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Change space indentation to tabs
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+117
-117
@@ -156,16 +156,16 @@ struct Buffs_Struct {
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uint16 spellid;
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uint8 casterlevel;
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uint16 casterid; // Maybe change this to a pointer sometime, but gotta make sure it's 0'd when it no longer points to anything
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char caster_name[64];
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int32 ticsremaining;
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uint32 counters;
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char caster_name[64];
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int32 ticsremaining;
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uint32 counters;
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uint32 numhits; //the number of physical hits this buff can take before it fades away, lots of druid armor spells take advantage of this mixed with powerful effects
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uint32 melee_rune;
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uint32 magic_rune;
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uint8 deathSaveSuccessChance;
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uint8 deathsaveCasterAARank;
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bool persistant_buff;
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bool client; //True if the caster is a client
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bool persistant_buff;
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bool client; //True if the caster is a client
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bool UpdateClient;
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};
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@@ -224,14 +224,14 @@ struct StatBonuses {
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DmgShieldType DamageShieldType;
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int SpellDamageShield;
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int SpellShield;
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int ReverseDamageShield; // this is damage done to the mob when it attacks
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int ReverseDamageShield; // this is damage done to the mob when it attacks
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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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int16 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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@@ -245,65 +245,65 @@ struct StatBonuses {
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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 CriticalHitChance[HIGHEST_SKILL+2]; //i
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int16 CriticalSpellChance; //i
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int16 SpellCritDmgIncrease; //i
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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
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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 ResistSpellChance; //i
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int16 ResistFearChance; //i
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bool Fearless; //i
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bool IsFeared; //i
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int16 StunResist; //i
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int16 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 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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int16 ExtraAttackChance;
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int16 StrikeThrough; // PoP: Strike Through %
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int16 MeleeMitigation; //i = Shielding
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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 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
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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 ResistSpellChance; //i
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int16 ResistFearChance; //i
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bool Fearless; //i
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bool IsFeared; //i
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int16 StunResist; //i
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int16 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 MinDamageModifier[HIGHEST_SKILL+2]; //i
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int16 ProcChance; // ProcChance/10 == % increase i = CombatEffects
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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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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 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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int16 HundredHands; //extra haste, stacks with all other haste i
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int8 MeleeLifetap; //i
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int16 HealRate; // Spell effect that influences effectiveness of heals
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int16 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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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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int16 HealRate; // Spell effect that influences effectiveness of heals
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int16 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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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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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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int XPRateMod; //i
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int XPRateMod; //i
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int HPPercCap; //Spell effect that limits you to being healed/regening beyond a % of your max
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int ManaPercCap; // ^^
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int EndPercCap; // ^^
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@@ -311,19 +311,19 @@ struct StatBonuses {
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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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uint16 SpellProcChance; // chance to proc from sympathetic spell effects
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uint16 SpellProcChance; // chance to proc from sympathetic spell effects
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uint16 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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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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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[2]; // 0 = bool HasEffect 1 = Buff Slot
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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 MitigateSpellRune[2]; // 0 = Mitigation value 1 = Buff Slot
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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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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 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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@@ -336,51 +336,51 @@ struct StatBonuses {
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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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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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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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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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uint8 FrontalBackstabChance; // Chance to backstab from the front for full damage
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uint8 FrontalBackstabChance; // Chance to backstab from the front for full damage
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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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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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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 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 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
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int16 CombatStability; // Melee damage mitigation.
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int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
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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.
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int16 PetFlurry; // Chance for pet to flurry.
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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.
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int16 PetFlurry; // Chance for pet to flurry.
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uint8 MasteryofPast; // Can not fizzle spells below this level specified in value.
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bool GivePetGroupTarget; // All pets to recieve group buffs. (Pet Affinity)
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int16 RootBreakChance; // Chance root will break;
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int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
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int16 ItemHPRegenCap; // Increase item regen cap.
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int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
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int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
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int16 UnfailingDivinity; // Improves chance that DI will fire + increase partial heal.
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int16 ItemHPRegenCap; // Increase item regen cap.
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int16 SEResist[MAX_RESISTABLE_EFFECTS*2]; // Resist chance by specific spell effects.
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int16 OffhandRiposteFail; // chance for opponent to fail riposte with offhand attack.
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int16 ItemATKCap; // Raise item attack cap
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int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
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int32 FinishingBlow[2]; // Chance to do a finishing blow for specified damage amount.
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uint16 FinishingBlowLvl[2]; // Sets max level an NPC can be affected by FB. (base1 = lv, base2= ???)
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};
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typedef struct
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{
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uint16 spellID;
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uint16 chance;
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uint16 base_spellID;
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uint16 spellID;
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uint16 chance;
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uint16 base_spellID;
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} tProc;
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struct Shielders_Struct {
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uint32 shielder_id;
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uint16 shielder_bonus;
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uint32 shielder_id;
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uint16 shielder_bonus;
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};
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//eventually turn this into a typedef and
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@@ -444,44 +444,44 @@ class Mob;
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class Trade
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{
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public:
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Trade(Mob* in_owner);
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virtual ~Trade();
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Trade(Mob* in_owner);
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virtual ~Trade();
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void Reset();
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void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
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void Reset();
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void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
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// Initiate a trade with another mob
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// Also puts other mob into trader mode with this mob
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void Start(uint32 mob_id, bool initiate_with=true);
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// Initiate a trade with another mob
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// Also puts other mob into trader mode with this mob
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void Start(uint32 mob_id, bool initiate_with=true);
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// Mob the owner is trading with
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Mob* With();
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// Mob the owner is trading with
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Mob* With();
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// Add item from cursor slot to trade bucket (automatically does bag data too)
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void AddEntity(uint16 from_slot_id, uint16 trade_slot_id);
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// Add item from cursor slot to trade bucket (automatically does bag data too)
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void AddEntity(uint16 from_slot_id, uint16 trade_slot_id);
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// Audit trade
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void LogTrade();
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// Audit trade
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void LogTrade();
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// Debug only method
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#if (EQDEBUG >= 9)
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void DumpTrade();
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#endif
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// Debug only method
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#if (EQDEBUG >= 9)
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void DumpTrade();
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#endif
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public:
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// Object state
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TradeState state;
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int32 pp;
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int32 gp;
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int32 sp;
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int32 cp;
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// Object state
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TradeState state;
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int32 pp;
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int32 gp;
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int32 sp;
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int32 cp;
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private:
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// Send item data for trade item to other person involved in trade
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void SendItemData(const ItemInst* inst, int16 dest_slot_id);
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// Send item data for trade item to other person involved in trade
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void SendItemData(const ItemInst* inst, int16 dest_slot_id);
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uint32 with_id;
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Mob* owner;
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uint32 with_id;
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Mob* owner;
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};
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#endif
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