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Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
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+16
-16
@@ -277,8 +277,8 @@ struct StatBonuses {
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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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int32 skillmod[HIGHEST_SKILL+1];
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int32 skillmodmax[HIGHEST_SKILL+1];
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int32 skillmod[EQEmu::skills::HIGHEST_SKILL + 1];
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int32 skillmodmax[EQEmu::skills::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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uint32 singingMod;
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@@ -294,7 +294,7 @@ struct StatBonuses {
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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 CriticalHitChance[EQEmu::skills::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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@@ -321,10 +321,10 @@ struct StatBonuses {
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int32 MeleeSkillCheck; //i
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uint8 MeleeSkillCheckSkill;
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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 HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 2]; //Spell effect Chance to Hit, straight percent increase
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int32 DamageModifier[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 DamageModifier2[EQEmu::skills::HIGHEST_SKILL + 2]; //i
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int32 MinDamageModifier[EQEmu::skills::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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@@ -332,13 +332,13 @@ struct StatBonuses {
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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 Accuracy[EQEmu::skills::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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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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int16 SkillDmgTaken[EQEmu::skills::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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@@ -347,9 +347,9 @@ struct StatBonuses {
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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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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 CritDmgMob[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
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int32 SkillReuseTime[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces skill timers
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int32 SkillDamageAmount[EQEmu::skills::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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@@ -372,7 +372,7 @@ struct StatBonuses {
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uint8 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
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int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot
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bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
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int32 SkillDamageAmount2[HIGHEST_SKILL+2]; // Adds skill specific damage
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int32 SkillDamageAmount2[EQEmu::skills::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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@@ -405,7 +405,7 @@ struct StatBonuses {
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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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int32 FactionModPct; // Modifies amount of faction gained.
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bool LimitToSkill[HIGHEST_SKILL+2]; // Determines if we need to search for a skill proc.
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bool LimitToSkill[EQEmu::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
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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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uint32 PC_Pet_Rampage[2]; // 0= % chance to rampage, 1=damage modifier
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@@ -440,7 +440,7 @@ struct StatBonuses {
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int32 CombatStability; // Melee damage mitigation.
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int32 DoubleRiposte; // Chance to double riposte
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int32 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
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uint32 RaiseSkillCap[HIGHEST_SKILL+1]; // Raise a specific skill cap (base1= value, base2=skill)
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uint32 RaiseSkillCap[EQEmu::skills::HIGHEST_SKILL + 1]; // Raise a specific skill cap (base1= value, base2=skill)
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int32 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
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int32 PetMaxHP; // Increase the max hp of your pet.
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int32 PetFlurry; // Chance for pet to flurry.
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@@ -470,7 +470,7 @@ struct StatBonuses {
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uint16 extra_xtargets; // extra xtarget entries
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bool ShroudofStealth; // rogue improved invisiblity
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uint16 ReduceFallDamage; // reduce fall damage by percent
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int32 ReduceTradeskillFail[HIGHEST_SKILL+1]; // Reduces chance for trade skills to fail by percent.
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int32 ReduceTradeskillFail[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces chance for trade skills to fail by percent.
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uint8 TradeSkillMastery; // Allow number of tradeskills to exceed 200 skill.
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int16 NoBreakAESneak; // Percent value
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int16 FeignedCastOnChance; // Percent Value
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