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576 lines
22 KiB
C++
576 lines
22 KiB
C++
#ifndef __EQEMU_ZONE_COMMON_H
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#define __EQEMU_ZONE_COMMON_H
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#include "../common/types.h"
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#include "../common/spdat.h"
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#define HIGHEST_RESIST 9 //Max resist type value
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#define MAX_SPELL_PROJECTILE 10 //Max amount of spell projectiles that can be active by a single mob.
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/* solar: macros for IsAttackAllowed, IsBeneficialAllowed */
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#define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC())
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#define _NPC(x) (x && x->IsNPC() && !x->CastToMob()->GetOwnerID())
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#define _BECOMENPC(x) (x && x->IsClient() && x->CastToClient()->IsBecomeNPC())
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#define _CLIENTCORPSE(x) (x && x->IsCorpse() && x->CastToCorpse()->IsPlayerCorpse() && !x->CastToCorpse()->IsBecomeNPCCorpse())
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#define _NPCCORPSE(x) (x && x->IsCorpse() && (x->CastToCorpse()->IsNPCCorpse() || x->CastToCorpse()->IsBecomeNPCCorpse()))
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#define _CLIENTPET(x) (x && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsClient())
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#define _NPCPET(x) (x && x->IsNPC() && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsNPC())
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#define _BECOMENPCPET(x) (x && x->CastToMob()->GetOwner() && x->CastToMob()->GetOwner()->IsClient() && x->CastToMob()->GetOwner()->CastToClient()->IsBecomeNPC())
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//LOS Parameters:
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#define HEAD_POSITION 0.9f //ratio of GetSize() where NPCs see from
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#define SEE_POSITION 0.5f //ratio of GetSize() where NPCs try to see for LOS
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#define CHECK_LOS_STEP 1.0f
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#define MAX_SHIELDERS 2 //I dont know if this is based on a client limit
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#define ARCHETYPE_HYBRID 1
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#define ARCHETYPE_CASTER 2
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#define ARCHETYPE_MELEE 3
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#define CON_GREEN 2
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#define CON_LIGHTBLUE 18
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#define CON_BLUE 4
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#define CON_WHITE 20
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#define CON_YELLOW 15
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#define CON_RED 13
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//Spell specialization parameters, not sure of a better place for them
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#define SPECIALIZE_FIZZLE 11 //% fizzle chance reduce at 200 specialized
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#define SPECIALIZE_MANA_REDUCE 12 //% mana cost reduction at 200 specialized
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//these are large right now because the x,y,z coords of the zone
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//lines do not make a lot of sense
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//Maximum distance from a zone point given that the request didnt
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//know what zone that the line was for
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#define ZONEPOINT_NOZONE_RANGE 40000.0f
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//Maximum distance from a zone point if zone was specified
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#define ZONEPOINT_ZONE_RANGE 40000.0f
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typedef enum { //focus types
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focusSpellHaste = 1,
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focusSpellDuration,
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focusRange,
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focusReagentCost,
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focusManaCost,
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focusImprovedHeal,
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focusImprovedDamage,
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focusImprovedDOT, //i dont know about this...
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focusFcDamagePctCrit,
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focusImprovedUndeadDamage,
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focusPetPower,
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focusResistRate,
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focusSpellHateMod,
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focusTriggerOnCast,
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focusSpellVulnerability,
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focusTwincast,
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focusSympatheticProc,
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focusFcDamageAmt,
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focusFcDamageAmtCrit,
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focusSpellDurByTic,
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focusSwarmPetDuration,
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focusReduceRecastTime,
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focusBlockNextSpell,
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focusFcHealPctIncoming,
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focusFcDamageAmtIncoming,
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focusFcHealAmtIncoming,
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focusFcBaseEffects,
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focusIncreaseNumHits,
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focusFcLimitUse,
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focusFcMute,
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focusFcTimerRefresh,
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focusFcStunTimeMod,
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focusFcHealPctCritIncoming,
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focusFcHealAmt,
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focusFcHealAmtCrit,
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} focusType; //Any new FocusType needs to be added to the Mob::IsFocus function
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#define HIGHEST_FOCUS focusFcHealAmtCrit //Should always be last focusType in enum
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enum {
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SPECATK_SUMMON = 1,
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SPECATK_ENRAGE = 2,
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SPECATK_RAMPAGE = 3,
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SPECATK_AREA_RAMPAGE = 4,
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SPECATK_FLURRY = 5,
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SPECATK_TRIPLE = 6,
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SPECATK_QUAD = 7,
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SPECATK_INNATE_DW = 8,
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SPECATK_BANE = 9,
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SPECATK_MAGICAL = 10,
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SPECATK_RANGED_ATK = 11,
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UNSLOWABLE = 12,
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UNMEZABLE = 13,
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UNCHARMABLE = 14,
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UNSTUNABLE = 15,
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UNSNAREABLE = 16,
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UNFEARABLE = 17,
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UNDISPELLABLE = 18,
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IMMUNE_MELEE = 19,
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IMMUNE_MAGIC = 20,
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IMMUNE_FLEEING = 21,
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IMMUNE_MELEE_EXCEPT_BANE = 22,
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IMMUNE_MELEE_NONMAGICAL = 23,
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IMMUNE_AGGRO = 24,
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IMMUNE_AGGRO_ON = 25,
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IMMUNE_CASTING_FROM_RANGE = 26,
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IMMUNE_FEIGN_DEATH = 27,
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IMMUNE_TAUNT = 28,
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NPC_TUNNELVISION = 29,
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NPC_NO_BUFFHEAL_FRIENDS = 30,
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IMMUNE_PACIFY = 31,
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LEASH = 32,
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TETHER = 33,
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DESTRUCTIBLE_OBJECT = 34,
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NO_HARM_FROM_CLIENT = 35,
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ALWAYS_FLEE = 36,
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FLEE_PERCENT = 37,
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ALLOW_BENEFICIAL = 38,
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DISABLE_MELEE = 39,
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NPC_CHASE_DISTANCE = 40,
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MAX_SPECIAL_ATTACK = 41
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};
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typedef enum { //fear states
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fearStateNotFeared = 0,
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fearStateRunning, //I am running, hoping to find a grid at my WP
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fearStateRunningForever, //can run straight until spell ends
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fearStateGrid, //I am allready on a fear grid
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fearStateStuck //I cannot move somehow...
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} FearState;
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enum { FlyMode0 = 0, FlyMode1 = 1, Flymode2 = 2, FlyMode3 = 3 };
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struct TradeEntity;
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class Trade;
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enum TradeState {
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TradeNone,
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Trading,
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TradeAccepted,
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TradeCompleting
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};
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enum { //Numhits type
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NUMHIT_IncomingHitAttempts = 1, //Attempted incoming melee attacks (hit or miss) on YOU.
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NUMHIT_OutgoingHitAttempts = 2, //Attempted outgoing melee attacks (hit or miss) on YOUR TARGET.
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NUMHIT_IncomingSpells = 3, //Incoming detrimental spells
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NUMHIT_OutgoingSpells = 4, //Outgoing deterimental spells
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NUMHIT_OutgoingHitSuccess = 5, //Successful outgoing melee attack HIT on YOUR TARGET.
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NUMHIT_IncomingHitSuccess = 6, //Successful incoming melee attack HIT on YOU.
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NUMHIT_MatchingSpells = 7, //Any casted spell matching/triggering a focus effect.
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NUMHIT_IncomingDamage = 8, //Successful incoming spell or melee dmg attack on YOU
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NUMHIT_ReflectSpell = 9, //Incoming Reflected spells.
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NUMHIT_DefensiveSpellProcs = 10, //Defensive buff procs
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NUMHIT_OffensiveSpellProcs = 11 //Offensive buff procs
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};
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//this is our internal representation of the BUFF struct, can put whatever we want in it
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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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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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uint32 dot_rune;
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int32 caston_x;
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int32 caston_y;
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int32 caston_z;
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int32 ExtraDIChance;
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int16 RootBreakChance; //Not saved to dbase
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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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struct StatBonuses {
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int16 AC;
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int32 HP;
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int32 HPRegen;
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int32 MaxHP;
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int32 ManaRegen;
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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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//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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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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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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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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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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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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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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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 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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int16 MeleeLifetap; //i
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int16 Vampirism; //i
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int16 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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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 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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int EndPercCap[2]; // ^^
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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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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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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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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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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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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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bool BerserkSPA; // berserk effect
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int16 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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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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// 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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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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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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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 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.
|
|
uint16 ArcheryDamageModifier; // Increase Archery Damage by percent
|
|
bool SecondaryDmgInc; // Allow off hand weapon to recieve damage bonus.
|
|
uint16 GiveDoubleAttack; // Allow classes to double attack with a specified chance.
|
|
int16 SlayUndead[2]; // Allow classes to do extra damage verse undead.(base1 = rate, base2 = damage mod)
|
|
int16 PetCriticalHit; // Allow pets to critical hit with % value.
|
|
int16 PetAvoidance; // Pet avoidance chance.
|
|
int16 CombatStability; // Melee damage mitigation.
|
|
int16 DoubleRiposte; // Chance to double riposte
|
|
int16 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
|
|
uint16 RaiseSkillCap[2]; // Raise a specific skill cap (1 = value, 2=skill)
|
|
int16 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
|
|
int16 PetMaxHP; // Increase the max hp of your pet.
|
|
int16 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 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
|
|
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
|
|
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
|
|
uint8 AssassinateLevel; // Max Level Assassinate will be effective at.
|
|
int32 PetMeleeMitigation; // Add AC to owner's pet.
|
|
bool IllusionPersistence; // Causes illusions not to fade.
|
|
};
|
|
|
|
typedef struct
|
|
{
|
|
uint16 spellID;
|
|
uint16 chance;
|
|
uint16 base_spellID;
|
|
} tProc;
|
|
|
|
struct Shielders_Struct {
|
|
uint32 shielder_id;
|
|
uint16 shielder_bonus;
|
|
};
|
|
|
|
//eventually turn this into a typedef and
|
|
//make DoAnim take it instead of int, to enforce its use.
|
|
enum { //type arguments to DoAnim
|
|
animKick = 1,
|
|
animPiercing = 2, //might be piercing?
|
|
anim2HSlashing = 3,
|
|
anim2HWeapon = 4,
|
|
anim1HWeapon = 5,
|
|
animDualWield = 6,
|
|
animTailRake = 7, //slam & Dpunch too
|
|
animHand2Hand = 8,
|
|
animShootBow = 9,
|
|
animRoundKick = 11,
|
|
animSwarmAttack = 20, //dunno about this one..
|
|
animFlyingKick = 45,
|
|
animTigerClaw = 46,
|
|
animEagleStrike = 47,
|
|
|
|
};
|
|
|
|
|
|
typedef enum {
|
|
petFamiliar, //only listens to /pet get lost
|
|
petAnimation, //does not listen to any commands
|
|
petOther,
|
|
petCharmed,
|
|
petNPCFollow,
|
|
petHatelist //remain active as long something is on the hatelist. Don't listen to any commands
|
|
} PetType;
|
|
|
|
typedef enum {
|
|
SingleTarget, // causes effect to spell_target
|
|
AETarget, // causes effect in aerange of target + target
|
|
AECaster, // causes effect in aerange of 'this'
|
|
GroupSpell, // causes effect to caster + target's group
|
|
CAHateList, // causes effect to all people on caster's hate list within some range
|
|
DirectionalAE,
|
|
CastActUnknown
|
|
} CastAction_type;
|
|
|
|
|
|
struct MercType {
|
|
uint32 Type;
|
|
uint32 ClientVersion;
|
|
};
|
|
|
|
struct MercData {
|
|
uint32 MercTemplateID;
|
|
uint32 MercType; // From dbstr_us.txt - Apprentice (330000100), Journeyman (330000200), Master (330000300)
|
|
uint32 MercSubType; // From dbstr_us.txt - 330020105^23^Race: Guktan<br>Type: Healer<br>Confidence: High<br>Proficiency: Apprentice, Tier V...
|
|
uint32 CostFormula; // To determine cost to client
|
|
uint32 ClientVersion; // Only send valid mercs per expansion
|
|
uint32 NPCID;
|
|
};
|
|
|
|
class ItemInst;
|
|
class Mob;
|
|
// All data associated with a single trade
|
|
class Trade
|
|
{
|
|
public:
|
|
Trade(Mob* in_owner);
|
|
virtual ~Trade();
|
|
|
|
void Reset();
|
|
void SetTradeCash(uint32 in_pp, uint32 in_gp, uint32 in_sp, uint32 in_cp);
|
|
|
|
// Initiate a trade with another mob
|
|
// Also puts other mob into trader mode with this mob
|
|
void Start(uint32 mob_id, bool initiate_with=true);
|
|
|
|
// Mob the owner is trading with
|
|
Mob* With();
|
|
|
|
// Add item from cursor slot to trade bucket (automatically does bag data too)
|
|
void AddEntity(uint16 trade_slot_id, uint32 stack_size);
|
|
|
|
// Audit trade
|
|
void LogTrade();
|
|
|
|
// Debug only method
|
|
#if (EQDEBUG >= 9)
|
|
void DumpTrade();
|
|
#endif
|
|
|
|
public:
|
|
// Object state
|
|
TradeState state;
|
|
int32 pp;
|
|
int32 gp;
|
|
int32 sp;
|
|
int32 cp;
|
|
|
|
private:
|
|
// Send item data for trade item to other person involved in trade
|
|
void SendItemData(const ItemInst* inst, int16 dest_slot_id);
|
|
|
|
uint32 with_id;
|
|
Mob* owner;
|
|
};
|
|
|
|
struct ExtraAttackOptions {
|
|
ExtraAttackOptions()
|
|
: damage_percent(1.0f), damage_flat(0),
|
|
armor_pen_percent(0.0f), armor_pen_flat(0),
|
|
crit_percent(1.0f), crit_flat(0.0f),
|
|
hate_percent(1.0f), hate_flat(0)
|
|
{ }
|
|
|
|
float damage_percent;
|
|
int damage_flat;
|
|
float armor_pen_percent;
|
|
int armor_pen_flat;
|
|
float crit_percent;
|
|
float crit_flat;
|
|
float hate_percent;
|
|
int hate_flat;
|
|
};
|
|
|
|
#endif
|
|
|