Advertisement
Guest User

aodjiasdojiasdo

a guest
May 8th, 2013
1,081
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C# 82.00 KB | None | 0 0
  1. AddAttribute("Axe_Bad_Data", 0, AttributeValueType._float, 0, "", "");
  2. AddAttribute("Attribute_Timer", 1, AttributeValueType._int, 0, "", "");
  3. AddAttribute("Attribute_Pool", 2, AttributeValueType._int, 0, "", "");
  4. AddAttribute("Death_Count", 3, AttributeValueType._int, 0, "", "");
  5. AddAttribute("DualWield_Hand", 4, AttributeValueType._int, 0, "", "");
  6. AddAttribute("DualWield_Hand_Next", 5, AttributeValueType._int, 0, "", "");
  7. AddAttribute("DualWield_Hands_Swapped", 6, AttributeValueType._int, 0, "", "");
  8. AddAttribute("Respawn_Game_Time", 7, AttributeValueType._int, 0, "", "");
  9. AddAttribute("Backpack_Slots", 8, AttributeValueType._int, 0, "", "");
  10. AddAttribute("Shared_Stash_Slots", 9, AttributeValueType._int, 0, "", "");
  11. AddAttribute("Strength", 10, AttributeValueType._float, 0, "", "");
  12. AddAttribute("Dexterity", 11, AttributeValueType._float, 0, "", "");
  13. AddAttribute("Intelligence", 12, AttributeValueType._float, 0, "", "");
  14. AddAttribute("Vitality", 13, AttributeValueType._float, 0, "", "");
  15. AddAttribute("Strength_Total", 14, AttributeValueType._float, 0, "", "((Strength + Stats_All_Bonus + Strength_Bonus + (Strength_Item * Core_Attributes_From_Item_Bonus_Multiplier)) * (1 + Strength_Bonus_Percent)) * (1 - Strength_Reduction_Percent)");
  16. AddAttribute("Dexterity_Total", 15, AttributeValueType._float, 0, "", "((Dexterity + Stats_All_Bonus + Dexterity_Bonus + (Dexterity_Item * Core_Attributes_From_Item_Bonus_Multiplier)) * (1 + Dexterity_Bonus_Percent)) * (1 - Dexterity_Reduction_Percent)");
  17. AddAttribute("Intelligence_Total", 16, AttributeValueType._float, 0, "", "((Intelligence + Stats_All_Bonus + Intelligence_Bonus + (Intelligence_Item * Core_Attributes_From_Item_Bonus_Multiplier)) * (1 + Intelligence_Bonus_Percent)) * (1 - Intelligence_Reduction_Percent)");
  18. AddAttribute("Vitality_Total", 17, AttributeValueType._float, 0, "", "((Vitality + Stats_All_Bonus + Vitality_Bonus + (Vitality_Item * Core_Attributes_From_Item_Bonus_Multiplier)) * (1 + Vitality_Bonus_Percent)) * (1 - Vitality_Reduction_Percent)");
  19. AddAttribute("Strength_Bonus", 18, AttributeValueType._float, 0, "", "");
  20. AddAttribute("Dexterity_Bonus", 19, AttributeValueType._float, 0, "", "");
  21. AddAttribute("Intelligence_Bonus", 20, AttributeValueType._float, 0, "", "");
  22. AddAttribute("Vitality_Bonus", 21, AttributeValueType._float, 0, "", "");
  23. AddAttribute("Strength_Bonus_Percent", 22, AttributeValueType._float, 0, "", "");
  24. AddAttribute("Dexterity_Bonus_Percent", 23, AttributeValueType._float, 0, "", "");
  25. AddAttribute("Intelligence_Bonus_Percent", 24, AttributeValueType._float, 0, "", "");
  26. AddAttribute("Vitality_Bonus_Percent", 25, AttributeValueType._float, 0, "", "");
  27. AddAttribute("Strength_Reduction_Percent", 26, AttributeValueType._float, 0, "", "");
  28. AddAttribute("Dexterity_Reduction_Percent", 27, AttributeValueType._float, 0, "", "");
  29. AddAttribute("Intelligence_Reduction_Percent", 28, AttributeValueType._float, 0, "", "");
  30. AddAttribute("Vitality_Reduction_Percent", 29, AttributeValueType._float, 0, "", "");
  31. AddAttribute("Primary_Damage_Attribute", 30, AttributeValueType._int, -1, "", "");
  32. AddAttribute("Attack", 31, AttributeValueType._float, 0, "", "");
  33. AddAttribute("Precision", 32, AttributeValueType._float, 0, "", "");
  34. AddAttribute("Defense", 33, AttributeValueType._float, 0, "", "");
  35. AddAttribute("Attack_Total", 34, AttributeValueType._float, 0, "", "((Attack + Stats_All_Bonus + Attack_Bonus) * (1 + Attack_Bonus_Percent)) * (1 - Attack_Reduction_Percent)");
  36. AddAttribute("Precision_Total", 35, AttributeValueType._float, 0, "", "((Precision + Stats_All_Bonus + Precision_Bonus) * (1 + Precision_Bonus_Percent)) * (1 - Precision_Reduction_Percent)");
  37. AddAttribute("Defense_Total", 36, AttributeValueType._float, 0, "", "((Defense + Stats_All_Bonus + Defense_Bonus) * (1 + Defense_Bonus_Percent)) * (1 - Defense_Reduction_Percent)");
  38. AddAttribute("Attack_Bonus", 37, AttributeValueType._float, 0, "", "");
  39. AddAttribute("Precision_Bonus", 38, AttributeValueType._float, 0, "", "");
  40. AddAttribute("Defense_Bonus", 39, AttributeValueType._float, 0, "", "");
  41. AddAttribute("Attack_Bonus_Percent", 40, AttributeValueType._float, 0, "", "");
  42. AddAttribute("Precision_Bonus_Percent", 41, AttributeValueType._float, 0, "", "");
  43. AddAttribute("Defense_Bonus_Percent", 42, AttributeValueType._float, 0, "", "");
  44. AddAttribute("Attack_Reduction_Percent", 43, AttributeValueType._float, 0, "", "");
  45. AddAttribute("Precision_Reduction_Percent", 44, AttributeValueType._float, 0, "", "");
  46. AddAttribute("Defense_Reduction_Percent", 45, AttributeValueType._float, 0, "", "");
  47. AddAttribute("Armor", 46, AttributeValueType._float, 0, "", "");
  48. AddAttribute("Armor_Bonus_Percent", 47, AttributeValueType._float, 0, "", "");
  49. AddAttribute("Armor_Item", 48, AttributeValueType._float, 0, "", "0");
  50. AddAttribute("Armor_Bonus_Item", 49, AttributeValueType._float, 0, "", "");
  51. AddAttribute("Armor_Item_Percent", 50, AttributeValueType._float, 0, "", "0");
  52. AddAttribute("Armor_Item_SubTotal", 51, AttributeValueType._float, 0, "FLOOR((Armor_Item + Armor_Bonus_Item) * (Armor_Item_Percent + 1))", "");
  53. AddAttribute("Armor_Item_Total", 52, AttributeValueType._float, 0, "(Armor_Item > 0)?(Max(Armor_Item_SubTotal, 1)):Armor_Item_SubTotal", "");
  54. AddAttribute("Armor_Total", 53, AttributeValueType._float, 0, "", "FLOOR((Armor + Armor_Item_Total + Strength_Total) * (Armor_Bonus_Percent + 1))");
  55. AddAttribute("Experience_Granted", 54, AttributeValueType._int, 0, "", "");
  56. AddAttribute("Experience_Next", 55, AttributeValueType._int, 0, "", "");
  57. AddAttribute("Alt_Experience_Next", 56, AttributeValueType._int, 0, "", "");
  58. AddAttribute("Gold_Granted", 57, AttributeValueType._int, 0, "", "");
  59. AddAttribute("Gold", 58, AttributeValueType._int, 0, "", "");
  60. AddAttribute("Gold_Find", 59, AttributeValueType._float, 0, "", "");
  61. AddAttribute("Gold_Find_Uncapped", 60, AttributeValueType._float, 0, "", "");
  62. AddAttribute("Gold_Find_Handicap", 61, AttributeValueType._float, 0, "", "");
  63. AddAttribute("Gold_Find_Alt_Levels_Total", 62, AttributeValueType._float, 0, "", "Alt_Level * 0.03");
  64. AddAttribute("Gold_Find_Capped_Subtotal", 63, AttributeValueType._float, 0, "", "Min((Gold_Find_Alt_Levels_Total + Gold_Find), 3.0)");
  65. AddAttribute("Gold_Find_Total", 64, AttributeValueType._float, 0, "", "Gold_Find_Uncapped + Gold_Find_Handicap + Gold_Find_Capped_Subtotal");
  66. AddAttribute("Level", 65, AttributeValueType._int, 0, "", "");
  67. AddAttribute("Level_Cap", 66, AttributeValueType._int, 0, "", "");
  68. AddAttribute("Alt_Level", 67, AttributeValueType._int, 0, "", "");
  69. AddAttribute("Magic_Find", 68, AttributeValueType._float, 0, "", "");
  70. AddAttribute("Magic_Find_Uncapped", 69, AttributeValueType._float, 0, "", "");
  71. AddAttribute("Magic_Find_Handicap", 70, AttributeValueType._float, 0, "", "");
  72. AddAttribute("Magic_Find_Alt_Levels_Total", 71, AttributeValueType._float, 0, "", "Alt_Level * 0.03");
  73. AddAttribute("Magic_Find_Capped_Subtotal", 72, AttributeValueType._float, 0, "", "Min((Magic_Find_Alt_Levels_Total + Magic_Find), 3.0)");
  74. AddAttribute("Magic_Find_Total", 73, AttributeValueType._float, 0, "", "Magic_Find_Uncapped + Magic_Find_Handicap + Magic_Find_Capped_Subtotal");
  75. AddAttribute("Magic_And_Gold_Find_Suppressed", 74, AttributeValueType._int, 0, "", "");
  76. AddAttribute("Treasure_Find", 75, AttributeValueType._float, 0, "", "");
  77. AddAttribute("Resource_Cost_Reduction_Amount", 76, AttributeValueType._int, 0, "", "");
  78. AddAttribute("Resource_Cost_Reduction_Total", 77, AttributeValueType._float, 0, "", "Resource_Cost_Reduction_Amount");
  79. AddAttribute("Resource_Set_Point_Bonus", 78, AttributeValueType._float, 0, "", "");
  80. AddAttribute("Faster_Healing_Percent", 79, AttributeValueType._float, 0, "", "");
  81. AddAttribute("Spending_Resource_Heals_Percent", 80, AttributeValueType._float, 0, "", "");
  82. AddAttribute("Bonus_Healing_Received_Percent", 81, AttributeValueType._float, 0, "", "");
  83. AddAttribute("Reduced_Healing_Received_Percent", 82, AttributeValueType._float, 0, "", "");
  84. AddAttribute("Experience_Bonus", 83, AttributeValueType._float, 0, "", "");
  85. AddAttribute("Experience_Bonus_Percent", 84, AttributeValueType._float, 0, "", "");
  86. AddAttribute("Experience_Bonus_Percent_Handicap", 85, AttributeValueType._float, 0, "", "");
  87. AddAttribute("Experience_Bonus_Percent_Total", 86, AttributeValueType._float, 0, "", "Experience_Bonus_Percent + Experience_Bonus_Percent_Handicap");
  88. AddAttribute("Health_Globe_Bonus_Chance", 87, AttributeValueType._float, 0, "", "");
  89. AddAttribute("Health_Globe_Bonus_Mult_Chance", 88, AttributeValueType._float, 0, "", "");
  90. AddAttribute("Health_Globe_Bonus_Health", 89, AttributeValueType._float, 0, "", "");
  91. AddAttribute("Increased_Health_From_Globes_Percent", 90, AttributeValueType._float, 0, "", "");
  92. AddAttribute("Increased_Health_From_Globes_Percent_Total", 91, AttributeValueType._float, 0, "", "Increased_Health_From_Globes_Percent");
  93. AddAttribute("Bonus_Health_Percent_Per_Second_From_Globes", 92, AttributeValueType._float, 0, "", "");
  94. AddAttribute("Bonus_Health_Percent_Per_Second_From_Globes_Total", 93, AttributeValueType._float, 0, "", "Bonus_Health_Percent_Per_Second_From_Globes");
  95. AddAttribute("Mana_Gained_From_Globes_Percent", 94, AttributeValueType._float, 0, "", "");
  96. AddAttribute("Mana_Gained_From_Globes", 95, AttributeValueType._float, 0, "", "");
  97. AddAttribute("Resistance", 96, AttributeValueType._float, 0, "", "");
  98. AddAttribute("Resistance_Percent", 97, AttributeValueType._float, 0, "", "");
  99. AddAttribute("Resistance_Total", 98, AttributeValueType._float, 0, "", "(Resistance + Resistance_All#NONE + Resistance_From_Intelligence#NONE) * ((Resistance_Percent_All#NONE + Resistance_Percent + 1))");
  100. AddAttribute("Resistance_All", 99, AttributeValueType._float, 0, "", "");
  101. AddAttribute("Resistance_Percent_All", 100, AttributeValueType._float, 0, "", "");
  102. AddAttribute("Resistance_From_Intelligence", 101, AttributeValueType._float, 0, "", "(Intelligence_Total * 0.1)");
  103. AddAttribute("Class_Damage_Reduction_Percent", 102, AttributeValueType._float, 0, "", "");
  104. AddAttribute("Skill", 103, AttributeValueType._int, 0, "", "");
  105. AddAttribute("Skill_Total", 104, AttributeValueType._int, 0, "", "Skill");
  106. AddAttribute("TeamID", 105, AttributeValueType._int, -1, "", "");
  107. AddAttribute("Team_Override", 106, AttributeValueType._int, -1, "", "");
  108. AddAttribute("Invulnerable", 107, AttributeValueType._int, 0, "", "");
  109. AddAttribute("Loading", 108, AttributeValueType._int, 0, "", "");
  110. AddAttribute("Loading_Player_ACD", 109, AttributeValueType._int, -1, "", "");
  111. AddAttribute("Loading_Power_SNO", 110, AttributeValueType._int, -1, "", "");
  112. AddAttribute("Loading_Anim_Tag", 111, AttributeValueType._int, -1, "", "");
  113. AddAttribute("Loading_NewGame", 112, AttributeValueType._int, 0, "", "");
  114. AddAttribute("Auto_Porting_To_Save_Point", 113, AttributeValueType._int, 0, "", "");
  115. AddAttribute("No_Damage", 114, AttributeValueType._int, 0, "", "");
  116. AddAttribute("No_AutoPickup", 115, AttributeValueType._int, 0, "", "");
  117. AddAttribute("Light_Radius_Percent_Bonus", 116, AttributeValueType._float, 0, "", "");
  118. AddAttribute("Hitpoints_Cur", 117, AttributeValueType._float, 0, "", "Min(Hitpoints_Cur.Agg, Hitpoints_Max_Total)");
  119. AddAttribute("Hitpoints_Factor_Level", 118, AttributeValueType._float, 0, "", "");
  120. AddAttribute("Hitpoints_Factor_Vitality", 119, AttributeValueType._float, 0, "", "");
  121. AddAttribute("Hitpoints_Total_From_Vitality", 120, AttributeValueType._float, 0, "", "Vitality_Total * Hitpoints_Factor_Vitality");
  122. AddAttribute("Hitpoints_Total_From_Level", 121, AttributeValueType._float, 0, "", "(Level - 1) * Hitpoints_Factor_Level");
  123. AddAttribute("Hitpoints_Granted", 122, AttributeValueType._float, 0, "", "");
  124. AddAttribute("Hitpoints_Granted_Duration", 123, AttributeValueType._int, 0, "", "");
  125. AddAttribute("Hitpoints_Max", 124, AttributeValueType._float, 0, "", "");
  126. AddAttribute("Hitpoints_Max_Bonus", 125, AttributeValueType._float, 0, "", "");
  127. AddAttribute("Hitpoints_Max_Total", 126, AttributeValueType._float, 0, "", "Max((Hitpoints_Max + Hitpoints_Total_From_Level + Hitpoints_Total_From_Vitality + Hitpoints_Max_Bonus) * (Hitpoints_Max_Percent_Bonus + Hitpoints_Max_Percent_Bonus_Item + 1), 1)");
  128. AddAttribute("Hitpoints_Percent", 127, AttributeValueType._float, 0, "", "");
  129. AddAttribute("Hitpoints_Regen_Per_Second", 128, AttributeValueType._float, 0, "", "");
  130. AddAttribute("Hitpoints_Max_Percent_Bonus", 129, AttributeValueType._float, 0, "", "");
  131. AddAttribute("Hitpoints_Max_Percent_Bonus_Item", 130, AttributeValueType._float, 0, "", "");
  132. AddAttribute("Hitpoints_Healed_Target", 131, AttributeValueType._float, 0, "", "");
  133. AddAttribute("Resource_Type_Primary", 132, AttributeValueType._int, -1, "", "");
  134. AddAttribute("Resource_Type_Secondary", 133, AttributeValueType._int, -1, "", "");
  135. AddAttribute("Resource_Cur", 134, AttributeValueType._float, 0, "", "Max(Resource_Cur.Agg, 0)");
  136. AddAttribute("Resource_Max", 135, AttributeValueType._float, 0, "", "");
  137. AddAttribute("Resource_Max_Bonus", 136, AttributeValueType._float, 0, "", "");
  138. AddAttribute("Resource_Max_Total", 137, AttributeValueType._float, 0, "", "Max((Resource_Max + ((Level#NONE - 1) * Resource_Factor_Level) + Resource_Max_Bonus) * (Resource_Max_Percent_Bonus + 1), 0)");
  139. AddAttribute("Resource_Factor_Level", 138, AttributeValueType._float, 0, "", "");
  140. AddAttribute("Resource_Granted", 139, AttributeValueType._float, 0, "", "");
  141. AddAttribute("Resource_Granted_Duration", 140, AttributeValueType._int, 0, "", "");
  142. AddAttribute("Resource_Percent", 141, AttributeValueType._float, 0, "", "");
  143. AddAttribute("Resource_Regen_Per_Second", 142, AttributeValueType._float, 0, "", "");
  144. AddAttribute("Resource_Regen_Bonus_Percent", 143, AttributeValueType._float, 0, "", "");
  145. AddAttribute("Resource_Regen_Total", 144, AttributeValueType._float, 0, "", "Resource_Regen_Per_Second * (1 + Resource_Regen_Bonus_Percent) + (Resource_Regen_Percent_Per_Second * Resource_Max_Total)");
  146. AddAttribute("Resource_Max_Percent_Bonus", 145, AttributeValueType._float, 0, "", "Resource_Percent");
  147. AddAttribute("Resource_Capacity_Used", 146, AttributeValueType._float, 0, "", "");
  148. AddAttribute("Resource_Effective_Max", 147, AttributeValueType._float, 0, "", "Resource_Max_Total - Resource_Capacity_Used");
  149. AddAttribute("Resource_Regen_Percent_Per_Second", 148, AttributeValueType._float, 0, "", "");
  150. AddAttribute("Resource_Degeneration_Stop_Point", 149, AttributeValueType._float, 0, "", "");
  151. AddAttribute("Movement_Scalar", 150, AttributeValueType._float, 0, "", "");
  152. AddAttribute("Walking_Rate", 151, AttributeValueType._float, 0, "", "");
  153. AddAttribute("Running_Rate", 152, AttributeValueType._float, 0, "", "");
  154. AddAttribute("Sprinting_Rate", 153, AttributeValueType._float, 0, "", "");
  155. AddAttribute("Strafing_Rate", 154, AttributeValueType._float, 0, "", "");
  156. AddAttribute("Walking_Rate_Total", 155, AttributeValueType._float, 0, "", "Walking_Rate * Movement_Scalar_Total");
  157. AddAttribute("Running_Rate_Total", 156, AttributeValueType._float, 0, "", "Running_Rate * Movement_Scalar_Total");
  158. AddAttribute("Last_Running_Rate", 157, AttributeValueType._float, 0, "", "");
  159. AddAttribute("Sprinting_Rate_Total", 158, AttributeValueType._float, 0, "", "Sprinting_Rate * Movement_Scalar_Total");
  160. AddAttribute("Strafing_Rate_Total", 159, AttributeValueType._float, 0, "", "Strafing_Rate * Movement_Scalar_Total");
  161. AddAttribute("Movement_Bonus_Total", 160, AttributeValueType._float, 0, "0", "Movement_Bonus_Run_Speed");
  162. AddAttribute("Movement_Scalar_Subtotal", 161, AttributeValueType._float, 0, "0", "Max(0.1, Movement_Scalar) * (1 + Movement_Bonus_Total) * (1 - Movement_Scalar_Reduction_Percent * (1 - Min(1, Movement_Scalar_Reduction_Resistance)))");
  163. AddAttribute("Movement_Scalar_Capped_Total", 162, AttributeValueType._float, 0, "0", "Min(1.25, Movement_Scalar_Subtotal)");
  164. AddAttribute("Movement_Scalar_Uncapped_Bonus", 163, AttributeValueType._float, 0, "", "");
  165. AddAttribute("Movement_Scalar_Total", 164, AttributeValueType._float, 0, "0", "Movement_Scalar_Capped_Total + Movement_Scalar_Uncapped_Bonus");
  166. AddAttribute("Movement_Bonus_Run_Speed", 165, AttributeValueType._float, 0, "", "");
  167. AddAttribute("Casting_Speed", 166, AttributeValueType._float, 0, "", "");
  168. AddAttribute("Casting_Speed_Bonus", 167, AttributeValueType._float, 0, "", "");
  169. AddAttribute("Casting_Speed_Total", 168, AttributeValueType._float, 0, "", "(Casting_Speed + Casting_Speed_Bonus) * Max(0.1, 1 + Casting_Speed_Percent)");
  170. AddAttribute("Always_Hits", 169, AttributeValueType._int, 0, "", "");
  171. AddAttribute("Hit_Chance", 170, AttributeValueType._float, 0, "", "");
  172. AddAttribute("Attacks_Per_Second_Item", 171, AttributeValueType._float, 0, "", "0");
  173. AddAttribute("Attacks_Per_Second_Item_Percent", 172, AttributeValueType._float, 0, "", "0");
  174. AddAttribute("Attacks_Per_Second_Item_Subtotal", 173, AttributeValueType._float, 0, "Attacks_Per_Second_Item * (1 + Attacks_Per_Second_Item_Percent)", "0");
  175. AddAttribute("Attacks_Per_Second_Item_Bonus", 174, AttributeValueType._float, 0, "", "");
  176. AddAttribute("Attacks_Per_Second_Item_Total", 175, AttributeValueType._float, 0, "(Attacks_Per_Second_Item_Subtotal + Attacks_Per_Second_Item_Bonus)", "");
  177. AddAttribute("Attacks_Per_Second", 176, AttributeValueType._float, 0, "0", "");
  178. AddAttribute("Attacks_Per_Second_Bonus", 177, AttributeValueType._float, 0, "0", "");
  179. AddAttribute("Attacks_Per_Second_Total", 178, AttributeValueType._float, 0, "0", "Max(0.01, (((Attacks_Per_Second_Item_CurrentHand > 0.0) ? Attacks_Per_Second_Item_CurrentHand : Attacks_Per_Second) + Attacks_Per_Second_Bonus + Attacks_Per_Second_Item_Bonus) * Max(0.1, (1 + Attacks_Per_Second_Percent)))");
  180. AddAttribute("Attacks_Per_Second_Percent", 179, AttributeValueType._float, 0, "", "");
  181. AddAttribute("AI_Cooldown_Reduction_Percent", 180, AttributeValueType._float, 0, "0", "");
  182. AddAttribute("Power_Cooldown_Reduction_Percent", 181, AttributeValueType._float, 0, "0", "");
  183. AddAttribute("Damage_Delta", 182, AttributeValueType._float, 0, "", "");
  184. AddAttribute("Damage_Delta_Total", 183, AttributeValueType._float, 0, "Max(Damage_Delta - Damage_Bonus_Min + Damage_Weapon_Delta_Total_CurrentHand, 0)", "Max(Damage_Delta - Damage_Bonus_Min + Damage_Weapon_Delta_Total_CurrentHand, 0)");
  185. AddAttribute("Damage_Min", 184, AttributeValueType._float, 0, "", "");
  186. AddAttribute("Damage_Bonus_Min", 185, AttributeValueType._float, 0, "", "");
  187. AddAttribute("Damage_Min_Total", 186, AttributeValueType._float, 0, "Damage_Min_Subtotal", "Damage_Min_Subtotal");
  188. AddAttribute("Damage_Delta_Total_All", 187, AttributeValueType._float, 0, "(Damage_Delta_Total#Physical + Damage_Delta_Total#Fire + Damage_Delta_Total#Cold + Damage_Delta_Total#Lightning + Damage_Delta_Total#Poison + Damage_Delta_Total#Arcane + Damage_Delta_Total#Holy)", "");
  189. AddAttribute("Damage_Min_Total_All", 188, AttributeValueType._float, 0, "(Damage_Min_Total#Physical + Damage_Min_Total#Fire + Damage_Min_Total#Cold + Damage_Min_Total#Lightning + Damage_Min_Total#Poison + Damage_Min_Total#Arcane + Damage_Min_Total#Holy)", "");
  190. AddAttribute("Damage_Average_Total_All", 189, AttributeValueType._float, 0, "(Damage_Min_Total_All + (Damage_Delta_Total_All/2))", "");
  191. AddAttribute("Damage_Min_Subtotal", 190, AttributeValueType._float, 0, "Damage_Min + Damage_Bonus_Min + Damage_Weapon_Min_Total_CurrentHand", "Damage_Min + Damage_Bonus_Min + Damage_Weapon_Min_Total_CurrentHand");
  192. AddAttribute("Damage_Percent_All_From_Skills", 191, AttributeValueType._float, 0, "", "");
  193. AddAttribute("Damage_Weapon_Delta", 192, AttributeValueType._float, 0, "", "");
  194. AddAttribute("Damage_Weapon_Delta_SubTotal", 193, AttributeValueType._float, 0, "(Damage_Weapon_Delta > 0.0) ? (Max(1, Damage_Weapon_Delta - Damage_Weapon_Bonus_Min) - Damage_Weapon_Bonus_Min_X1) : Damage_Weapon_Delta", "");
  195. AddAttribute("Damage_Weapon_Max", 194, AttributeValueType._float, 0, "(Damage_Weapon_Min + Damage_Weapon_Delta)", "");
  196. AddAttribute("Damage_Weapon_Max_Total", 195, AttributeValueType._float, 0, "(Damage_Weapon_Min_Total + Damage_Weapon_Delta_Total)", "");
  197. AddAttribute("Damage_Weapon_Max_Total_All", 196, AttributeValueType._float, 0, "(Damage_Weapon_Max_Total#Physical + Damage_Weapon_Max_Total#Fire + Damage_Weapon_Max_Total#Cold + Damage_Weapon_Max_Total#Lightning + Damage_Weapon_Max_Total#Poison + Damage_Weapon_Max_Total#Arcane + Damage_Weapon_Max_Total#Holy)", "");
  198. AddAttribute("Damage_Weapon_Delta_Total", 197, AttributeValueType._float, 0, "Max((Damage_Weapon_Delta_SubTotal + Damage_Weapon_Bonus_Delta) * (1 + Damage_Weapon_Percent_Total), 0)", "");
  199. AddAttribute("Damage_Weapon_Delta_Total_All", 198, AttributeValueType._float, 0, "(Damage_Weapon_Delta_Total#Physical + Damage_Weapon_Delta_Total#Fire + Damage_Weapon_Delta_Total#Cold + Damage_Weapon_Delta_Total#Lightning + Damage_Weapon_Delta_Total#Poison + Damage_Weapon_Delta_Total#Arcane + Damage_Weapon_Delta_Total#Holy)", "");
  200. AddAttribute("Damage_Weapon_Bonus_Delta", 199, AttributeValueType._float, 0, "", "");
  201. AddAttribute("Damage_Weapon_Min", 200, AttributeValueType._float, 0, "", "");
  202. AddAttribute("Damage_Weapon_Min_Total", 201, AttributeValueType._float, 0, "(Damage_Weapon_Min + Damage_Weapon_Bonus_Min + Damage_Weapon_Bonus_Min_X1) * (1 + Damage_Weapon_Percent_Total)", "");
  203. AddAttribute("Damage_Weapon_Min_Total_All", 202, AttributeValueType._float, 0, "(Damage_Weapon_Min_Total#Physical + Damage_Weapon_Min_Total#Fire + Damage_Weapon_Min_Total#Cold + Damage_Weapon_Min_Total#Lightning + Damage_Weapon_Min_Total#Poison + Damage_Weapon_Min_Total#Arcane + Damage_Weapon_Min_Total#Holy)", "");
  204. AddAttribute("Damage_Weapon_Average", 203, AttributeValueType._float, 0, "(Damage_Weapon_Min + (Damage_Weapon_Delta/2))", "");
  205. AddAttribute("Damage_Weapon_Average_Total", 204, AttributeValueType._float, 0, "(Damage_Weapon_Min_Total + (Damage_Weapon_Delta_Total/2))", "");
  206. AddAttribute("Damage_Weapon_Average_Total_All", 205, AttributeValueType._float, 0, "(Damage_Weapon_Min_Total_All + (Damage_Weapon_Delta_Total_All/2))", "");
  207. AddAttribute("Damage_Weapon_Bonus_Min", 206, AttributeValueType._float, 0, "", "");
  208. AddAttribute("Damage_Weapon_Bonus_Min_X1", 207, AttributeValueType._float, 0, "", "");
  209. AddAttribute("Damage_Weapon_Percent_Bonus", 208, AttributeValueType._float, 0, "", "");
  210. AddAttribute("Damage_Weapon_Percent_All", 209, AttributeValueType._float, 0, "", "");
  211. AddAttribute("Damage_Weapon_Percent_Total", 210, AttributeValueType._float, 0, "Damage_Weapon_Percent_Bonus + Damage_Weapon_Percent_All#NONE", "");
  212. AddAttribute("Damage_Type_Percent_Bonus", 211, AttributeValueType._float, 0, "", "");
  213. AddAttribute("Damage_Dealt_Percent_Bonus", 212, AttributeValueType._float, 0, "", "");
  214. AddAttribute("Damage_Percent_Bonus_Witchdoctor", 213, AttributeValueType._float, 0, "", "");
  215. AddAttribute("Damage_Percent_Bonus_Wizard", 214, AttributeValueType._float, 0, "", "");
  216. AddAttribute("Crit_Percent_Base", 215, AttributeValueType._float, 0, "", "");
  217. AddAttribute("Crit_Percent_Bonus_Capped", 216, AttributeValueType._float, 0, "", "");
  218. AddAttribute("Crit_Percent_Bonus_Uncapped", 217, AttributeValueType._float, 0, "", "");
  219. AddAttribute("Crit_Percent_Cap", 218, AttributeValueType._float, 0, "", "");
  220. AddAttribute("Crit_Damage_Percent", 219, AttributeValueType._float, 0, "", "");
  221. AddAttribute("Crit_Effect_Time", 220, AttributeValueType._int, 0, "", "");
  222. AddAttribute("Pierce_Chance", 221, AttributeValueType._float, 0, "", "");
  223. AddAttribute("Damage_Absorb_Percent", 222, AttributeValueType._float, 0, "", "");
  224. AddAttribute("Damage_Reduction_Total", 223, AttributeValueType._float, 0, "", "");
  225. AddAttribute("Damage_Reduction_Current", 224, AttributeValueType._float, 0, "", "");
  226. AddAttribute("Damage_Reduction_Last_Tick", 225, AttributeValueType._int, 0, "", "");
  227. AddAttribute("Block_Chance", 226, AttributeValueType._float, 0, "", "");
  228. AddAttribute("Block_Chance_Total", 227, AttributeValueType._float, 0, "", "Block_Chance + Block_Chance_Item_Total");
  229. AddAttribute("Block_Chance_Bonus_Item", 228, AttributeValueType._float, 0, "", "");
  230. AddAttribute("Block_Chance_Item", 229, AttributeValueType._float, 0, "", "0");
  231. AddAttribute("Block_Chance_Item_Total", 230, AttributeValueType._float, 0, "Block_Chance_Item + Block_Chance_Bonus_Item", "");
  232. AddAttribute("Block_Amount", 231, AttributeValueType._float, 0, "", "");
  233. AddAttribute("Block_Amount_Bonus_Percent", 232, AttributeValueType._float, 0, "", "");
  234. AddAttribute("Block_Amount_Total_Min", 233, AttributeValueType._float, 0, "", "(Block_Amount + Block_Amount_Item_Min + Block_Amount_Item_Bonus) * (1 + Block_Amount_Bonus_Percent)");
  235. AddAttribute("Block_Amount_Total_Max", 234, AttributeValueType._float, 0, "", "(Block_Amount + Block_Amount_Item_Min + Block_Amount_Item_Delta + Block_Amount_Item_Bonus) * (1 + Block_Amount_Bonus_Percent)");
  236. AddAttribute("Block_Amount_Item_Min", 235, AttributeValueType._float, 0, "", "");
  237. AddAttribute("Block_Amount_Item_Delta", 236, AttributeValueType._float, 0, "", "");
  238. AddAttribute("Block_Amount_Item_Bonus", 237, AttributeValueType._float, 0, "", "");
  239. AddAttribute("Dodge_Chance_Bonus", 238, AttributeValueType._float, 0, "", "");
  240. AddAttribute("Dodge_Chance_Bonus_Melee", 239, AttributeValueType._float, 0, "", "");
  241. AddAttribute("Dodge_Chance_Bonus_Ranged", 240, AttributeValueType._float, 0, "", "");
  242. AddAttribute("Get_Hit_Current", 241, AttributeValueType._float, 0, "", "");
  243. AddAttribute("Get_Hit_Max_Base", 242, AttributeValueType._float, 0, "", "");
  244. AddAttribute("Get_Hit_Max_Per_Level", 243, AttributeValueType._float, 0, "", "");
  245. AddAttribute("Get_Hit_Max", 244, AttributeValueType._float, 0, "", "Get_Hit_Max_Base + (Get_Hit_Max_Per_Level * Level)");
  246. AddAttribute("Get_Hit_Recovery_Base", 245, AttributeValueType._float, 0, "", "");
  247. AddAttribute("Get_Hit_Recovery_Per_Level", 246, AttributeValueType._float, 0, "", "");
  248. AddAttribute("Get_Hit_Recovery", 247, AttributeValueType._float, 0, "", "Get_Hit_Recovery_Base + (Get_Hit_Recovery_Per_Level * Level)");
  249. AddAttribute("Get_Hit_Damage", 248, AttributeValueType._float, 0, "", "");
  250. AddAttribute("Get_Hit_Damage_Scalar", 249, AttributeValueType._float, 0, "", "");
  251. AddAttribute("Last_Damage_MainActor", 250, AttributeValueType._int, -1, "", "");
  252. AddAttribute("Last_ACD_Attacked", 251, AttributeValueType._int, -1, "", "");
  253. AddAttribute("Ignores_Critical_Hits", 252, AttributeValueType._int, 0, "", "");
  254. AddAttribute("Immunity", 253, AttributeValueType._int, 0, "", "");
  255. AddAttribute("Untargetable", 254, AttributeValueType._int, 0, "", "");
  256. AddAttribute("Immobolize", 255, AttributeValueType._int, 0, "", "");
  257. AddAttribute("Immune_To_Knockback", 256, AttributeValueType._int, 0, "", "");
  258. AddAttribute("Power_Immobilize", 257, AttributeValueType._int, 0, "", "");
  259. AddAttribute("Stun_Chance", 258, AttributeValueType._float, 0, "", "");
  260. AddAttribute("Stun_Length", 259, AttributeValueType._float, 0, "", "");
  261. AddAttribute("Stun_Recovery", 260, AttributeValueType._float, 0, "", "");
  262. AddAttribute("Stun_Recovery_Speed", 261, AttributeValueType._float, 0, "", "");
  263. AddAttribute("Stunned", 262, AttributeValueType._int, 0, "", "");
  264. AddAttribute("Stun_Immune", 263, AttributeValueType._int, 0, "", "");
  265. AddAttribute("Poison_Length_Reduction", 264, AttributeValueType._float, 0, "", "");
  266. AddAttribute("Poisoned", 265, AttributeValueType._int, 0, "", "");
  267. AddAttribute("Bleeding", 266, AttributeValueType._int, 0, "", "");
  268. AddAttribute("Bleed_Duration", 267, AttributeValueType._float, 0, "", "");
  269. AddAttribute("Chilled", 268, AttributeValueType._int, 0, "", "");
  270. AddAttribute("Freeze_Length_Reduction", 269, AttributeValueType._float, 0, "", "");
  271. AddAttribute("Freeze_Immune", 270, AttributeValueType._int, 0, "", "");
  272. AddAttribute("Webbed", 271, AttributeValueType._int, 0, "", "");
  273. AddAttribute("Slow", 272, AttributeValueType._int, 0, "", "");
  274. AddAttribute("FireAura", 273, AttributeValueType._int, 0, "", "");
  275. AddAttribute("LightningAura", 274, AttributeValueType._int, 0, "", "");
  276. AddAttribute("ColdAura", 275, AttributeValueType._int, 0, "", "");
  277. AddAttribute("PoisonAura", 276, AttributeValueType._int, 0, "", "");
  278. AddAttribute("Blind", 277, AttributeValueType._int, 0, "", "");
  279. AddAttribute("Enraged", 278, AttributeValueType._int, 0, "", "");
  280. AddAttribute("Slowdown_Immune", 279, AttributeValueType._int, 0, "", "");
  281. AddAttribute("Gethit_Immune", 280, AttributeValueType._int, 0, "", "");
  282. AddAttribute("AttackSpeed_Reduction_Immune", 281, AttributeValueType._int, 0, "", "");
  283. AddAttribute("Suffocation_Per_Second", 282, AttributeValueType._float, 0, "", "");
  284. AddAttribute("Suffocation_Unit_Value", 283, AttributeValueType._float, 0, "", "");
  285. AddAttribute("Thorns_Percent", 284, AttributeValueType._float, 0, "", "");
  286. AddAttribute("Thorns_Percent_All", 285, AttributeValueType._float, 0, "", "");
  287. AddAttribute("Thorns_Percent_Total", 286, AttributeValueType._float, 0, "", "Thorns_Percent + Thorns_Percent_All#NONE");
  288. AddAttribute("Thorns_Fixed", 287, AttributeValueType._float, 0, "", "");
  289. AddAttribute("Steal_Health_Percent", 288, AttributeValueType._float, 0, "", "");
  290. AddAttribute("Steal_Mana_Percent", 289, AttributeValueType._float, 0, "", "");
  291. AddAttribute("Resource_On_Hit", 290, AttributeValueType._float, 0, "", "");
  292. AddAttribute("Resource_On_Kill", 291, AttributeValueType._float, 0, "", "");
  293. AddAttribute("Resource_On_Crit", 292, AttributeValueType._float, 0, "", "");
  294. AddAttribute("Hitpoints_On_Hit", 293, AttributeValueType._float, 0, "", "");
  295. AddAttribute("Hitpoints_On_Kill", 294, AttributeValueType._float, 0, "", "");
  296. AddAttribute("Damage_To_Mana", 295, AttributeValueType._float, 0, "", "");
  297. AddAttribute("Last_Proc_Time", 296, AttributeValueType._int, 0, "", "");
  298. AddAttribute("Damage_Power_Delta", 297, AttributeValueType._float, 0, "", "");
  299. AddAttribute("Damage_Power_Min", 298, AttributeValueType._float, 0, "", "");
  300. AddAttribute("Rope_Overlay", 299, AttributeValueType._int, -1, "", "");
  301. AddAttribute("General_Cooldown", 300, AttributeValueType._int, -1, "", "");
  302. AddAttribute("Power_Cooldown", 301, AttributeValueType._int, -1, "", "");
  303. AddAttribute("Power_Cooldown_Start", 302, AttributeValueType._int, -1, "", "");
  304. AddAttribute("Proc_Cooldown", 303, AttributeValueType._int, 0, "", "");
  305. AddAttribute("Emote_Cooldown", 304, AttributeValueType._int, 0, "", "");
  306. AddAttribute("Projectile_Speed", 305, AttributeValueType._float, 0, "", "");
  307. AddAttribute("Projectile_Speed_Increase_Percent", 306, AttributeValueType._float, 0, "", "");
  308. AddAttribute("Destroy When Path Blocked", 307, AttributeValueType._int, 0, "", "");
  309. AddAttribute("Skill_Toggled_State", 308, AttributeValueType._int, 0, "", "");
  310. AddAttribute("Act", 309, AttributeValueType._int, -1, "", "");
  311. AddAttribute("Difficulty", 310, AttributeValueType._int, -1, "", "");
  312. AddAttribute("Last_Damage_Amount", 311, AttributeValueType._float, -1, "", "");
  313. AddAttribute("In_Knockback", 312, AttributeValueType._int, 0, "", "");
  314. AddAttribute("Amplify_Damage_Type_Percent", 313, AttributeValueType._float, 0, "", "");
  315. AddAttribute("Amplify_Damage_Percent", 314, AttributeValueType._float, 0, "", "");
  316. AddAttribute("Durability_Cur", 315, AttributeValueType._int, 0, "", "");
  317. AddAttribute("Durability_Max", 316, AttributeValueType._int, 0, "", "");
  318. AddAttribute("Durability_Last_Damage", 317, AttributeValueType._int, 0, "", "");
  319. AddAttribute("Item_Quality_Level", 318, AttributeValueType._int, -1, "", "");
  320. AddAttribute("Item_Quality_Level_Identified", 319, AttributeValueType._int, -1, "", "");
  321. AddAttribute("Item_Cost_Percent_Bonus", 320, AttributeValueType._float, 0, "", "");
  322. AddAttribute("Item_Equipped", 321, AttributeValueType._int, 0, "", "");
  323. AddAttribute("Item_Ping", 322, AttributeValueType._int, -1, "", "");
  324. AddAttribute("Requirement", 323, AttributeValueType._float, 0, "FLOOR(Requirement.Agg * (1 + Requirements_Ease_Percent#NONE))", "");
  325. AddAttribute("Requirements_Ease_Percent", 324, AttributeValueType._float, 0, "", "0");
  326. AddAttribute("Requirement_When_Equipped", 325, AttributeValueType._float, 0, "", "");
  327. AddAttribute("Sockets", 326, AttributeValueType._int, 0, "", "0");
  328. AddAttribute("Sockets_Filled", 327, AttributeValueType._int, 0, "", "0");
  329. AddAttribute("Stats_All_Bonus", 328, AttributeValueType._float, 0, "", "");
  330. AddAttribute("Item_Bound_To_ACD", 329, AttributeValueType._int, -1, "", "0");
  331. AddAttribute("Item_Locked_To_ACD", 330, AttributeValueType._int, -1, "", "0");
  332. AddAttribute("Item_Binding_Level_Override", 331, AttributeValueType._int, 0, "", "0");
  333. AddAttribute("ItemStackQuantityHi", 332, AttributeValueType._int, 0, "", "");
  334. AddAttribute("ItemStackQuantityLo", 333, AttributeValueType._int, 0, "", "");
  335. AddAttribute("Run_Speed_Granted", 334, AttributeValueType._float, 0, "", "");
  336. AddAttribute("Run_Speed_Duration", 335, AttributeValueType._int, 0, "", "");
  337. AddAttribute("IdentifyCost", 336, AttributeValueType._int, 0, "", "");
  338. AddAttribute("Seed", 337, AttributeValueType._int, 0, "", "0");
  339. AddAttribute("IsCrafted", 338, AttributeValueType._int, 0, "", "0");
  340. AddAttribute("DyeType", 339, AttributeValueType._int, 0, "", "0");
  341. AddAttribute("EnchantAffix", 340, AttributeValueType._int, -1, "", "0");
  342. AddAttribute("EnchantRangeVal", 341, AttributeValueType._int, 0, "", "0");
  343. AddAttribute("HighlySalvageable", 342, AttributeValueType._int, 0, "", "0");
  344. AddAttribute("ItemUnlockTimeHi", 343, AttributeValueType._int, 0, "", "");
  345. AddAttribute("ItemUnlockTimeLo", 344, AttributeValueType._int, 0, "", "");
  346. AddAttribute("Always_Plays_GetHit", 345, AttributeValueType._int, 0, "", "");
  347. AddAttribute("Hidden", 346, AttributeValueType._int, 0, "", "");
  348. AddAttribute("Alpha Attachments", 347, AttributeValueType._int, 0, "", "");
  349. AddAttribute("RActor_Fade_Group", 348, AttributeValueType._int, -1, "", "");
  350. AddAttribute("Quest Range", 349, AttributeValueType._int, -1, "", "");
  351. AddAttribute("Attack_Cooldown_Min", 350, AttributeValueType._int, 0, "", "");
  352. AddAttribute("Attack_Cooldown_Delta", 351, AttributeValueType._int, 0, "", "");
  353. AddAttribute("InitialCooldownMinTotal", 352, AttributeValueType._int, 0, "", "InitialCooldownMin / Attacks_Per_Second_Total");
  354. AddAttribute("InitialCooldownDeltaTotal", 353, AttributeValueType._int, 0, "", "InitialCooldownDelta / Attacks_Per_Second_Total");
  355. AddAttribute("Attack_Cooldown_Min_Total", 354, AttributeValueType._int, 0, "", "Attack_Cooldown_Min / Attacks_Per_Second_Total");
  356. AddAttribute("Attack_Cooldown_Delta_Total", 355, AttributeValueType._int, 0, "", "Attack_Cooldown_Delta / Attacks_Per_Second_Total");
  357. AddAttribute("Closing_Cooldown_Min_Total", 356, AttributeValueType._int, 0, "", "");
  358. AddAttribute("Closing_Cooldown_Delta_Total", 357, AttributeValueType._int, 0, "", "");
  359. AddAttribute("Quest_Monster", 358, AttributeValueType._int, 0, "", "");
  360. AddAttribute("Quest_Monster Effect", 359, AttributeValueType._int, -1, "", "");
  361. AddAttribute("Treasure_Class", 360, AttributeValueType._int, -1, "", "");
  362. AddAttribute("Removes_Body_On_Death", 361, AttributeValueType._int, 0, "", "");
  363. AddAttribute("InitialCooldownMin", 362, AttributeValueType._int, 0, "", "");
  364. AddAttribute("InitialCooldownDelta", 363, AttributeValueType._int, 0, "", "");
  365. AddAttribute("Knockback_Weight", 364, AttributeValueType._float, 0, "", "");
  366. AddAttribute("UntargetableByPets", 365, AttributeValueType._int, 0, "", "");
  367. AddAttribute("Damage_State_Current", 366, AttributeValueType._int, 0, "", "");
  368. AddAttribute("Damage_State_Max", 367, AttributeValueType._int, 0, "", "");
  369. AddAttribute("Is_Player_Decoy", 368, AttributeValueType._int, 0, "", "");
  370. AddAttribute("Custom_Target_Weight", 369, AttributeValueType._float, 0, "", "");
  371. AddAttribute("Gizmo_State", 370, AttributeValueType._int, -1, "", "");
  372. AddAttribute("Gizmo_Charges", 371, AttributeValueType._int, 0, "", "");
  373. AddAttribute("Chest_Open", 372, AttributeValueType._int, 0, "", "");
  374. AddAttribute("Door_Locked", 373, AttributeValueType._int, 0, "", "");
  375. AddAttribute("Door_Timer", 374, AttributeValueType._int, -1, "", "");
  376. AddAttribute("Gizmo_Disabled_By_Script", 375, AttributeValueType._int, 0, "", "");
  377. AddAttribute("Gizmo_Operator_ACDID", 376, AttributeValueType._int, -1, "", "");
  378. AddAttribute("Triggering_Count", 377, AttributeValueType._int, 0, "", "");
  379. AddAttribute("Gate_Position", 378, AttributeValueType._float, 0, "", "");
  380. AddAttribute("Gate_Velocity", 379, AttributeValueType._float, 0, "", "");
  381. AddAttribute("Gizmo_Has_Been_Operated", 380, AttributeValueType._int, 0, "", "");
  382. AddAttribute("Banner_Usable", 381, AttributeValueType._int, 0, "", "");
  383. AddAttribute("Banner_Player_In_Combat", 382, AttributeValueType._int, 0, "", "");
  384. AddAttribute("Pet_Owner", 383, AttributeValueType._int, -1, "", "");
  385. AddAttribute("Pet_Creator", 384, AttributeValueType._int, -1, "", "");
  386. AddAttribute("Pet_Type", 385, AttributeValueType._int, -1, "", "");
  387. AddAttribute("DropsNoLoot", 386, AttributeValueType._int, 0, "", "");
  388. AddAttribute("GrantsNoXP", 387, AttributeValueType._int, 0, "", "");
  389. AddAttribute("Hireling_Class", 388, AttributeValueType._int, 0, "", "");
  390. AddAttribute("Summoned_By_SNO", 389, AttributeValueType._int, -1, "", "");
  391. AddAttribute("Is_NPC", 390, AttributeValueType._int, 0, "", "");
  392. AddAttribute("NPC_Is_Operatable", 391, AttributeValueType._int, 0, "", "");
  393. AddAttribute("NPC_Is_Escorting", 392, AttributeValueType._int, 0, "", "");
  394. AddAttribute("NPC_Has_Interact_Options", 393, AttributeValueType._int, 0, "", "");
  395. AddAttribute("Conversation_Icon", 394, AttributeValueType._int, -1, "", "");
  396. AddAttribute("Callout_Cooldown", 395, AttributeValueType._int, -1, "", "");
  397. AddAttribute("Banter_Cooldown", 396, AttributeValueType._int, -1, "", "");
  398. AddAttribute("Conversation_Heard_Count", 397, AttributeValueType._int, 0, "", "");
  399. AddAttribute("Last_Tick_Shop_Entered", 398, AttributeValueType._int, -1, "", "");
  400. AddAttribute("Is_Helper", 399, AttributeValueType._int, 0, "", "");
  401. AddAttribute("Axe", 400, AttributeValueType._float, 0, "", "");
  402. AddAttribute("Axe2H", 401, AttributeValueType._float, 0, "", "");
  403. AddAttribute("ThrowingAxe", 402, AttributeValueType._float, 0, "", "");
  404. AddAttribute("AxeAny", 403, AttributeValueType._float, 0, "Pin(Axe + Axe2H + ThrowingAxe, 0, 1)", "Pin(Axe + Axe2H + ThrowingAxe, 0, 1)");
  405. AddAttribute("Bow", 404, AttributeValueType._float, 0, "", "");
  406. AddAttribute("Crossbow", 405, AttributeValueType._float, 0, "", "");
  407. AddAttribute("BowAny", 406, AttributeValueType._float, 0, "Pin(Bow + Crossbow, 0, 1)", "Pin(Bow + Crossbow, 0, 1)");
  408. AddAttribute("Club", 407, AttributeValueType._float, 0, "", "");
  409. AddAttribute("Club2H", 408, AttributeValueType._float, 0, "", "");
  410. AddAttribute("ClubAny", 409, AttributeValueType._float, 0, "Pin(Club + Club2H, 0, 1)", "Pin(Club + Club2H, 0, 1)");
  411. AddAttribute("Dagger", 410, AttributeValueType._float, 0, "", "");
  412. AddAttribute("Mace", 411, AttributeValueType._float, 0, "", "");
  413. AddAttribute("Mace2H", 412, AttributeValueType._float, 0, "", "");
  414. AddAttribute("MaceAny", 413, AttributeValueType._float, 0, "Pin(Mace + Mace2H, 0, 1)", "Pin(Mace + Mace2H, 0, 1)");
  415. AddAttribute("Sword", 414, AttributeValueType._float, 0, "", "");
  416. AddAttribute("Sword2H", 415, AttributeValueType._float, 0, "", "");
  417. AddAttribute("SwordAny", 416, AttributeValueType._float, 0, "Pin(Sword + Sword2H, 0, 1)", "Pin(Sword + Sword2H, 0, 1)");
  418. AddAttribute("Polearm", 417, AttributeValueType._float, 0, "", "");
  419. AddAttribute("Spear", 418, AttributeValueType._float, 0, "", "");
  420. AddAttribute("Wand", 419, AttributeValueType._float, 0, "", "");
  421. AddAttribute("ColdStaff", 420, AttributeValueType._float, 0, "", "");
  422. AddAttribute("FireStaff", 421, AttributeValueType._float, 0, "", "");
  423. AddAttribute("LightningStaff", 422, AttributeValueType._float, 0, "", "");
  424. AddAttribute("PoisonStaff", 423, AttributeValueType._float, 0, "", "");
  425. AddAttribute("StaffAny", 424, AttributeValueType._float, 0, "Pin(ColdStaff + FireStaff + LightningStaff + PoisonStaff, 0, 1)", "Pin(ColdStaff + FireStaff + LightningStaff + PoisonStaff, 0, 1)");
  426. AddAttribute("Weapon1H", 425, AttributeValueType._float, 0, "Pin(Axe + Club + Dagger + Mace + Sword + Wand, 0, 1)", "Pin(Axe + Club + Dagger + Mace + Sword + Wand, 0, 1)");
  427. AddAttribute("Weapon2H", 426, AttributeValueType._float, 0, "Pin(Axe2H + BowAny + Club2H + Mace2H + Sword2H + Polearm + Spear + StaffAny, 0, 1)", "Pin(Axe2H + BowAny + Club2H + Mace2H + Sword2H + Polearm + Spear + StaffAny, 0, 1)");
  428. AddAttribute("WeaponMelee", 427, AttributeValueType._float, 0, "Pin(Axe + Axe2H + ClubAny + Dagger + MaceAny + SwordAny + Polearm + Spear + Wand + StaffAny, 0, 1)", "Pin(Axe + Axe2H + ClubAny + Dagger + MaceAny + SwordAny + Polearm + Spear + Wand + StaffAny, 0, 1)");
  429. AddAttribute("WeaponRanged", 428, AttributeValueType._float, 0, "Pin(ThrowingAxe + BowAny, 0, 1)", "Pin(ThrowingAxe + BowAny, 0, 1)");
  430. AddAttribute("Quiver", 429, AttributeValueType._float, 0, "", "");
  431. AddAttribute("Reincarnation_Buff", 430, AttributeValueType._int, -1, "", "");
  432. AddAttribute("Dead_Body_AnimTag", 431, AttributeValueType._int, -1, "", "");
  433. AddAttribute("Spawned_by_ACDID", 432, AttributeValueType._int, -1, "", "");
  434. AddAttribute("Summoned_By_ACDID", 433, AttributeValueType._int, -1, "", "");
  435. AddAttribute("Summoner_ID", 434, AttributeValueType._int, -1, "", "");
  436. AddAttribute("Banner_ACDID", 435, AttributeValueType._int, -1, "", "");
  437. AddAttribute("Breakable_Shield_HP", 436, AttributeValueType._float, 0, "", "");
  438. AddAttribute("Current_WeaponClass", 437, AttributeValueType._int, -1, "", "");
  439. AddAttribute("Weapons_Sheathed", 438, AttributeValueType._int, 0, "", "");
  440. AddAttribute("Held_In_OffHand", 439, AttributeValueType._int, 0, "", "0");
  441. AddAttribute("Attacks_Per_Second_Item_MainHand", 440, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Attacks_Per_Second_Item_Subtotal )", "");
  442. AddAttribute("Attacks_Per_Second_Item_OffHand", 441, AttributeValueType._float, 0, "(Held_In_OffHand ? Attacks_Per_Second_Item_Subtotal : 0)", "");
  443. AddAttribute("Attacks_Per_Second_Item_Total_MainHand", 442, AttributeValueType._float, 0, "Attacks_Per_Second_Item_MainHand + Attacks_Per_Second_Item_Bonus", "");
  444. AddAttribute("Attacks_Per_Second_Item_Total_OffHand", 443, AttributeValueType._float, 0, "Attacks_Per_Second_Item_OffHand + Attacks_Per_Second_Item_Bonus", "");
  445. AddAttribute("Damage_Weapon_Min_Total_MainHand", 444, AttributeValueType._float, 0, "(Held_In_OffHand#NONE ? 0 : Damage_Weapon_Min_Total )", "");
  446. AddAttribute("Damage_Weapon_Min_Total_OffHand", 445, AttributeValueType._float, 0, "(Held_In_OffHand#NONE ? Damage_Weapon_Min_Total : 0)", "");
  447. AddAttribute("Damage_Weapon_Delta_Total_MainHand", 446, AttributeValueType._float, 0, "(Held_In_OffHand#NONE ? 0 : Damage_Weapon_Delta_Total )", "");
  448. AddAttribute("Damage_Weapon_Delta_Total_OffHand", 447, AttributeValueType._float, 0, "(Held_In_OffHand#NONE ? Damage_Weapon_Delta_Total : 0)", "");
  449. AddAttribute("Attacks_Per_Second_Item_CurrentHand", 448, AttributeValueType._float, 0, "", "(DualWield_Hand ? Attacks_Per_Second_Item_OffHand : Attacks_Per_Second_Item_MainHand)");
  450. AddAttribute("Damage_Weapon_Min_Total_CurrentHand", 449, AttributeValueType._float, 0, "", "(DualWield_Hand#NONE ? Damage_Weapon_Min_Total_OffHand : Damage_Weapon_Min_Total_MainHand)");
  451. AddAttribute("Damage_Weapon_Delta_Total_CurrentHand", 450, AttributeValueType._float, 0, "", "(DualWield_Hand#NONE ? Damage_Weapon_Delta_Total_OffHand : Damage_Weapon_Delta_Total_MainHand)");
  452. AddAttribute("Has_Special_Death_AnimTag", 451, AttributeValueType._int, -1, "", "");
  453. AddAttribute("Death_Type_Override", 452, AttributeValueType._int, -1, "", "");
  454. AddAttribute("In_Combat", 453, AttributeValueType._int, 0, "", "");
  455. AddAttribute("In_Conversation", 454, AttributeValueType._int, 0, "", "");
  456. AddAttribute("Last_Tick_Potion_Used", 455, AttributeValueType._int, -1, "", "");
  457. AddAttribute("Potion_Dilution_Percent", 456, AttributeValueType._float, 0, "", "");
  458. AddAttribute("Out_Of_Combat_Health_Regen_Percent", 457, AttributeValueType._float, 0, "", "");
  459. AddAttribute("Out_Of_Combat_Mana_Regen_Percent", 458, AttributeValueType._float, 0, "", "");
  460. AddAttribute("Potion_Dilution_Duration", 459, AttributeValueType._int, -1, "", "");
  461. AddAttribute("Potion_Dilution_Scalar", 460, AttributeValueType._float, 0, "", "");
  462. AddAttribute("Feared", 461, AttributeValueType._int, 0, "", "");
  463. AddAttribute("Fear_Immune", 462, AttributeValueType._int, 0, "", "");
  464. AddAttribute("Last_Damage_ACD", 463, AttributeValueType._int, -1, "", "");
  465. AddAttribute("Attached_To_ACD", 464, AttributeValueType._int, -1, "", "");
  466. AddAttribute("Attachment_ACD", 465, AttributeValueType._int, -1, "", "");
  467. AddAttribute("Normal_Attack_Replacement_Power_SNO", 466, AttributeValueType._int, -1, "", "");
  468. AddAttribute("Damage_Type_Override", 467, AttributeValueType._float, 0, "", "");
  469. AddAttribute("Minion_Count_Bonus_Percent", 468, AttributeValueType._float, 0, "", "");
  470. AddAttribute("Expensive_Proc_Count", 469, AttributeValueType._int, 0, "", "");
  471. AddAttribute("Champion_Teleport_Time_Min_In_Seconds", 470, AttributeValueType._float, 0, "", "");
  472. AddAttribute("Champion_Teleport_Time_Delta_In_Seconds", 471, AttributeValueType._float, 0, "", "");
  473. AddAttribute("Champion_Clone_Next_Tick", 472, AttributeValueType._int, 0, "", "");
  474. AddAttribute("Champion_Clone_Time_Min_In_Seconds", 473, AttributeValueType._float, 0, "", "");
  475. AddAttribute("Champion_Clone_Time_Delta_In_Seconds", 474, AttributeValueType._float, 0, "", "");
  476. AddAttribute("Champion_Clone_Hitpoint_Bonus_Percent", 475, AttributeValueType._float, 0, "", "");
  477. AddAttribute("Champion_Clone_Damage_Bonus_Percent", 476, AttributeValueType._float, 0, "", "");
  478. AddAttribute("Champion_Ghostly_Next_Tick", 477, AttributeValueType._int, 0, "", "");
  479. AddAttribute("Champion_Ghostly_Inactive_Time_Min_In_Seconds", 478, AttributeValueType._float, 0, "", "");
  480. AddAttribute("Champion_Ghostly_Inactive_Time_Delta_In_Seconds", 479, AttributeValueType._float, 0, "", "");
  481. AddAttribute("Champion_Ghostly_Active_Time_Min_In_Seconds", 480, AttributeValueType._float, 0, "", "");
  482. AddAttribute("Champion_Ghostly_Active_Time_Delta_In_Seconds", 481, AttributeValueType._float, 0, "", "");
  483. AddAttribute("Champion_Ghostly_Saved_Dodge_Chance", 482, AttributeValueType._float, 0, "", "");
  484. AddAttribute("Champion_Ghostly", 483, AttributeValueType._int, 0, "", "");
  485. AddAttribute("Base_Element", 484, AttributeValueType._int, -1, "", "");
  486. AddAttribute("Projectile_Amount_Bonus_Percent", 485, AttributeValueType._float, 0, "", "");
  487. AddAttribute("Projectile_Reflect_Chance", 486, AttributeValueType._float, 0, "", "");
  488. AddAttribute("Attack_Fear_Chance", 487, AttributeValueType._float, 0, "", "");
  489. AddAttribute("Attack_Fear_Time_Min", 488, AttributeValueType._float, 0, "", "");
  490. AddAttribute("Attack_Fear_Time_Delta", 489, AttributeValueType._float, 0, "", "");
  491. AddAttribute("Buff_Visual_Effect", 490, AttributeValueType._int, 0, "", "");
  492. AddAttribute("Buff_Icon_Start_Tick0", 491, AttributeValueType._int, 0, "", "");
  493. AddAttribute("Buff_Icon_Start_Tick1", 492, AttributeValueType._int, 0, "", "");
  494. AddAttribute("Buff_Icon_Start_Tick2", 493, AttributeValueType._int, 0, "", "");
  495. AddAttribute("Buff_Icon_Start_Tick3", 494, AttributeValueType._int, 0, "", "");
  496. AddAttribute("Buff_Icon_Start_Tick4", 495, AttributeValueType._int, 0, "", "");
  497. AddAttribute("Buff_Icon_Start_Tick5", 496, AttributeValueType._int, 0, "", "");
  498. AddAttribute("Buff_Icon_Start_Tick6", 497, AttributeValueType._int, 0, "", "");
  499. AddAttribute("Buff_Icon_Start_Tick7", 498, AttributeValueType._int, 0, "", "");
  500. AddAttribute("Buff_Icon_End_Tick0", 499, AttributeValueType._int, 0, "", "");
  501. AddAttribute("Buff_Icon_End_Tick1", 500, AttributeValueType._int, 0, "", "");
  502. AddAttribute("Buff_Icon_End_Tick2", 501, AttributeValueType._int, 0, "", "");
  503. AddAttribute("Buff_Icon_End_Tick3", 502, AttributeValueType._int, 0, "", "");
  504. AddAttribute("Buff_Icon_End_Tick4", 503, AttributeValueType._int, 0, "", "");
  505. AddAttribute("Buff_Icon_End_Tick5", 504, AttributeValueType._int, 0, "", "");
  506. AddAttribute("Buff_Icon_End_Tick6", 505, AttributeValueType._int, 0, "", "");
  507. AddAttribute("Buff_Icon_End_Tick7", 506, AttributeValueType._int, 0, "", "");
  508. AddAttribute("Could_Have_Ragdolled", 507, AttributeValueType._int, 0, "", "");
  509. AddAttribute("Ambient_Damage_Effect_Last_Time", 508, AttributeValueType._int, 0, "", "");
  510. AddAttribute("Scale_Bonus", 509, AttributeValueType._float, 0, "", "");
  511. AddAttribute("Deleted_On_Server", 510, AttributeValueType._int, 0, "", "");
  512. AddAttribute("Scripted_Fade_Time", 511, AttributeValueType._int, 0, "", "");
  513. AddAttribute("Does_No_Damage", 512, AttributeValueType._int, 0, "", "");
  514. AddAttribute("Does_Fake_Damage", 513, AttributeValueType._int, 0, "", "");
  515. AddAttribute("SlowTime_Debuff", 514, AttributeValueType._float, 0, "", "");
  516. AddAttribute("Blocks_Projectiles", 515, AttributeValueType._int, 0, "", "");
  517. AddAttribute("Frozen", 516, AttributeValueType._int, 0, "", "");
  518. AddAttribute("Freeze_Damage_Percent_Bonus", 517, AttributeValueType._float, 0, "", "");
  519. AddAttribute("Buff_Active", 518, AttributeValueType._int, 0, "", "");
  520. AddAttribute("DualWield_BothAttack_Chance", 519, AttributeValueType._float, 0, "", "");
  521. AddAttribute("Summon_Expiration_Tick", 520, AttributeValueType._int, 0, "", "");
  522. AddAttribute("Summon_Count", 521, AttributeValueType._int, 0, "", "");
  523. AddAttribute("Uninterruptible", 522, AttributeValueType._int, 0, "", "");
  524. AddAttribute("Queue Death", 523, AttributeValueType._int, 0, "", "");
  525. AddAttribute("CantStartDisplayedPowers", 524, AttributeValueType._int, 0, "", "");
  526. AddAttribute("Wizard_Slowtime_Proxy_ACD", 525, AttributeValueType._int, -1, "", "");
  527. AddAttribute("DPS", 526, AttributeValueType._float, 0, "", "");
  528. AddAttribute("Resurrection_Power", 527, AttributeValueType._int, -1, "", "");
  529. AddAttribute("Freeze_Damage", 528, AttributeValueType._float, 0, "", "");
  530. AddAttribute("Freeze_Capacity", 529, AttributeValueType._float, 0, "", "");
  531. AddAttribute("Thaw_Rate", 530, AttributeValueType._float, 0, "", "");
  532. AddAttribute("Chilled_Dur_Bonus_Percent", 531, AttributeValueType._float, 0, "", "");
  533. AddAttribute("DOT_DPS", 532, AttributeValueType._float, 0, "", "");
  534. AddAttribute("DamageCap_Percent", 533, AttributeValueType._float, 0, "", "");
  535. AddAttribute("Item_Time_Sold", 534, AttributeValueType._int, 0, "", "");
  536. AddAttribute("Forced_Hireling_Power", 535, AttributeValueType._int, -1, "", "");
  537. AddAttribute("IsRooted", 536, AttributeValueType._int, 0, "", "");
  538. AddAttribute("RootTargetACD", 537, AttributeValueType._int, -1, "", "");
  539. AddAttribute("RootAutoDecayPerSecond", 538, AttributeValueType._float, 0, "", "");
  540. AddAttribute("RootUnitValue", 539, AttributeValueType._float, 0, "", "");
  541. AddAttribute("RootTotalTicks", 540, AttributeValueType._int, 0, "", "");
  542. AddAttribute("Hide_Affixes", 541, AttributeValueType._int, 0, "", "");
  543. AddAttribute("Rune_A", 542, AttributeValueType._int, 0, "", "");
  544. AddAttribute("Rune_B", 543, AttributeValueType._int, 0, "", "");
  545. AddAttribute("Rune_C", 544, AttributeValueType._int, 0, "", "");
  546. AddAttribute("Rune_D", 545, AttributeValueType._int, 0, "", "");
  547. AddAttribute("Rune_E", 546, AttributeValueType._int, 0, "", "");
  548. AddAttribute("Resistance_Stun", 547, AttributeValueType._float, 0, "", "");
  549. AddAttribute("Resistance_Stun_Total", 548, AttributeValueType._float, 0, "", "Resistance_Stun + Resistance_StunRootFreeze");
  550. AddAttribute("Resistance_Root", 549, AttributeValueType._float, 0, "", "");
  551. AddAttribute("Resistance_Root_Total", 550, AttributeValueType._float, 0, "", "Resistance_Root + Resistance_StunRootFreeze");
  552. AddAttribute("Resistance_Freeze", 551, AttributeValueType._float, 0, "", "");
  553. AddAttribute("Resistance_Freeze_Total", 552, AttributeValueType._float, 0, "", "Resistance_Freeze + Resistance_StunRootFreeze");
  554. AddAttribute("Resistance_StunRootFreeze", 553, AttributeValueType._float, 0, "", "");
  555. AddAttribute("CrowdControl_Reduction", 554, AttributeValueType._float, 0, "", "");
  556. AddAttribute("Displays_Team_Effect", 555, AttributeValueType._int, 0, "", "");
  557. AddAttribute("Cannot_Be_Added_To_AI_Target_List", 556, AttributeValueType._int, 0, "", "");
  558. AddAttribute("SkillKit", 557, AttributeValueType._int, -1, "", "");
  559. AddAttribute("Immune_To_Charm", 558, AttributeValueType._int, 0, "", "");
  560. AddAttribute("Immune_To_Blind", 559, AttributeValueType._int, 0, "", "");
  561. AddAttribute("Damage_Shield", 560, AttributeValueType._int, 0, "", "");
  562. AddAttribute("Silenced", 561, AttributeValueType._int, 0, "", "");
  563. AddAttribute("Diseased", 562, AttributeValueType._int, 0, "", "");
  564. AddAttribute("Guard_Object_ACDID", 563, AttributeValueType._int, -1, "", "");
  565. AddAttribute("Follow_Target_ACDID", 564, AttributeValueType._int, -1, "", "");
  566. AddAttribute("Follow_Target_Type", 565, AttributeValueType._int, 0, "", "");
  567. AddAttribute("Forced_Enemy_ACDID", 566, AttributeValueType._int, -1, "", "");
  568. AddAttribute("NPC_Talk_Target_ANN", 567, AttributeValueType._int, -1, "", "");
  569. AddAttribute("NPC_Conv_Target_ANN", 568, AttributeValueType._int, -1, "", "");
  570. AddAttribute("Script_Target_ACDID", 569, AttributeValueType._int, -1, "", "");
  571. AddAttribute("Look_Target_Server_ANN", 570, AttributeValueType._int, -1, "", "");
  572. AddAttribute("Look_Target_Broadcast_Intensity", 571, AttributeValueType._float, 0, "", "");
  573. AddAttribute("Look_Target_Broadcast_Radius", 572, AttributeValueType._float, 0, "", "");
  574. AddAttribute("Stealthed", 573, AttributeValueType._int, 0, "", "");
  575. AddAttribute("GemQuality", 574, AttributeValueType._int, 0, "", "");
  576. AddAttribute("ItemBuffIcon", 575, AttributeValueType._int, 0, "", "0");
  577. AddAttribute("ScrollDuration", 576, AttributeValueType._float, 0, "", "0");
  578. AddAttribute("Gizmo_Actor_SNO_To_Spawn", 577, AttributeValueType._int, -1, "", "");
  579. AddAttribute("Gizmo_Actor_To_Spawn_Scale", 578, AttributeValueType._float, 0, "", "");
  580. AddAttribute("Death_Replacement_Power_SNO", 579, AttributeValueType._int, -1, "", "");
  581. AddAttribute("Attachment_Handled_By_Client", 580, AttributeValueType._int, 0, "", "");
  582. AddAttribute("AI_In_Special_State", 581, AttributeValueType._int, 0, "", "");
  583. AddAttribute("AI_Used_Scripted_Spawn_Anim", 582, AttributeValueType._int, 0, "", "");
  584. AddAttribute("AI_Spawned_By_Inactive_Marker", 583, AttributeValueType._int, 0, "", "");
  585. AddAttribute("Headstone_Player_ANN", 584, AttributeValueType._int, -1, "", "");
  586. AddAttribute("Resource_Cost_Reduction_Percent", 585, AttributeValueType._float, 0, "", "");
  587. AddAttribute("Resistance_Penetration", 586, AttributeValueType._float, 0, "", "");
  588. AddAttribute("Resistance_Penetration_Total", 587, AttributeValueType._float, 0, "", "(Resistance_Penetration + Resistance_Penetration_All#NONE) * (Resistance_Penetration_Percent_All#NONE + 1)");
  589. AddAttribute("Resistance_Penetration_All", 588, AttributeValueType._float, 0, "", "");
  590. AddAttribute("Resistance_Penetration_Percent_All", 589, AttributeValueType._float, 0, "", "");
  591. AddAttribute("Fury_Effect_Level", 590, AttributeValueType._int, 0, "", "");
  592. AddAttribute("Health_Potion_Bonus_Heal_Percent", 591, AttributeValueType._float, 0, "", "");
  593. AddAttribute("Free_Cast", 592, AttributeValueType._int, 0, "", "");
  594. AddAttribute("Free_Cast_All", 593, AttributeValueType._int, 0, "", "");
  595. AddAttribute("Movement_Scalar_Reduction_Percent", 594, AttributeValueType._float, 0, "", "");
  596. AddAttribute("Movement_Scalar_Reduction_Resistance", 595, AttributeValueType._float, 0, "", "");
  597. AddAttribute("Damage_Absorb_Percent_All", 596, AttributeValueType._float, 0, "", "");
  598. AddAttribute("World_Seed", 597, AttributeValueType._int, 0, "", "");
  599. AddAttribute("Kill_Count_Record", 598, AttributeValueType._int, 0, "", "");
  600. AddAttribute("Object_Destruction_Record", 599, AttributeValueType._int, 0, "", "");
  601. AddAttribute("Single_Attack_Record", 600, AttributeValueType._int, 0, "", "");
  602. AddAttribute("Environment_Attack_Record", 601, AttributeValueType._int, 0, "", "");
  603. AddAttribute("Root_Immune", 602, AttributeValueType._int, 0, "", "");
  604. AddAttribute("Monster_Play_Get_Hit_Bonus", 603, AttributeValueType._float, 0, "", "");
  605. AddAttribute("Stored_Contact_Frame", 604, AttributeValueType._int, 0, "", "");
  606. AddAttribute("Buff_Icon_Count0", 605, AttributeValueType._int, 0, "", "");
  607. AddAttribute("Buff_Icon_Count1", 606, AttributeValueType._int, 0, "", "");
  608. AddAttribute("Buff_Icon_Count2", 607, AttributeValueType._int, 0, "", "");
  609. AddAttribute("Buff_Icon_Count3", 608, AttributeValueType._int, 0, "", "");
  610. AddAttribute("Buff_Icon_Count4", 609, AttributeValueType._int, 0, "", "");
  611. AddAttribute("Buff_Icon_Count5", 610, AttributeValueType._int, 0, "", "");
  612. AddAttribute("Buff_Icon_Count6", 611, AttributeValueType._int, 0, "", "");
  613. AddAttribute("Buff_Icon_Count7", 612, AttributeValueType._int, 0, "", "");
  614. AddAttribute("Observer", 613, AttributeValueType._int, 0, "", "");
  615. AddAttribute("Resurrect_As_Observer", 614, AttributeValueType._int, 0, "", "");
  616. AddAttribute("Combo_Level", 615, AttributeValueType._int, 0, "", "");
  617. AddAttribute("Combo_Time_Last_Move", 616, AttributeValueType._int, 0, "", "");
  618. AddAttribute("Burrowed", 617, AttributeValueType._int, 0, "", "");
  619. AddAttribute("Death_Replacement_Effect_Group_SNO", 618, AttributeValueType._int, -1, "", "");
  620. AddAttribute("Checkpoint_Resurrection_Allowed_Game_Time", 619, AttributeValueType._int, 0, "", "");
  621. AddAttribute("Checkpoint_Resurrection_Forced_Game_Time", 620, AttributeValueType._int, 0, "", "");
  622. AddAttribute("Controlling_TimedEvent_SNO", 621, AttributeValueType._int, -1, "", "");
  623. AddAttribute("Casting_Speed_Percent", 622, AttributeValueType._float, 0, "", "");
  624. AddAttribute("Using_Bossbar", 623, AttributeValueType._int, 0, "", "");
  625. AddAttribute("Power_Buff_0_Visual_Effect", 624, AttributeValueType._int, 0, "", "");
  626. AddAttribute("Power_Buff_1_Visual_Effect", 625, AttributeValueType._int, 0, "", "");
  627. AddAttribute("Power_Buff_2_Visual_Effect", 626, AttributeValueType._int, 0, "", "");
  628. AddAttribute("Power_Buff_3_Visual_Effect", 627, AttributeValueType._int, 0, "", "");
  629. AddAttribute("Power_Buff_4_Visual_Effect", 628, AttributeValueType._int, 0, "", "");
  630. AddAttribute("Power_Buff_5_Visual_Effect", 629, AttributeValueType._int, 0, "", "");
  631. AddAttribute("Power_Buff_6_Visual_Effect", 630, AttributeValueType._int, 0, "", "");
  632. AddAttribute("Power_Buff_7_Visual_Effect", 631, AttributeValueType._int, 0, "", "");
  633. AddAttribute("Store SNO", 632, AttributeValueType._int, 0, "", "");
  634. AddAttribute("Busy", 633, AttributeValueType._int, 0, "", "");
  635. AddAttribute("Afk", 634, AttributeValueType._int, 0, "", "");
  636. AddAttribute("Last Action Timestamp", 635, AttributeValueType._int, 0, "", "");
  637. AddAttribute("Portal Next Time", 636, AttributeValueType._int, 0, "", "");
  638. AddAttribute("Repair_Discount_Percent", 637, AttributeValueType._float, 0, "", "");
  639. AddAttribute("Resource_Degeneration_Prevented", 638, AttributeValueType._int, 0, "", "");
  640. AddAttribute("Operatable", 639, AttributeValueType._int, 0, "", "");
  641. AddAttribute("Look_Override", 640, AttributeValueType._int, 0, "", "");
  642. AddAttribute("Spawner_Concurrent_Count_ID", 641, AttributeValueType._int, -1, "", "");
  643. AddAttribute("Disabled", 642, AttributeValueType._int, 0, "", "");
  644. AddAttribute("Skill_Override", 643, AttributeValueType._int, -1, "", "");
  645. AddAttribute("Skill_Override_Active", 644, AttributeValueType._int, 0, "", "");
  646. AddAttribute("Skill_Override_Ended", 645, AttributeValueType._int, 0, "", "");
  647. AddAttribute("Skill_Override_Ended_Active", 646, AttributeValueType._int, 0, "", "");
  648. AddAttribute("Is_Power_Proxy", 647, AttributeValueType._int, 0, "", "");
  649. AddAttribute("Force_No_Death_Animation", 648, AttributeValueType._int, 0, "", "");
  650. AddAttribute("Player_WeaponClass_Anim_Override", 649, AttributeValueType._int, -1, "", "");
  651. AddAttribute("Operatable_Story_Gizmo", 650, AttributeValueType._int, 0, "", "");
  652. AddAttribute("Power_Buff_0_Visual_Effect_None", 651, AttributeValueType._int, 0, "", "");
  653. AddAttribute("Power_Buff_0_Visual_Effect_A", 652, AttributeValueType._int, 0, "", "");
  654. AddAttribute("Power_Buff_0_Visual_Effect_B", 653, AttributeValueType._int, 0, "", "");
  655. AddAttribute("Power_Buff_0_Visual_Effect_C", 654, AttributeValueType._int, 0, "", "");
  656. AddAttribute("Power_Buff_0_Visual_Effect_D", 655, AttributeValueType._int, 0, "", "");
  657. AddAttribute("Power_Buff_0_Visual_Effect_E", 656, AttributeValueType._int, 0, "", "");
  658. AddAttribute("Power_Buff_1_Visual_Effect_None", 657, AttributeValueType._int, 0, "", "");
  659. AddAttribute("Power_Buff_1_Visual_Effect_A", 658, AttributeValueType._int, 0, "", "");
  660. AddAttribute("Power_Buff_1_Visual_Effect_B", 659, AttributeValueType._int, 0, "", "");
  661. AddAttribute("Power_Buff_1_Visual_Effect_C", 660, AttributeValueType._int, 0, "", "");
  662. AddAttribute("Power_Buff_1_Visual_Effect_D", 661, AttributeValueType._int, 0, "", "");
  663. AddAttribute("Power_Buff_1_Visual_Effect_E", 662, AttributeValueType._int, 0, "", "");
  664. AddAttribute("Power_Buff_2_Visual_Effect_None", 663, AttributeValueType._int, 0, "", "");
  665. AddAttribute("Power_Buff_2_Visual_Effect_A", 664, AttributeValueType._int, 0, "", "");
  666. AddAttribute("Power_Buff_2_Visual_Effect_B", 665, AttributeValueType._int, 0, "", "");
  667. AddAttribute("Power_Buff_2_Visual_Effect_C", 666, AttributeValueType._int, 0, "", "");
  668. AddAttribute("Power_Buff_2_Visual_Effect_D", 667, AttributeValueType._int, 0, "", "");
  669. AddAttribute("Power_Buff_2_Visual_Effect_E", 668, AttributeValueType._int, 0, "", "");
  670. AddAttribute("Power_Buff_3_Visual_Effect_None", 669, AttributeValueType._int, 0, "", "");
  671. AddAttribute("Power_Buff_3_Visual_Effect_A", 670, AttributeValueType._int, 0, "", "");
  672. AddAttribute("Power_Buff_3_Visual_Effect_B", 671, AttributeValueType._int, 0, "", "");
  673. AddAttribute("Power_Buff_3_Visual_Effect_C", 672, AttributeValueType._int, 0, "", "");
  674. AddAttribute("Power_Buff_3_Visual_Effect_D", 673, AttributeValueType._int, 0, "", "");
  675. AddAttribute("Power_Buff_3_Visual_Effect_E", 674, AttributeValueType._int, 0, "", "");
  676. AddAttribute("Power_Buff_4_Visual_Effect_None", 675, AttributeValueType._int, 0, "", "");
  677. AddAttribute("Power_Buff_4_Visual_Effect_A", 676, AttributeValueType._int, 0, "", "");
  678. AddAttribute("Power_Buff_4_Visual_Effect_B", 677, AttributeValueType._int, 0, "", "");
  679. AddAttribute("Power_Buff_4_Visual_Effect_C", 678, AttributeValueType._int, 0, "", "");
  680. AddAttribute("Power_Buff_4_Visual_Effect_D", 679, AttributeValueType._int, 0, "", "");
  681. AddAttribute("Power_Buff_4_Visual_Effect_E", 680, AttributeValueType._int, 0, "", "");
  682. AddAttribute("Power_Buff_5_Visual_Effect_None", 681, AttributeValueType._int, 0, "", "");
  683. AddAttribute("Power_Buff_5_Visual_Effect_A", 682, AttributeValueType._int, 0, "", "");
  684. AddAttribute("Power_Buff_5_Visual_Effect_B", 683, AttributeValueType._int, 0, "", "");
  685. AddAttribute("Power_Buff_5_Visual_Effect_C", 684, AttributeValueType._int, 0, "", "");
  686. AddAttribute("Power_Buff_5_Visual_Effect_D", 685, AttributeValueType._int, 0, "", "");
  687. AddAttribute("Power_Buff_5_Visual_Effect_E", 686, AttributeValueType._int, 0, "", "");
  688. AddAttribute("Power_Buff_6_Visual_Effect_None", 687, AttributeValueType._int, 0, "", "");
  689. AddAttribute("Power_Buff_6_Visual_Effect_A", 688, AttributeValueType._int, 0, "", "");
  690. AddAttribute("Power_Buff_6_Visual_Effect_B", 689, AttributeValueType._int, 0, "", "");
  691. AddAttribute("Power_Buff_6_Visual_Effect_C", 690, AttributeValueType._int, 0, "", "");
  692. AddAttribute("Power_Buff_6_Visual_Effect_D", 691, AttributeValueType._int, 0, "", "");
  693. AddAttribute("Power_Buff_6_Visual_Effect_E", 692, AttributeValueType._int, 0, "", "");
  694. AddAttribute("Power_Buff_7_Visual_Effect_None", 693, AttributeValueType._int, 0, "", "");
  695. AddAttribute("Power_Buff_7_Visual_Effect_A", 694, AttributeValueType._int, 0, "", "");
  696. AddAttribute("Power_Buff_7_Visual_Effect_B", 695, AttributeValueType._int, 0, "", "");
  697. AddAttribute("Power_Buff_7_Visual_Effect_C", 696, AttributeValueType._int, 0, "", "");
  698. AddAttribute("Power_Buff_7_Visual_Effect_D", 697, AttributeValueType._int, 0, "", "");
  699. AddAttribute("Power_Buff_7_Visual_Effect_E", 698, AttributeValueType._int, 0, "", "");
  700. AddAttribute("Walk_Passability_Power_SNO", 699, AttributeValueType._int, -1, "", "");
  701. AddAttribute("Passability_Power_SNO", 700, AttributeValueType._int, -1, "", "");
  702. AddAttribute("Flippy_ID", 701, AttributeValueType._int, -1, "", "");
  703. AddAttribute("Summoning_Machine_Num_Casters", 702, AttributeValueType._int, 0, "", "");
  704. AddAttribute("Summoning_Machine_Spawn_Count", 703, AttributeValueType._int, 0, "", "");
  705. AddAttribute("Summoning_Machine_Next_Spawn_Ticks", 704, AttributeValueType._int, 0, "", "");
  706. AddAttribute("Summoning_Machine_Spawn_Team", 705, AttributeValueType._int, -1, "", "");
  707. AddAttribute("Screen_Attack_Radius_Constant", 706, AttributeValueType._float, 1114636288, "", "");
  708. AddAttribute("Damage_Done_Reduction_Percent", 707, AttributeValueType._float, 0, "", "");
  709. AddAttribute("Set_Item_Count", 708, AttributeValueType._int, 0, "", "");
  710. AddAttribute("Spawner_Countdown_Percent", 709, AttributeValueType._float, 0, "", "");
  711. AddAttribute("Attack_Slow", 710, AttributeValueType._int, 0, "", "");
  712. AddAttribute("Power_Disabled", 711, AttributeValueType._int, 0, "", "");
  713. AddAttribute("Weapon_Effect_Override", 712, AttributeValueType._int, 0, "", "");
  714. AddAttribute("Debuff_Duration_Reduction_Percent", 713, AttributeValueType._float, 0, "", "");
  715. AddAttribute("Uses_PvP_Power_Tags", 714, AttributeValueType._int, 0, "", "");
  716. AddAttribute("Trait", 715, AttributeValueType._int, 0, "", "");
  717. AddAttribute("Last_ACD_Attacked_By", 716, AttributeValueType._int, -1, "", "");
  718. AddAttribute("Gold_PickUp_Radius", 717, AttributeValueType._float, 0, "", "");
  719. AddAttribute("Client Only Effect", 718, AttributeValueType._int, 0, "", "");
  720. AddAttribute("Has_Doppelganger_Cloned", 719, AttributeValueType._int, 0, "", "");
  721. AddAttribute("Resource_Gain_Bonus_Percent", 720, AttributeValueType._float, 0, "", "");
  722. AddAttribute("Looping_Animation_Start_Time", 721, AttributeValueType._int, 0, "", "");
  723. AddAttribute("Looping_Animation_End_Time", 722, AttributeValueType._int, 0, "", "");
  724. AddAttribute("Looping_Animation_Suppress_Item_Tooltips", 723, AttributeValueType._int, 0, "", "");
  725. AddAttribute("Heal_Effect_Last_Played_Tick", 724, AttributeValueType._int, -1, "", "");
  726. AddAttribute("Resource_Effect_Last_Played_tick", 725, AttributeValueType._int, -1, "", "");
  727. AddAttribute("Thorns_Effect_Last_Played_tick", 726, AttributeValueType._int, -1, "", "");
  728. AddAttribute("PVP_Kills", 727, AttributeValueType._int, 0, "", "");
  729. AddAttribute("PVP_Deaths", 728, AttributeValueType._int, 0, "", "");
  730. AddAttribute("PVP_Assists", 729, AttributeValueType._int, 0, "", "");
  731. AddAttribute("PVP_Progression_Points_Gained", 730, AttributeValueType._int, 0, "", "");
  732. AddAttribute("PVP_Current_Kill_Streak", 731, AttributeValueType._int, 0, "", "");
  733. AddAttribute("PVP_Current_Death_Streak", 732, AttributeValueType._int, 0, "", "");
  734. AddAttribute("PVP_Longest_Kill_Streak", 733, AttributeValueType._int, 0, "", "");
  735. AddAttribute("PVP_Longest_Death_Streak", 734, AttributeValueType._int, 0, "", "");
  736. AddAttribute("Turn_Rate_Scalar", 735, AttributeValueType._float, 1065353216, "", "");
  737. AddAttribute("Turn_Accel_Scalar", 736, AttributeValueType._float, 1065353216, "", "");
  738. AddAttribute("Turn_Deccel_Scalar", 737, AttributeValueType._float, 1065353216, "", "");
  739. AddAttribute("No_Health_Drop", 738, AttributeValueType._int, 0, "", "");
  740. AddAttribute("Leader", 739, AttributeValueType._int, 0, "", "");
  741. AddAttribute("IsContentRestrictedActor", 740, AttributeValueType._int, 0, "", "");
  742. AddAttribute("InBossEncounter", 741, AttributeValueType._int, 0, "", "");
  743. AddAttribute("God", 742, AttributeValueType._int, 0, "", "");
  744. AddAttribute("MinimapActive", 743, AttributeValueType._int, 0, "", "");
  745. AddAttribute("MinimapIconOverride", 744, AttributeValueType._int, -1, "", "");
  746. AddAttribute("MinimapDisableArrow", 745, AttributeValueType._int, 0, "", "");
  747. AddAttribute("Last_Blocked_ACD", 746, AttributeValueType._int, -1, "", "");
  748. AddAttribute("Last_Blocked_Time", 747, AttributeValueType._int, 0, "", "");
  749. AddAttribute("Deactivate Lure", 748, AttributeValueType._int, 0, "", "");
  750. AddAttribute("Weapons_Hidden", 749, AttributeValueType._int, 0, "", "");
  751. AddAttribute("Actor_Updates_Attributes_From_Owner", 750, AttributeValueType._int, 0, "", "");
  752. AddAttribute("Taunt_Target_ACD", 751, AttributeValueType._int, -1, "", "");
  753. AddAttribute("UI_Only_Percent_Damage_Increase", 752, AttributeValueType._float, 0, "", "");
  754. AddAttribute("Projectile_Effect_SNO", 753, AttributeValueType._int, -1, "", "");
  755. AddAttribute("On_Hit_Fear_Proc_Chance", 754, AttributeValueType._float, 0, "", "");
  756. AddAttribute("On_Hit_Stun_Proc_Chance", 755, AttributeValueType._float, 0, "", "");
  757. AddAttribute("On_Hit_Blind_Proc_Chance", 756, AttributeValueType._float, 0, "", "");
  758. AddAttribute("On_Hit_Freeze_Proc_Chance", 757, AttributeValueType._float, 0, "", "");
  759. AddAttribute("On_Hit_Chill_Proc_Chance", 758, AttributeValueType._float, 0, "", "");
  760. AddAttribute("On_Hit_Slow_Proc_Chance", 759, AttributeValueType._float, 0, "", "");
  761. AddAttribute("On_Hit_Immobilize_Proc_Chance", 760, AttributeValueType._float, 0, "", "");
  762. AddAttribute("On_Hit_Knockback_Proc_Chance", 761, AttributeValueType._float, 0, "", "");
  763. AddAttribute("On_Hit_Bleed_Proc_Chance", 762, AttributeValueType._float, 0, "", "");
  764. AddAttribute("On_Hit_Bleed_Proc_Damage_Base", 763, AttributeValueType._float, 0, "", "");
  765. AddAttribute("On_Hit_Bleed_Proc_Damage_Delta", 764, AttributeValueType._float, 0, "", "");
  766. AddAttribute("Damage_Percent_Reduction_From_Ranged", 765, AttributeValueType._float, 0, "", "");
  767. AddAttribute("Damage_Percent_Reduction_From_Melee", 766, AttributeValueType._float, 0, "", "");
  768. AddAttribute("Damage_Percent_Reduction_Turns_Into_Heal", 767, AttributeValueType._float, 0, "", "");
  769. AddAttribute("Damage_Percent_Reduction_From_Elites", 768, AttributeValueType._float, 0, "", "");
  770. AddAttribute("Damage_Percent_Reduction_From_Type", 769, AttributeValueType._float, 0, "", "");
  771. AddAttribute("Damage_Percent_Bonus_Vs_Monster_Type", 770, AttributeValueType._float, 0, "", "");
  772. AddAttribute("Damage_Percent_Bonus_Vs_Elites", 771, AttributeValueType._float, 0, "", "");
  773. AddAttribute("Item_Manipulation_Timeout", 772, AttributeValueType._int, 0, "", "");
  774. AddAttribute("Picked_Up_Time", 773, AttributeValueType._int, 0, "", "");
  775. AddAttribute("Unequipped Time", 774, AttributeValueType._int, 1, "", "");
  776. AddAttribute("Last_ACD_Killed_Time", 775, AttributeValueType._int, 0, "", "");
  777. AddAttribute("CannotDieDuring", 776, AttributeValueType._int, 0, "", "");
  778. AddAttribute("Weapon_On_Hit_Fear_Proc_Chance", 777, AttributeValueType._float, 0, "", "");
  779. AddAttribute("Weapon_On_Hit_Stun_Proc_Chance", 778, AttributeValueType._float, 0, "", "");
  780. AddAttribute("Weapon_On_Hit_Blind_Proc_Chance", 779, AttributeValueType._float, 0, "", "");
  781. AddAttribute("Weapon_On_Hit_Freeze_Proc_Chance", 780, AttributeValueType._float, 0, "", "");
  782. AddAttribute("Weapon_On_Hit_Chill_Proc_Chance", 781, AttributeValueType._float, 0, "", "");
  783. AddAttribute("Weapon_On_Hit_Slow_Proc_Chance", 782, AttributeValueType._float, 0, "", "");
  784. AddAttribute("Weapon_On_Hit_Immobilize_Proc_Chance", 783, AttributeValueType._float, 0, "", "");
  785. AddAttribute("Weapon_On_Hit_Knockback_Proc_Chance", 784, AttributeValueType._float, 0, "", "");
  786. AddAttribute("Weapon_On_Hit_Bleed_Proc_Chance", 785, AttributeValueType._float, 0, "", "");
  787. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Base", 786, AttributeValueType._float, 0, "", "");
  788. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Delta", 787, AttributeValueType._float, 0, "", "");
  789. AddAttribute("Weapon_On_Hit_Fear_Proc_Chance_MainHand", 788, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Fear_Proc_Chance )", "");
  790. AddAttribute("Weapon_On_Hit_Fear_Proc_Chance_OffHand", 789, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Fear_Proc_Chance : 0)", "");
  791. AddAttribute("Weapon_On_Hit_Fear_Proc_Chance_CurrentHand", 790, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Fear_Proc_Chance_OffHand : Weapon_On_Hit_Fear_Proc_Chance_MainHand)");
  792. AddAttribute("Weapon_On_Hit_Stun_Proc_Chance_MainHand", 791, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Stun_Proc_Chance )", "");
  793. AddAttribute("Weapon_On_Hit_Stun_Proc_Chance_OffHand", 792, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Stun_Proc_Chance : 0)", "");
  794. AddAttribute("Weapon_On_Hit_Stun_Proc_Chance_CurrentHand", 793, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Stun_Proc_Chance_OffHand : Weapon_On_Hit_Stun_Proc_Chance_MainHand)");
  795. AddAttribute("Weapon_On_Hit_Blind_Proc_Chance_MainHand", 794, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Blind_Proc_Chance )", "");
  796. AddAttribute("Weapon_On_Hit_Blind_Proc_Chance_OffHand", 795, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Blind_Proc_Chance : 0)", "");
  797. AddAttribute("Weapon_On_Hit_Blind_Proc_Chance_CurrentHand", 796, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Blind_Proc_Chance_OffHand : Weapon_On_Hit_Blind_Proc_Chance_MainHand)");
  798. AddAttribute("Weapon_On_Hit_Freeze_Proc_Chance_MainHand", 797, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Freeze_Proc_Chance )", "");
  799. AddAttribute("Weapon_On_Hit_Freeze_Proc_Chance_OffHand", 798, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Freeze_Proc_Chance : 0)", "");
  800. AddAttribute("Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand", 799, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Freeze_Proc_Chance_OffHand : Weapon_On_Hit_Freeze_Proc_Chance_MainHand)");
  801. AddAttribute("Weapon_On_Hit_Chill_Proc_Chance_MainHand", 800, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Chill_Proc_Chance )", "");
  802. AddAttribute("Weapon_On_Hit_Chill_Proc_Chance_OffHand", 801, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Chill_Proc_Chance : 0)", "");
  803. AddAttribute("Weapon_On_Hit_Chill_Proc_Chance_CurrentHand", 802, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Chill_Proc_Chance_OffHand : Weapon_On_Hit_Chill_Proc_Chance_MainHand)");
  804. AddAttribute("Weapon_On_Hit_Slow_Proc_Chance_MainHand", 803, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Slow_Proc_Chance )", "");
  805. AddAttribute("Weapon_On_Hit_Slow_Proc_Chance_OffHand", 804, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Slow_Proc_Chance : 0)", "");
  806. AddAttribute("Weapon_On_Hit_Slow_Proc_Chance_CurrentHand", 805, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Slow_Proc_Chance_OffHand : Weapon_On_Hit_Slow_Proc_Chance_MainHand)");
  807. AddAttribute("Weapon_On_Hit_Immobilize_Proc_Chance_MainHand", 806, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Immobilize_Proc_Chance )", "");
  808. AddAttribute("Weapon_On_Hit_Immobilize_Proc_Chance_OffHand", 807, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Immobilize_Proc_Chance : 0)", "");
  809. AddAttribute("Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand", 808, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Immobilize_Proc_Chance_OffHand : Weapon_On_Hit_Immobilize_Proc_Chance_MainHand)");
  810. AddAttribute("Weapon_On_Hit_Knockback_Proc_Chance_MainHand", 809, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Knockback_Proc_Chance )", "");
  811. AddAttribute("Weapon_On_Hit_Knockback_Proc_Chance_OffHand", 810, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Knockback_Proc_Chance : 0)", "");
  812. AddAttribute("Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand", 811, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Knockback_Proc_Chance_OffHand : Weapon_On_Hit_Knockback_Proc_Chance_MainHand)");
  813. AddAttribute("Weapon_On_Hit_Bleed_Proc_Chance_MainHand", 812, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Bleed_Proc_Chance )", "");
  814. AddAttribute("Weapon_On_Hit_Bleed_Proc_Chance_OffHand", 813, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Bleed_Proc_Chance : 0)", "");
  815. AddAttribute("Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand", 814, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Bleed_Proc_Chance_OffHand : Weapon_On_Hit_Bleed_Proc_Chance_MainHand)");
  816. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand", 815, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Bleed_Proc_Damage_Base )", "");
  817. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand", 816, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Bleed_Proc_Damage_Base : 0)", "");
  818. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand", 817, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand : Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand)");
  819. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand", 818, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_On_Hit_Bleed_Proc_Damage_Delta )", "");
  820. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand", 819, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_On_Hit_Bleed_Proc_Damage_Delta : 0)", "");
  821. AddAttribute("Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand", 820, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand : Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand)");
  822. AddAttribute("Power_Damage_Percent_Bonus", 821, AttributeValueType._float, 0, "", "");
  823. AddAttribute("Power_Resource_Reduction", 822, AttributeValueType._float, 0, "", "");
  824. AddAttribute("Power_Cooldown_Reduction", 823, AttributeValueType._float, 0, "", "");
  825. AddAttribute("Power_Duration_Increase", 824, AttributeValueType._float, 0, "", "");
  826. AddAttribute("Power_Crit_Percent_Bonus", 825, AttributeValueType._float, 0, "", "");
  827. AddAttribute("Weapon_Crit_Chance", 826, AttributeValueType._float, 0, "", "");
  828. AddAttribute("Weapon_Crit_Chance_MainHand", 827, AttributeValueType._float, 0, "(Held_In_OffHand ? 0 : Weapon_Crit_Chance )", "");
  829. AddAttribute("Weapon_Crit_Chance_OffHand", 828, AttributeValueType._float, 0, "(Held_In_OffHand ? Weapon_Crit_Chance : 0)", "");
  830. AddAttribute("Weapon_Crit_Chance_CurrentHand", 829, AttributeValueType._float, 0, "", "(DualWield_Hand ? Weapon_Crit_Chance_OffHand : Weapon_Crit_Chance_MainHand)");
  831. AddAttribute("Strength_Item", 830, AttributeValueType._float, 0, "", "");
  832. AddAttribute("Dexterity_Item", 831, AttributeValueType._float, 0, "", "");
  833. AddAttribute("Intelligence_Item", 832, AttributeValueType._float, 0, "", "");
  834. AddAttribute("Vitality_Item", 833, AttributeValueType._float, 0, "", "");
  835. AddAttribute("Item_Level_Requirement_Reduction", 834, AttributeValueType._int, 0, "", "");
  836. AddAttribute("Item_Durability_Percent_Bonus", 835, AttributeValueType._float, 0, "", "");
  837. AddAttribute("Item_Indestructible", 836, AttributeValueType._int, 0, "", "");
  838. AddAttribute("Core_Attributes_From_Item_Bonus_Multiplier", 837, AttributeValueType._float, 1065353216, "", "");
  839. AddAttribute("Waiting_To_Accept_Resurrection", 838, AttributeValueType._int, 0, "", "");
  840. AddAttribute("Ghosted", 839, AttributeValueType._int, 0, "", "");
  841. AddAttribute("Special_Inventory_Has_Sold", 840, AttributeValueType._int, 0, "", "");
  842. AddAttribute("Perk_Buff_Poll_Next_Time", 841, AttributeValueType._int, 0, "", "");
  843. AddAttribute("Power_Channel_Lockout_Time", 842, AttributeValueType._int, 0, "", "");
  844. AddAttribute("Power_Buff_0_Lockout_Time", 843, AttributeValueType._int, 0, "", "");
  845. AddAttribute("Power_Buff_1_Lockout_Time", 844, AttributeValueType._int, 0, "", "");
  846. AddAttribute("Power_Buff_2_Lockout_Time", 845, AttributeValueType._int, 0, "", "");
  847. AddAttribute("Power_Buff_3_Lockout_Time", 846, AttributeValueType._int, 0, "", "");
  848. AddAttribute("Power_Buff_4_Lockout_Time", 847, AttributeValueType._int, 0, "", "");
  849. AddAttribute("Power_Buff_5_Lockout_Time", 848, AttributeValueType._int, 0, "", "");
  850. AddAttribute("Power_Buff_6_Lockout_Time", 849, AttributeValueType._int, 0, "", "");
  851. AddAttribute("Power_Buff_7_Lockout_Time", 850, AttributeValueType._int, 0, "", "");
  852. AddAttribute("Known_By_Owner", 851, AttributeValueType._int, -1, "", "");
  853. AddAttribute("Never_Deactivates", 852, AttributeValueType._int, 0, "", "");
  854. AddAttribute("Account_Under_Review", 853, AttributeValueType._int, 0, "", "");
  855. AddAttribute("Projectile_Detonate_Time", 854, AttributeValueType._int, 0, "", "");
  856. AddAttribute("Accolade_0", 855, AttributeValueType._int, -1, "", "");
  857. AddAttribute("Accolade_1", 856, AttributeValueType._int, -1, "", "");
  858. AddAttribute("Accolade_2", 857, AttributeValueType._int, -1, "", "");
  859. AddAttribute("Accolade_3", 858, AttributeValueType._int, -1, "", "");
  860. AddAttribute("Accolade_4", 859, AttributeValueType._int, -1, "", "");
  861. AddAttribute("Accolade_0_Value", 860, AttributeValueType._float, 0, "", "");
  862. AddAttribute("Accolade_1_Value", 861, AttributeValueType._float, 0, "", "");
  863. AddAttribute("Accolade_2_Value", 862, AttributeValueType._float, 0, "", "");
  864. AddAttribute("Accolade_3_Value", 863, AttributeValueType._float, 0, "", "");
  865. AddAttribute("Accolade_4_Value", 864, AttributeValueType._float, 0, "", "");
  866. AddAttribute("PVP_Rank", 865, AttributeValueType._int, 0, "", "");
  867. AddAttribute("PVP_Tokens", 866, AttributeValueType._int, 0, "", "");
  868. AddAttribute("PVP_Experience_Next", 867, AttributeValueType._int, 0, "", "");
  869. AddAttribute("PVP_Gold_Gained_This_Game", 868, AttributeValueType._int, 0, "", "");
  870. AddAttribute("PVP_PVP_Experience_Gained_This_Game", 869, AttributeValueType._int, 0, "", "");
  871. AddAttribute("PVP_Normal_Experience_Gained_This_Game", 870, AttributeValueType._int, 0, "", "");
  872. AddAttribute("PVP_Tokens_Gained_This_Game", 871, AttributeValueType._int, 0, "", "");
  873. AddAttribute("PVP_Level_Equalizer_Level", 872, AttributeValueType._int, 0, "", "");
  874. AddAttribute("Effect_Owner_ANN", 873, AttributeValueType._int, -1, "", "");
  875. AddAttribute("Elite_Engaged", 874, AttributeValueType._int, 0, "", "");
  876. AddAttribute("Engaged_Rare_Time", 875, AttributeValueType._int, 0, "", "");
  877. AddAttribute("Engaged_Goblin_Time", 876, AttributeValueType._int, 0, "", "");
  878. AddAttribute("On_Death_Accolade_0", 877, AttributeValueType._int, -1, "", "");
  879. AddAttribute("On_Death_Accolade_0_Value", 878, AttributeValueType._float, 0, "", "");
  880. AddAttribute("Item_Power_Passive", 879, AttributeValueType._float, 0, "", "");
  881. AddAttribute("PVP_TeamDeathmatch_Games_Played", 880, AttributeValueType._int, 0, "", "");
  882. AddAttribute("Last_Health_Drop_Interval", 881, AttributeValueType._int, -1, "", "");
  883. AddAttribute("CrowdControl_Resistance", 882, AttributeValueType._float, 0, "", "");
  884. AddAttribute("CrowdControl_Projected_End_Time", 883, AttributeValueType._int, 0, "", "");
  885. AddAttribute("Charmed", 884, AttributeValueType._int, 0, "", "");
  886. AddAttribute("Taunted", 885, AttributeValueType._int, 0, "", "");
  887. AddAttribute("Dueling", 886, AttributeValueType._int, 0, "", "");
  888. AddAttribute("Has_Dropped_Special_loot", 887, AttributeValueType._int, 0, "", "");
  889. AddAttribute("Class_Damage_Reduction_Percent_PVP", 888, AttributeValueType._float, 0, "", "");
  890. AddAttribute("DamageDoneTotalTrackedHi", 889, AttributeValueType._int, 0, "", "");
  891. AddAttribute("DamageDoneTotalTrackedLo", 890, AttributeValueType._int, 0, "", "");
  892. AddAttribute("DamageDoneTrackingStartTick", 891, AttributeValueType._int, 0, "", "");
  893. AddAttribute("PowerPersistsAcrossGames", 892, AttributeValueType._int, 0, "", "");
  894. AddAttribute("Experience_Bonus_Percent_Super_Scalar", 893, AttributeValueType._float, 0, "", "");
  895. AddAttribute("AlwaysShowFloatingNumbers", 894, AttributeValueType._int, 0, "", "");
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement