int16 RiposteChance; //i
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int16 DodgeChance; //i
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int16 ParryChance; //i
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int16 DualWieldChance; //i
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int16 DoubleAttackChance; //i
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int16 TripleAttackChance; //i
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int16 DoubleRangedAttack; //i
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int16 ResistSpellChance; //i
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int16 ResistFearChance; //i
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int32 StrikeThrough; // PoP: Strike Through %
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int32 MeleeMitigation; //i = Shielding
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int32 MeleeMitigationEffect; //i = Spell Effect Melee Mitigation
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int32 CriticalHitChance[HIGHEST_SKILL+2]; //i
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int32 CriticalSpellChance; //i
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int32 SpellCritDmgIncrease; //i
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int32 SpellCritDmgIncNoStack; // increase
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int32 DotCritDmgIncrease; //i
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int32 CriticalHealChance; //i
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int32 CriticalHealOverTime; //i
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int32 CriticalDoTChance; //i
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int32 CrippBlowChance; //
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int32 AvoidMeleeChance; //AvoidMeleeChance/10 == % chance i = Avoidance (item mod)
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int32 AvoidMeleeChanceEffect; //AvoidMeleeChance Spell Effect
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int32 RiposteChance; //i
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int32 DodgeChance; //i
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int32 ParryChance; //i
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int32 DualWieldChance; //i
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int32 DoubleAttackChance; //i
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int32 TripleAttackChance; //i
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int32 DoubleRangedAttack; //i
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int32 ResistSpellChance; //i
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int32 ResistFearChance; //i
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bool Fearless; //i
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bool IsFeared; //i
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bool IsBlind; //i
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int16 StunResist; //i
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int16 MeleeSkillCheck; //i
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int32 StunResist; //i
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int32 MeleeSkillCheck; //i
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uint8 MeleeSkillCheckSkill;
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int16 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
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int16 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
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int16 DamageModifier[HIGHEST_SKILL+2]; //i
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int16 DamageModifier2[HIGHEST_SKILL+2]; //i
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int16 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ProcChanceSPA; // ProcChance from spell effects
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int16 ExtraAttackChance;
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int16 DoTShielding;
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int16 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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uint16 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
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int16 FlurryChance;
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int16 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int16 HundredHands; //extra haste, stacks with all other haste i
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int32 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
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int32 HitChanceEffect[HIGHEST_SKILL+2]; //Spell effect Chance to Hit, straight percent increase
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int32 DamageModifier[HIGHEST_SKILL+2]; //i
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int32 DamageModifier2[HIGHEST_SKILL+2]; //i
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int32 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int32 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int32 ProcChanceSPA; // ProcChance from spell effects
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int32 ExtraAttackChance;
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int32 DoTShielding;
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int32 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
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uint32 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
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int32 FlurryChance;
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int32 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int32 HundredHands; //extra haste, stacks with all other haste i
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int32 MeleeLifetap; //i
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int32 Vampirism; //i
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int16 HealRate; // Spell effect that influences effectiveness of heals
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int32 HealRate; // Spell effect that influences effectiveness of heals
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int32 MaxHPChange; // Spell Effect
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int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
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int32 HealAmt; // Item Effect
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int32 SpellDmg; // Item Effect
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int32 Clairvoyance; // Item Effect
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int16 DSMitigation; // Item Effect
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int16 DSMitigationOffHand; // Lowers damage shield from off hand attacks.
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int32 DSMitigation; // Item Effect
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int32 DSMitigationOffHand; // Lowers damage shield from off hand attacks.
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uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
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uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
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uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
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int16 CritDmgMob[HIGHEST_SKILL+2]; // All Skills + -1
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int16 SkillReuseTime[HIGHEST_SKILL+1]; // Reduces skill timers
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int16 SkillDamageAmount[HIGHEST_SKILL+2]; // All Skills + -1
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int16 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
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uint16 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
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int16 GravityEffect; // Indictor of spell effect
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int32 CritDmgMob[HIGHEST_SKILL+2]; // All Skills + -1
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int32 SkillReuseTime[HIGHEST_SKILL+1]; // Reduces skill timers
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int32 SkillDamageAmount[HIGHEST_SKILL+2]; // All Skills + -1
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int32 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
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uint32 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
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int32 GravityEffect; // Indictor of spell effect
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bool AntiGate; // spell effect that prevents gating
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bool MagicWeapon; // spell effect that makes weapon magical
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int16 IncreaseBlockChance; // overall block chance modifier
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uint16 PersistantCasting; // chance to continue casting through a stun
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int32 IncreaseBlockChance; // overall block chance modifier
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uint32 PersistantCasting; // chance to continue casting through a stun
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int XPRateMod; //i
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int HPPercCap[2]; //Spell effect that limits you to being healed/regening beyond a % of your max
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int ManaPercCap[2]; // ^^ 0 = % Cap 1 = Flat Amount Cap
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@@ -342,64 +342,64 @@ struct StatBonuses {
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bool BlockNextSpell; // Indicates whether the client can block a spell or not
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//uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used
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bool ImmuneToFlee; // Bypass the fleeing flag
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uint16 VoiceGraft; // Stores the ID of the mob with which to talk through
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int16 SpellProcChance; // chance to proc from sympathetic spell effects
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int16 CharmBreakChance; // chance to break charm
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int16 SongRange; // increases range of beneficial bard songs
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uint16 HPToManaConvert; // Uses HP to cast spells at specific conversion
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uint16 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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uint32 VoiceGraft; // Stores the ID of the mob with which to talk through
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int32 SpellProcChance; // chance to proc from sympathetic spell effects
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int32 CharmBreakChance; // chance to break charm
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int32 SongRange; // increases range of beneficial bard songs
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uint32 HPToManaConvert; // Uses HP to cast spells at specific conversion
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uint32 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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uint16 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
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uint16 MitigateMeleeRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per hit 3 = Rune Amt
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uint16 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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uint16 SpellThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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uint16 MitigateSpellRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per spell 3 = Rune Amt
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uint16 MitigateDotRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per tick 3 = Rune Amt
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int32 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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uint32 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
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uint32 MitigateMeleeRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per hit 3 = Rune Amt
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uint32 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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uint32 SpellThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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uint32 MitigateSpellRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per spell 3 = Rune Amt
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uint32 MitigateDotRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per tick 3 = Rune Amt
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bool TriggerMeleeThreshold; // Has Melee Threshhold
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bool TriggerSpellThreshold; // Has Spell Threshhold
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uint16 ManaAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Buff Slot
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int16 ShieldBlock; // Chance to Shield Block
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int16 BlockBehind; // Chance to Block Behind (with our without shield)
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uint32 ManaAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Buff Slot
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int32 ShieldBlock; // Chance to Shield Block
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int32 BlockBehind; // Chance to Block Behind (with our without shield)
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bool CriticalRegenDecay; // increase critical regen chance, decays based on spell level cast
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bool CriticalHealDecay; // increase critical heal chance, decays based on spell level cast
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bool CriticalDotDecay; // increase critical dot chance, decays based on spell level cast
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bool DivineAura; // invulnerability
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bool DistanceRemoval; // Check if Cancle if Moved effect is present
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int16 ImprovedTaunt[3]; // 0 = Max Level 1 = Aggro modifier 2 = buffid
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int32 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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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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int32 FrenziedDevastation; // base1= AArank(used) base2= chance increase spell criticals + all DD spells 2x mana.
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uint32 AbsorbMagicAtt[2]; // 0 = magic rune value 1 = buff slot
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uint32 MeleeRune[2]; // 0 = rune value 1 = buff slot
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bool NegateIfCombat; // Bool Drop buff if cast or melee
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int8 Screech; // -1 = Will be blocked if another Screech is +(1)
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int16 AlterNPCLevel; // amount of lvls +/-
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int16 AStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int16 BStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int16 CStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int16 DStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int32 AlterNPCLevel; // amount of lvls +/-
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int32 AStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int32 BStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int32 CStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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int32 DStacker[2]; // For buff stack blocking 0=Exists 1=Effect_value
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bool BerserkSPA; // berserk effect
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int16 Metabolism; // Food/drink consumption rates.
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int32 Metabolism; // Food/drink consumption rates.
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bool Sanctuary; // Sanctuary effect, lowers place on hate list until cast on others.
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int16 FactionModPct; // Modifies amount of faction gained.
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int16 MeleeVulnerability; // Weakness/mitigation to melee damage
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int32 FactionModPct; // Modifies amount of faction gained.
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int32 MeleeVulnerability; // Weakness/mitigation to melee damage
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bool LimitToSkill[HIGHEST_SKILL+2]; // Determines if we need to search for a skill proc.
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uint16 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
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uint16 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
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uint32 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
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uint32 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
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// AAs
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int8 Packrat; //weight reduction for items, 1 point = 10%
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uint8 BuffSlotIncrease; // Increases number of available buff slots
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uint16 DelayDeath; // how far below 0 hp you can go
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uint32 DelayDeath; // how far below 0 hp you can go
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int8 BaseMovementSpeed; // Adjust base run speed, does not stack with other movement bonuses.
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uint8 IncreaseRunSpeedCap; // Increase max run speed above cap.
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int16 DoubleSpecialAttack; // Chance to to perform a double special attack (ie flying kick 2x)
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int16 SpecialAttackKBProc[2]; // Chance to to do a knockback from special attacks. (0 = chance 1 = Skill)
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int32 DoubleSpecialAttack; // Chance to to perform a double special attack (ie flying kick 2x)
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int32 SpecialAttackKBProc[2]; // Chance to to do a knockback from special attacks. (0 = chance 1 = Skill)
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uint8 FrontalStunResist; // Chance to resist a frontal stun
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int16 BindWound; // Increase amount of HP by percent.
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int16 MaxBindWound; // Increase max amount of HP you can bind wound.
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int16 ChannelChanceSpells; // Modify chance to channel a spell.
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int16 ChannelChanceItems; // Modify chance to channel a items.
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int32 BindWound; // Increase amount of HP by percent.
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int32 MaxBindWound; // Increase max amount of HP you can bind wound.
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int32 ChannelChanceSpells; // Modify chance to channel a spell.
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int32 ChannelChanceItems; // Modify chance to channel a items.
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uint8 SeeInvis; // See Invs.
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uint8 TripleBackstab; // Chance to triple backstab
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bool FrontalBackstabMinDmg; // Allow frontal backstabs for min damage
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@@ -407,36 +407,36 @@ struct StatBonuses {
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uint8 ConsumeProjectile; // Chance to not consume arrow.
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uint8 ForageAdditionalItems; // Chance to forage another item.
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uint8 SalvageChance; // Chance to salvage a tradeskill components on fail.
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uint16 ArcheryDamageModifier; // Increase Archery Damage by percent
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uint32 ArcheryDamageModifier; // Increase Archery Damage by percent
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bool SecondaryDmgInc; // Allow off hand weapon to recieve damage bonus.
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uint16 GiveDoubleAttack; // Allow classes to double attack with a specified chance.
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int16 SlayUndead[2]; // Allow classes to do extra damage verse undead.(base1 = rate, base2 = damage mod)
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int16 PetCriticalHit; // Allow pets to critical hit with % value.
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||||
int16 PetAvoidance; // Pet avoidance chance.
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||||
int16 CombatStability; // Melee damage mitigation.
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||||
int16 DoubleRiposte; // Chance to double riposte
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||||
int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
|
||||
uint16 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
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||||
int16 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
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||||
int16 PetMaxHP; // Increase the max hp of your pet.
|
||||
int16 PetFlurry; // Chance for pet to flurry.
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||||
uint32 GiveDoubleAttack; // Allow classes to double attack with a specified chance.
|
||||
int32 SlayUndead[2]; // Allow classes to do extra damage verse undead.(base1 = rate, base2 = damage mod)
|
||||
int32 PetCriticalHit; // Allow pets to critical hit with % value.
|
||||
int32 PetAvoidance; // Pet avoidance chance.
|
||||
int32 CombatStability; // Melee damage mitigation.
|
||||
int32 DoubleRiposte; // Chance to double riposte
|
||||
int32 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
|
||||
uint32 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
|
||||
int32 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
|
||||
int32 PetMaxHP; // Increase the max hp of your pet.
|
||||
int32 PetFlurry; // Chance for pet to flurry.
|
||||
uint8 MasteryofPast; // Can not fizzle spells below this level specified in value.
|
||||
bool GivePetGroupTarget; // All pets to recieve group buffs. (Pet Affinity)
|
||||
int16 RootBreakChance; // Chance root will break;
|
||||
int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
|
||||
int16 ItemHPRegenCap; // Increase item regen cap.
|
||||
int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
|
||||
int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
|
||||
int16 ItemATKCap; // Raise item attack cap
|
||||
int32 RootBreakChance; // Chance root will break;
|
||||
int32 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
|
||||
int32 ItemHPRegenCap; // Increase item regen cap.
|
||||
int32 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
|
||||
int32 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
|
||||
int32 ItemATKCap; // Raise item attack cap
|
||||
int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
|
||||
uint16 FinishingBlowLvl[2]; // Sets max level an NPC can be affected by FB. (base1 = lv, base2= ???)
|
||||
int16 ShieldEquipHateMod; // Hate mod when shield equiped.
|
||||
int16 ShieldEquipDmgMod[2]; // Damage mod when shield equiped. 0 = damage modifier 1 = Unknown
|
||||
uint32 FinishingBlowLvl[2]; // Sets max level an NPC can be affected by FB. (base1 = lv, base2= ???)
|
||||
int32 ShieldEquipHateMod; // Hate mod when shield equiped.
|
||||
int32 ShieldEquipDmgMod[2]; // Damage mod when shield equiped. 0 = damage modifier 1 = Unknown
|
||||
bool TriggerOnValueAmount; // Triggers off various different conditions, bool to check if client has effect.
|
||||
int8 StunBashChance; // chance to stun with bash.
|
||||
int8 IncreaseChanceMemwipe; // increases chance to memory wipe
|
||||
int8 CriticalMend; // chance critical monk mend
|
||||
int16 ImprovedReclaimEnergy; // Modifies amount of mana returned from reclaim energy
|
||||
int32 ImprovedReclaimEnergy; // Modifies amount of mana returned from reclaim energy
|
||||
uint32 HeadShot[2]; // Headshot AA (Massive dmg vs humaniod w/ archery) 0= ? 1= Dmg
|
||||
uint8 HSLevel; // Max Level Headshot will be effective at.
|
||||
uint32 Assassinate[2]; // Assassinate AA (Massive dmg vs humaniod w/ assassinate) 0= ? 1= Dmg
|
||||
|
||||
Reference in New Issue
Block a user