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Spell effect updates
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+11
-4
@@ -73,9 +73,11 @@ typedef enum { //focus types
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focusBlockNextSpell,
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focusHealRate,
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focusAdditionalDamage,
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focusReduceHeal,
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focusFcHealAmtIncoming,
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focusSpellEffectiveness,
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focusIncreaseNumHits,
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focusFcLimitUse,
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focusFcMute,
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focusCriticalHealRate,
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focusAdditionalHeal2,
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focusAdditionalHeal,
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@@ -251,7 +253,7 @@ struct StatBonuses {
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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 ArcheryDoubleAttack; //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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bool Fearless; //i
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@@ -310,12 +312,17 @@ struct StatBonuses {
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int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
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uint16 MitigateMeleeRune[2]; // 0 = Mitigation value 1 = Buff Slot
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uint16 MitigateMeleeRuneSP[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
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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[2]; // 0 = Mitigation value 1 = Buff Slot
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uint32 SpellOnAmtDmgTaken[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
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uint32 TriggerMeleeThreshold[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
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uint32 TriggerSpellThreshold[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
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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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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 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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