Spell effect updates

This commit is contained in:
KayenEQ
2014-01-13 05:03:21 -05:00
parent f4e085c121
commit 32359da1cc
14 changed files with 406 additions and 129 deletions
+11 -4
View File
@@ -73,9 +73,11 @@ typedef enum { //focus types
focusBlockNextSpell,
focusHealRate,
focusAdditionalDamage,
focusReduceHeal,
focusFcHealAmtIncoming,
focusSpellEffectiveness,
focusIncreaseNumHits,
focusFcLimitUse,
focusFcMute,
focusCriticalHealRate,
focusAdditionalHeal2,
focusAdditionalHeal,
@@ -251,7 +253,7 @@ struct StatBonuses {
int16 DualWieldChance; //i
int16 DoubleAttackChance; //i
int16 TripleAttackChance; //i
int16 ArcheryDoubleAttack; //i
int16 DoubleRangedAttack; //i
int16 ResistSpellChance; //i
int16 ResistFearChance; //i
bool Fearless; //i
@@ -310,12 +312,17 @@ struct StatBonuses {
int16 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
uint16 NegateAttacks[2]; // 0 = bool HasEffect 1 = Buff Slot
uint16 MitigateMeleeRune[2]; // 0 = Mitigation value 1 = Buff Slot
uint16 MitigateMeleeRuneSP[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
uint16 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
uint16 SpellThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
uint16 MitigateSpellRune[2]; // 0 = Mitigation value 1 = Buff Slot
uint32 SpellOnAmtDmgTaken[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
uint32 TriggerMeleeThreshold[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
uint32 TriggerSpellThreshold[3]; // 0 = Spell Effect ID 1 = Buff slot 2 = Damage Amount to Trigger
uint16 ManaAbsorbPercentDamage[2]; // 0 = Mitigation value 1 = Buff Slot
int16 ShieldBlock; // Chance to Shield Block
int16 BlockBehind; // Chance to Block Behind (with our without shield)
bool CriticalRegenDecay; // increase critical regen chance, decays based on spell level cast
bool CriticalHealDecay; // increase critical heal chance, decays based on spell level cast
bool CriticalDotDecay; // increase critical dot chance, decays based on spell level cast
//bool AbsorbMagicAtt; // Magic Rune *Need to be implemented for NegateEffect
//bool MeleeRune; // Melee Rune *Need to be implemented for NegateEffect