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Sep 2nd, 2014
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  1. Axe_Bad_Data = 0x0, //float
  2.         Attribute_Timer = 0x1, //int
  3.         Attribute_Pool = 0x2, //int
  4.         Death_Count = 0x3, //int
  5.         DualWield_Hand = 0x4, //int
  6.         DualWield_Hand_Next = 0x5, //int
  7.         DualWield_Hands_Swapped = 0x6, //int
  8.         Respawn_Game_Time = 0x7, //int
  9.         Backpack_Slots = 0x8, //int
  10.         Shared_Stash_Slots = 0x9, //int
  11.         Strength = 0xA, //float
  12.         Dexterity = 0xB, //float
  13.         Intelligence = 0xC, //float
  14.         Vitality = 0xD, //float
  15.         Strength_Total = 0xE, //float
  16.         Dexterity_Total = 0xF, //float
  17.         Intelligence_Total = 0x10, //float
  18.         Vitality_Total = 0x11, //float
  19.         Strength_Bonus = 0x12, //float
  20.         Dexterity_Bonus = 0x13, //float
  21.         Intelligence_Bonus = 0x14, //float
  22.         Vitality_Bonus = 0x15, //float
  23.         Strength_Bonus_Percent = 0x16, //float
  24.         Dexterity_Bonus_Percent = 0x17, //float
  25.         Intelligence_Bonus_Percent = 0x18, //float
  26.         Vitality_Bonus_Percent = 0x19, //float
  27.         Strength_Reduction_Percent = 0x1A, //float
  28.         Dexterity_Reduction_Percent = 0x1B, //float
  29.         Intelligence_Reduction_Percent = 0x1C, //float
  30.         Vitality_Reduction_Percent = 0x1D, //float
  31.         Primary_Damage_Attribute = 0x1E, //int
  32.         Armor = 0x1F, //float
  33.         Armor_Bonus_Percent = 0x20, //float
  34.         Armor_Item = 0x21, //float
  35.         Armor_Bonus_Item = 0x22, //float
  36.         Armor_Item_Percent = 0x23, //float
  37.         Armor_Item_SubTotal = 0x24, //float
  38.         Armor_Item_Total = 0x25, //float
  39.         Armor_Total = 0x26, //float
  40.         Experience_Granted = 0x27, //int
  41.         Experience_Next_Hi = 0x28, //int
  42.         Experience_Next_Lo = 0x29, //int
  43.         Alt_Experience_Next_Hi = 0x2A, //int
  44.         Alt_Experience_Next_Lo = 0x2B, //int
  45.         Rest_Experience_Hi = 0x2C, //int
  46.         Rest_Experience_Lo = 0x2D, //int
  47.         Rest_Experience_Bonus_Percent = 0x2E, //float
  48.         Gold_Granted = 0x2F, //int
  49.         Gold = 0x30, //int
  50.         Gold_Find = 0x31, //float
  51.         Gold_Find_Uncapped = 0x32, //float
  52.         Gold_Find_Handicap = 0x33, //float
  53.         Gold_Find_Alt_Levels_Total = 0x34, //float
  54.         Gold_Find_Community_Buff = 0x35, //float
  55.         Gold_Find_Total = 0x36, //float
  56.         Level = 0x37, //int
  57.         Level_Cap = 0x38, //int
  58.         Alt_Level = 0x39, //int
  59.         Magic_Find = 0x3A, //float
  60.         Magic_Find_Uncapped = 0x3B, //float
  61.         Magic_Find_Handicap = 0x3C, //float
  62.         Magic_Find_Alt_Levels_Total = 0x3D, //float
  63.         Magic_Find_Capped_Subtotal = 0x3E, //float
  64.         Magic_Find_Total = 0x3F, //float
  65.         Magic_And_Gold_Find_Suppressed = 0x40, //int
  66.         Treasure_Find = 0x41, //float
  67.         Legendary_Find_Community_Buff = 0x42, //float
  68.         Resource_Cost_Reduction_Amount = 0x43, //int
  69.         Resource_Cost_Reduction_Total = 0x44, //float
  70.         Resource_Set_Point_Bonus = 0x45, //float
  71.         Faster_Healing_Percent = 0x46, //float
  72.         Spending_Resource_Heals_Percent = 0x47, //float
  73.         Bonus_Healing_Received_Percent = 0x48, //float
  74.         Reduced_Healing_Received_Percent = 0x49, //float
  75.         Healing_Well_Restores_Resource = 0x4A, //int
  76.         Experience_Bonus = 0x4B, //float
  77.         Experience_Bonus_Percent = 0x4C, //float
  78.         Experience_Bonus_Percent_Handicap = 0x4D, //float
  79.         Experience_Bonus_Percent_Total = 0x4E, //float
  80.         Health_Globe_Bonus_Chance = 0x4F, //float
  81.         Health_Globe_Bonus_Mult_Chance = 0x50, //float
  82.         Powerup_Globe_Bonus_Chance = 0x51, //float
  83.         Powerup_Globe_Bonus_Mult_Chance = 0x52, //float
  84.         Health_Globe_Bonus_Health = 0x53, //float
  85.         Increased_Health_From_Globes_Percent = 0x54, //float
  86.         Increased_Health_From_Globes_Percent_Total = 0x55, //float
  87.         Bonus_Health_Percent_Per_Second_From_Globes = 0x56, //float
  88.         Bonus_Health_Percent_Per_Second_From_Globes_Total = 0x57, //float
  89.         Mana_Gained_From_Globes_Percent = 0x58, //float
  90.         Mana_Gained_From_Globes = 0x59, //float
  91.         Resistance = 0x5A, //float
  92.         Resistance_Percent = 0x5B, //float
  93.         Resistance_Total = 0x5C, //float
  94.         Resistance_All = 0x5D, //float
  95.         Resistance_Percent_All = 0x5E, //float
  96.         Resistance_From_Intelligence = 0x5F, //float
  97.         Class_Damage_Reduction_Percent = 0x60, //float
  98.         Skill = 0x61, //int
  99.         Skill_Total = 0x62, //int
  100.         TeamID = 0x63, //int
  101.         Team_Override = 0x64, //int
  102.         Invulnerable = 0x65, //int
  103.         Loading = 0x66, //int
  104.         Loading_Player_ACD = 0x67, //int
  105.         Loading_Power_SNO = 0x68, //int
  106.         Loading_Anim_Tag = 0x69, //int
  107.         Loading_NewGame = 0x6A, //int
  108.         Auto_Porting_To_Save_Point = 0x6B, //int
  109.         No_Damage = 0x6C, //int
  110.         No_AutoPickup = 0x6D, //int
  111.         Light_Radius_Percent_Bonus = 0x6E, //float
  112.         Hitpoints_Cur = 0x6F, //float
  113.         Hitpoints_Factor_Level = 0x70, //float
  114.         Hitpoints_Factor_Vitality = 0x71, //float
  115.         Hitpoints_Total_From_Vitality = 0x72, //float
  116.         Hitpoints_Total_From_Level = 0x73, //float
  117.         Hitpoints_Granted = 0x74, //float
  118.         Hitpoints_Granted_Duration = 0x75, //int
  119.         Hitpoints_Max = 0x76, //float
  120.         Hitpoints_Max_Bonus = 0x77, //float
  121.         Hitpoints_Max_Total = 0x78, //float
  122.         Hitpoints_Percent = 0x79, //float
  123.         Hitpoints_Regen_Per_Second = 0x7A, //float
  124.         Hitpoints_Regen_Per_Second_Bonus = 0x7B, //float
  125.         Hitpoints_Regen_Bonus_Percent = 0x7C, //float
  126.         Hitpoints_Regen_Per_Second_Subtotal = 0x7D, //float
  127.         Hitpoints_Regen_Reduction_Percent = 0x7E, //float
  128.         Hitpoints_Regen_Per_Second_Health_Globe = 0x7F, //float
  129.         Hitpoints_Regen_Per_Second_Total = 0x80, //float
  130.         Hitpoints_Max_Percent_Bonus = 0x81, //float
  131.         Hitpoints_Max_Percent_Bonus_Item = 0x82, //float
  132.         Hitpoints_Healed_Target = 0x83, //float
  133.         Hitpoints_Frozen = 0x84, //int
  134.         DOT_Damage_Taken_Queued = 0x85, //float
  135.         DOT_Damage_Taken_Queued_Tick = 0x86, //int
  136.         DOT_Damage_Taken_Queued_Player = 0x87, //float
  137.         DOT_Damage_Taken_Queued_Player_Tick = 0x88, //int
  138.         Healing_Received_Queued = 0x89, //float
  139.         Healing_Received_Queued_Tick = 0x8A, //int
  140.         Staggered_Damage_Fraction = 0x8B, //float
  141.         Staggered_Damage_Duration = 0x8C, //float
  142.         Resource_Type_Primary = 0x8D, //int
  143.         Resource_Type_Secondary = 0x8E, //int
  144.         Resource_Cur = 0x8F, //float
  145.         Resource_Max = 0x90, //float
  146.         Resource_Max_Bonus = 0x91, //float
  147.         Resource_Max_Total = 0x92, //float
  148.         Resource_Factor_Level = 0x93, //float
  149.         Resource_Granted = 0x94, //float
  150.         Resource_Granted_Duration = 0x95, //int
  151.         Resource_Percent = 0x96, //float
  152.         Resource_Regen_Per_Second = 0x97, //float
  153.         Resource_Regen_Bonus_Percent = 0x98, //float
  154.         Resource_Regen_Total = 0x99, //float
  155.         Resource_Max_Percent_Bonus = 0x9A, //float
  156.         Resource_Capacity_Used = 0x9B, //float
  157.         Resource_Effective_Max = 0x9C, //float
  158.         Resource_Regen_Percent_Per_Second = 0x9D, //float
  159.         Resource_Degeneration_Stop_Point = 0x9E, //float
  160.         Movement_Scalar = 0x9F, //float
  161.         Walking_Rate = 0xA0, //float
  162.         Running_Rate = 0xA1, //float
  163.         Sprinting_Rate = 0xA2, //float
  164.         Strafing_Rate = 0xA3, //float
  165.         Walking_Rate_Total = 0xA4, //float
  166.         Running_Rate_Total = 0xA5, //float
  167.         Last_Running_Rate = 0xA6, //float
  168.         Sprinting_Rate_Total = 0xA7, //float
  169.         Strafing_Rate_Total = 0xA8, //float
  170.         Movement_Bonus_Total = 0xA9, //float
  171.         Movement_Scalar_Subtotal = 0xAA, //float
  172.         Movement_Scalar_Capped_Total = 0xAB, //float
  173.         Movement_Scalar_Uncapped_Bonus = 0xAC, //float
  174.         Movement_Scalar_Total = 0xAD, //float
  175.         Movement_Bonus_Run_Speed = 0xAE, //float
  176.         Movement_Scalar_Cap = 0xAF, //float
  177.         Casting_Speed = 0xB0, //float
  178.         Casting_Speed_Bonus = 0xB1, //float
  179.         Casting_Speed_Total = 0xB2, //float
  180.         Always_Hits = 0xB3, //int
  181.         Hit_Chance = 0xB4, //float
  182.         Knockback_Attack_Scalar = 0xB5, //float
  183.         Attacks_Per_Second_Item = 0xB6, //float
  184.         Attacks_Per_Second_Item_Percent = 0xB7, //float
  185.         Attacks_Per_Second_Item_Subtotal = 0xB8, //float
  186.         Attacks_Per_Second_Item_Bonus = 0xB9, //float
  187.         Attacks_Per_Second_Item_Total = 0xBA, //float
  188.         Attacks_Per_Second = 0xBB, //float
  189.         Attacks_Per_Second_Bonus = 0xBC, //float
  190.         Attacks_Per_Second_Total = 0xBD, //float
  191.         Attacks_Per_Second_Percent_Cap = 0xBE, //float
  192.         Attacks_Per_Second_Percent = 0xBF, //float
  193.         Attacks_Per_Second_Percent_Uncapped = 0xC0, //float
  194.         Attacks_Per_Second_Percent_Reduction = 0xC1, //float
  195.         Attacks_Per_Second_Percent_Subtotal = 0xC2, //float
  196.         AI_Cooldown_Reduction_Percent = 0xC3, //float
  197.         Power_Cooldown_Min_Time = 0xC4, //float
  198.         Power_Cooldown_Reduction_Percent = 0xC5, //float
  199.         Power_Cooldown_Reduction_Percent_All = 0xC6, //float
  200.         Power_Cooldown_Reduction_Percent_All_Capped = 0xC7, //float
  201.         Damage_Delta = 0xC8, //float
  202.         Damage_Delta_Total = 0xC9, //float
  203.         Damage_Min = 0xCA, //float
  204.         Damage_Bonus_Min = 0xCB, //float
  205.         Damage_Min_Total = 0xCC, //float
  206.         Damage_Delta_Total_All = 0xCD, //float
  207.         Damage_Min_Total_All = 0xCE, //float
  208.         Damage_Average_Total_All = 0xCF, //float
  209.         Damage_Min_Subtotal = 0xD0, //float
  210.         Damage_Percent_All_From_Skills = 0xD1, //float
  211.         Damage_Weapon_Delta = 0xD2, //float
  212.         Damage_Weapon_Delta_SubTotal = 0xD3, //float
  213.         Damage_Weapon_Max = 0xD4, //float
  214.         Damage_Weapon_Max_Total = 0xD5, //float
  215.         Damage_Weapon_Max_Total_All = 0xD6, //float
  216.         Damage_Weapon_Delta_Total = 0xD7, //float
  217.         Damage_Weapon_Delta_Total_All = 0xD8, //float
  218.         Damage_Weapon_Bonus_Delta = 0xD9, //float
  219.         Damage_Weapon_Bonus_Delta_X1 = 0xDA, //float
  220.         Damage_Weapon_Min = 0xDB, //float
  221.         Damage_Weapon_Min_Total = 0xDC, //float
  222.         Damage_Weapon_Min_Total_All = 0xDD, //float
  223.         Damage_Weapon_Average = 0xDE, //float
  224.         Damage_Weapon_Average_Total = 0xDF, //float
  225.         Damage_Weapon_Average_Total_All = 0xE0, //float
  226.         Damage_Weapon_Bonus_Min = 0xE1, //float
  227.         Damage_Weapon_Bonus_Min_X1 = 0xE2, //float
  228.         Damage_Weapon_Bonus_Flat = 0xE3, //float
  229.         Damage_Weapon_Percent_Bonus = 0xE4, //float
  230.         Damage_Weapon_Percent_All = 0xE5, //float
  231.         Damage_Weapon_Percent_Total = 0xE6, //float
  232.         Damage_Type_Percent_Bonus = 0xE7, //float
  233.         Damage_Dealt_Percent_Bonus = 0xE8, //float
  234.         Damage_Percent_Bonus_Witchdoctor = 0xE9, //float
  235.         Damage_Percent_Bonus_Wizard = 0xEA, //float
  236.         Crit_Percent_Base = 0xEB, //float
  237.         Crit_Percent_Bonus_Capped = 0xEC, //float
  238.         Crit_Percent_Bonus_Uncapped = 0xED, //float
  239.         Crit_Percent_Bonus_Hide_From_DPS = 0xEE, //float
  240.         Crit_Percent_Cap = 0xEF, //float
  241.         Crit_Damage_Cap = 0xF0, //float
  242.         Crit_Damage_Percent = 0xF1, //float
  243.         Crit_Damage_Percent_Uncapped = 0xF2, //float
  244.         Crit_Effect_Time = 0xF3, //int
  245.         Pierce_Chance = 0xF4, //float
  246.         Damage_Absorb_Percent = 0xF5, //float
  247.         Damage_Reduction_Total = 0xF6, //float
  248.         Damage_Reduction_Current = 0xF7, //float
  249.         Damage_Reduction_Last_Tick = 0xF8, //int
  250.         Block_Chance = 0xF9, //float
  251.         Block_Chance_Sub_Total = 0xFA, //float
  252.         Block_Chance_Bonus_Item = 0xFB, //float
  253.         Block_Chance_Item = 0xFC, //float
  254.         Block_Chance_Item_Total = 0xFD, //float
  255.         Block_Chance_Uncapped_Bonus = 0xFE, //float
  256.         Block_Chance_Capped_Total = 0xFF, //float
  257.         Block_Amount = 0x100, //float
  258.         Block_Amount_Bonus_Percent = 0x101, //float
  259.         Block_Amount_Total_Min = 0x102, //float
  260.         Block_Amount_Total_Max = 0x103, //float
  261.         Block_Amount_Item_Min = 0x104, //float
  262.         Block_Amount_Item_Delta = 0x105, //float
  263.         Block_Amount_Item_Bonus = 0x106, //float
  264.         Dodge_Chance_Bonus = 0x107, //float
  265.         Dodge_Chance_Bonus_Melee = 0x108, //float
  266.         Dodge_Chance_Bonus_Ranged = 0x109, //float
  267.         Dodge_Chance_Bonus_Additive = 0x10A, //float
  268.         Dodge_Chance_Bonus_Hide_From_Toughness = 0x10B, //float
  269.         Cannot_Dodge = 0x10C, //int
  270.         Get_Hit_Current = 0x10D, //float
  271.         Get_Hit_Max_Base = 0x10E, //float
  272.         Get_Hit_Max_Per_Level = 0x10F, //float
  273.         Get_Hit_Max = 0x110, //float
  274.         Get_Hit_Recovery_Base = 0x111, //float
  275.         Get_Hit_Recovery_Per_Level = 0x112, //float
  276.         Get_Hit_Recovery = 0x113, //float
  277.         Get_Hit_Damage = 0x114, //float
  278.         Get_Hit_Damage_Scalar = 0x115, //float
  279.         Last_Damage_MainActor = 0x116, //int
  280.         Last_ACD_Attacked = 0x117, //int
  281.         Ignores_Critical_Hits = 0x118, //int
  282.         Immunity = 0x119, //int
  283.         Untargetable = 0x11A, //int
  284.         Immobolize = 0x11B, //int
  285.         Immune_To_Knockback = 0x11C, //int
  286.         Power_Immobilize = 0x11D, //int
  287.         Stun_Chance = 0x11E, //float
  288.         Stun_Length = 0x11F, //float
  289.         Stun_Recovery = 0x120, //float
  290.         Stun_Recovery_Speed = 0x121, //float
  291.         Stunned = 0x122, //int
  292.         Stun_Immune = 0x123, //int
  293.         Poison_Length_Reduction = 0x124, //float
  294.         Bleeding = 0x125, //int
  295.         Bleed_Duration = 0x126, //float
  296.         Chilled = 0x127, //int
  297.         Freeze_Length_Reduction = 0x128, //float
  298.         Freeze_Immune = 0x129, //int
  299.         Chill_Duration_Bonus_Percent = 0x12A, //float
  300.         Freeze_Duration_Bonus_Percent = 0x12B, //float
  301.         Stun_Duration_Bonus_Percent = 0x12C, //float
  302.         Immobilize_Duration_Bonus_Percent = 0x12D, //float
  303.         Fear_Duration_Bonus_Percent = 0x12E, //float
  304.         Blind_Duration_Bonus_Percent = 0x12F, //float
  305.         Charm_Duration_Bonus_Percent = 0x130, //float
  306.         Slow_Duration_Bonus_Percent = 0x131, //float
  307.         Webbed = 0x132, //int
  308.         Slow = 0x133, //int
  309.         FireAura = 0x134, //int
  310.         LightningAura = 0x135, //int
  311.         ColdAura = 0x136, //int
  312.         PoisonAura = 0x137, //int
  313.         Blind = 0x138, //int
  314.         Enraged = 0x139, //int
  315.         Slowdown_Immune = 0x13A, //int
  316.         Gethit_Immune = 0x13B, //int
  317.         AttackSpeed_Reduction_Immune = 0x13C, //int
  318.         Suffocation_Per_Second = 0x13D, //float
  319.         Suffocation_Unit_Value = 0x13E, //float
  320.         Thorns_Percent = 0x13F, //float
  321.         Thorns_Percent_All = 0x140, //float
  322.         Thorns_Percent_Total = 0x141, //float
  323.         Thorns_Fixed = 0x142, //float
  324.         Thorns_AOE_Radius = 0x143, //float
  325.         Thorns_Has_Damage_Type = 0x144, //int
  326.         On_Hit_Thorns_Proc_Chance = 0x145, //float
  327.         Steal_Health_Percent = 0x146, //float
  328.         Steal_Mana_Percent = 0x147, //float
  329.         Resource_On_Hit = 0x148, //float
  330.         Resource_On_Hit_Bonus_Pct = 0x149, //float
  331.         Resource_On_Hit_Bonus = 0x14A, //float
  332.         Resource_On_Kill = 0x14B, //float
  333.         Resource_On_Crit = 0x14C, //float
  334.         Hitpoints_On_Hit = 0x14D, //float
  335.         Hitpoints_On_Kill = 0x14E, //float
  336.         Hitpoints_On_Kill_Reduction_Percent = 0x14F, //float
  337.         Hitpoints_On_Kill_Total = 0x150, //float
  338.         Damage_To_Mana = 0x151, //float
  339.         Last_Proc_Time = 0x152, //int
  340.         Damage_Power_Delta = 0x153, //float
  341.         Damage_Power_Min = 0x154, //float
  342.         Rope_Overlay = 0x155, //int
  343.         General_Cooldown = 0x156, //int
  344.         Power_Cooldown = 0x157, //int
  345.         Power_Cooldown_Start = 0x158, //int
  346.         Proc_Cooldown = 0x159, //int
  347.         Emote_Cooldown = 0x15A, //int
  348.         Projectile_Speed = 0x15B, //float
  349.         Projectile_Speed_Increase_Percent = 0x15C, //float
  350.         Destroy_When_Path_Blocked = 0x15D, //int
  351.         Skill_Toggled_State = 0x15E, //int
  352.         Skill_Charges = 0x15F, //int
  353.         Next_Charge_Gained_time = 0x160, //int
  354.         Recharge_Start_Time = 0x161, //int
  355.         Act = 0x162, //int
  356.         Difficulty = 0x163, //int
  357.         Last_Damage_Amount = 0x164, //float
  358.         In_Knockback = 0x165, //int
  359.         Amplify_Damage_Type_Percent = 0x166, //float
  360.         Amplify_Damage_Skill_Percent = 0x167, //float
  361.         Amplify_Damage_Percent = 0x168, //float
  362.         Durability_Cur = 0x169, //int
  363.         Durability_Max = 0x16A, //int
  364.         Durability_Max_Before_Reforge = 0x16B, //int
  365.         Durability_Last_Damage = 0x16C, //int
  366.         Item_Quality_Level = 0x16D, //int
  367.         Item_Quality_Level_Identified = 0x16E, //int
  368.         Item_Cost_Percent_Bonus = 0x16F, //float
  369.         Item_Equipped = 0x170, //int
  370.         Item_Ping = 0x171, //int
  371.         Requirement = 0x172, //float
  372.         Requirements_Ease_Percent = 0x173, //float
  373.         Requirement_When_Equipped = 0x174, //float
  374.         Sockets = 0x175, //int
  375.         Sockets_Filled = 0x176, //int
  376.         Stats_All_Bonus = 0x177, //float
  377.         Item_Bound_To_ACD = 0x178, //int
  378.         Item_Locked_To_ACD = 0x179, //int
  379.         Item_Binding_Level_Override = 0x17A, //int
  380.         Item_LegendaryItem_Level_Override = 0x17B, //int
  381.         Item_Targeted_Player_Class = 0x17C, //int
  382.         Item_Targeted_Hireling_Class = 0x17D, //int
  383.         ItemStackQuantityHi = 0x17E, //int
  384.         ItemStackQuantityLo = 0x17F, //int
  385.         Run_Speed_Granted = 0x180, //float
  386.         Run_Speed_Duration = 0x181, //int
  387.         IdentifyCost = 0x182, //int
  388.         Seed = 0x183, //int
  389.         IsCrafted = 0x184, //int
  390.         IsVendorBought = 0x185, //int
  391.         DyeType = 0x186, //int
  392.         Loot_2_0_Drop = 0x187, //int
  393.         Unidentified = 0x188, //int
  394.         ConsumableAddSockets = 0x189, //int
  395.         AddSocketsType_Weapon = 0x18A, //int
  396.         AddSocketsType_Offhand = 0x18B, //int
  397.         AddSocketsType_Legs = 0x18C, //int
  398.         AddSocketsType_Chest = 0x18D, //int
  399.         AddSocketsType_Helm = 0x18E, //int
  400.         AddSocketsType_Jewelry = 0x18F, //int
  401.         EnchantAffix = 0x190, //int
  402.         EnchantRangeVal = 0x191, //int
  403.         EnchantRangeMax = 0x192, //int
  404.         EnchantedAffixOld = 0x193, //int
  405.         EnchantedAffixNew = 0x194, //int
  406.         EnchantedAffixSeed = 0x195, //int
  407.         EnchantedAffixCount = 0x196, //int
  408.         TransmogGBID = 0x197, //int
  409.         HighlySalvageable = 0x198, //int
  410.         ItemUnlockTimeHi = 0x199, //int
  411.         ItemUnlockTimeLo = 0x19A, //int
  412.         Always_Plays_GetHit = 0x19B, //int
  413.         Hidden = 0x19C, //int
  414.         Alpha_Attachments = 0x19D, //int
  415.         RActor_Fade_Group = 0x19E, //int
  416.         Quest_Range = 0x19F, //int
  417.         Attack_Cooldown_Min = 0x1A0, //int
  418.         Attack_Cooldown_Delta = 0x1A1, //int
  419.         InitialCooldownMinTotal = 0x1A2, //int
  420.         InitialCooldownDeltaTotal = 0x1A3, //int
  421.         Attack_Cooldown_Min_Total = 0x1A4, //int
  422.         Attack_Cooldown_Delta_Total = 0x1A5, //int
  423.         Closing_Cooldown_Min_Total = 0x1A6, //int
  424.         Closing_Cooldown_Delta_Total = 0x1A7, //int
  425.         Quest_Monster = 0x1A8, //int
  426.         Quest_Monster_Effect = 0x1A9, //int
  427.         Treasure_Class = 0x1AA, //int
  428.         Removes_Body_On_Death = 0x1AB, //int
  429.         InitialCooldownMin = 0x1AC, //int
  430.         InitialCooldownDelta = 0x1AD, //int
  431.         Knockback_Weight = 0x1AE, //float
  432.         UntargetableByPets = 0x1AF, //int
  433.         Damage_State_Current = 0x1B0, //int
  434.         Damage_State_Max = 0x1B1, //int
  435.         Is_Player_Decoy = 0x1B2, //int
  436.         Custom_Target_Weight = 0x1B3, //float
  437.         Gizmo_State = 0x1B4, //int
  438.         Gizmo_Charges = 0x1B5, //int
  439.         Chest_Open = 0x1B6, //int
  440.         Door_Locked = 0x1B7, //int
  441.         Door_Timer = 0x1B8, //int
  442.         Gizmo_Disabled_By_Script = 0x1B9, //int
  443.         Gizmo_Operator_ACDID = 0x1BA, //int
  444.         Triggering_Count = 0x1BB, //int
  445.         Gizmo_Operation_Radius_Override = 0x1BC, //float
  446.         Gate_Position = 0x1BD, //float
  447.         Gate_Velocity = 0x1BE, //float
  448.         Gizmo_Has_Been_Operated = 0x1BF, //int
  449.         Banner_Usable = 0x1C0, //int
  450.         Banner_Player_In_Combat = 0x1C1, //int
  451.         Pet_Owner = 0x1C2, //int
  452.         Pet_Creator = 0x1C3, //int
  453.         Pet_Type = 0x1C4, //int
  454.         DropsNoLoot = 0x1C5, //int
  455.         GrantsNoXP = 0x1C6, //int
  456.         Hireling_Class = 0x1C7, //int
  457.         Summoned_By_SNO = 0x1C8, //int
  458.         Pet_Proc_Scalar = 0x1C9, //float
  459.         Pet_Cannot_Be_Dismissed = 0x1CA, //int
  460.         Is_NPC = 0x1CB, //int
  461.         NPC_Is_Operatable = 0x1CC, //int
  462.         NPC_Is_Escorting = 0x1CD, //int
  463.         NPC_Has_Interact_Options = 0x1CE, //int
  464.         Conversation_Icon = 0x1CF, //int
  465.         Callout_Cooldown = 0x1D0, //int
  466.         Banter_Cooldown = 0x1D1, //int
  467.         Conversation_Heard_Count = 0x1D2, //int
  468.         Last_Tick_Shop_Entered = 0x1D3, //int
  469.         Is_Helper = 0x1D4, //int
  470.         Axe = 0x1D5, //float
  471.         Axe2H = 0x1D6, //float
  472.         ThrowingAxe = 0x1D7, //float
  473.         AxeAny = 0x1D8, //float
  474.         Bow = 0x1D9, //float
  475.         Crossbow = 0x1DA, //float
  476.         BowAny = 0x1DB, //float
  477.         Club = 0x1DC, //float
  478.         Club2H = 0x1DD, //float
  479.         ClubAny = 0x1DE, //float
  480.         Dagger = 0x1DF, //float
  481.         Mace = 0x1E0, //float
  482.         Mace2H = 0x1E1, //float
  483.         MaceAny = 0x1E2, //float
  484.         Sword = 0x1E3, //float
  485.         Sword2H = 0x1E4, //float
  486.         SwordAny = 0x1E5, //float
  487.         Polearm = 0x1E6, //float
  488.         Spear = 0x1E7, //float
  489.         Wand = 0x1E8, //float
  490.         ColdStaff = 0x1E9, //float
  491.         FireStaff = 0x1EA, //float
  492.         LightningStaff = 0x1EB, //float
  493.         PoisonStaff = 0x1EC, //float
  494.         StaffAny = 0x1ED, //float
  495.         Weapon1H = 0x1EE, //float
  496.         Weapon2H = 0x1EF, //float
  497.         WeaponMelee = 0x1F0, //float
  498.         WeaponRanged = 0x1F1, //float
  499.         Quiver = 0x1F2, //float
  500.         Reincarnation_Buff = 0x1F3, //int
  501.         Dead_Body_AnimTag = 0x1F4, //int
  502.         Spawned_by_ACDID = 0x1F5, //int
  503.         Summoned_By_ACDID = 0x1F6, //int
  504.         Summoner_ID = 0x1F7, //int
  505.         Banner_ACDID = 0x1F8, //int
  506.         Breakable_Shield_HP = 0x1F9, //float
  507.         Current_WeaponClass = 0x1FA, //int
  508.         Weapons_Sheathed = 0x1FB, //int
  509.         Held_In_OffHand = 0x1FC, //int
  510.         Attacks_Per_Second_Item_MainHand = 0x1FD, //float
  511.         Attacks_Per_Second_Item_OffHand = 0x1FE, //float
  512.         Attacks_Per_Second_Item_Total_MainHand = 0x1FF, //float
  513.         Attacks_Per_Second_Item_Total_OffHand = 0x200, //float
  514.         Damage_Weapon_Min_Total_MainHand = 0x201, //float
  515.         Damage_Weapon_Min_Total_OffHand = 0x202, //float
  516.         Damage_Weapon_Delta_Total_MainHand = 0x203, //float
  517.         Damage_Weapon_Delta_Total_OffHand = 0x204, //float
  518.         Attacks_Per_Second_Item_CurrentHand = 0x205, //float
  519.         Damage_Weapon_Min_Total_CurrentHand = 0x206, //float
  520.         Damage_Weapon_Delta_Total_CurrentHand = 0x207, //float
  521.         Has_Special_Death_AnimTag = 0x208, //int
  522.         Death_Type_Override = 0x209, //int
  523.         In_Combat = 0x20A, //int
  524.         In_Combat_Next_Tick_Check = 0x20B, //int
  525.         In_Conversation = 0x20C, //int
  526.         Last_Tick_Potion_Used = 0x20D, //int
  527.         Potion_Dilution_Percent = 0x20E, //float
  528.         Out_Of_Combat_Health_Regen_Percent = 0x20F, //float
  529.         Out_Of_Combat_Mana_Regen_Percent = 0x210, //float
  530.         Potion_Dilution_Duration = 0x211, //int
  531.         Potion_Dilution_Scalar = 0x212, //float
  532.         Feared = 0x213, //int
  533.         Fear_Immune = 0x214, //int
  534.         Last_Damage_ACD = 0x215, //int
  535.         Attached_To_ACD = 0x216, //int
  536.         Attachment_ACD = 0x217, //int
  537.         Normal_Attack_Replacement_Power_SNO = 0x218, //int
  538.         Damage_Type_Override = 0x219, //float
  539.         Minion_Count_Bonus_Percent = 0x21A, //float
  540.         Expensive_Proc_Count = 0x21B, //int
  541.         Champion_Teleport_Time_Min_In_Seconds = 0x21C, //float
  542.         Champion_Teleport_Time_Delta_In_Seconds = 0x21D, //float
  543.         Champion_Clone_Next_Tick = 0x21E, //int
  544.         Champion_Clone_Time_Min_In_Seconds = 0x21F, //float
  545.         Champion_Clone_Time_Delta_In_Seconds = 0x220, //float
  546.         Champion_Clone_Hitpoint_Bonus_Percent = 0x221, //float
  547.         Champion_Clone_Damage_Bonus_Percent = 0x222, //float
  548.         Champion_Ghostly_Next_Tick = 0x223, //int
  549.         Champion_Ghostly_Inactive_Time_Min_In_Seconds = 0x224, //float
  550.         Champion_Ghostly_Inactive_Time_Delta_In_Seconds = 0x225, //float
  551.         Champion_Ghostly_Active_Time_Min_In_Seconds = 0x226, //float
  552.         Champion_Ghostly_Active_Time_Delta_In_Seconds = 0x227, //float
  553.         Champion_Ghostly_Saved_Dodge_Chance = 0x228, //float
  554.         Champion_Ghostly = 0x229, //int
  555.         Base_Element = 0x22A, //int
  556.         Projectile_Amount_Bonus_Percent = 0x22B, //float
  557.         Projectile_Reflect_Chance = 0x22C, //float
  558.         Projectile_Reflect_Forced_Target = 0x22D, //int
  559.         Projectile_Reflect_Damage_Scalar = 0x22E, //float
  560.         Projectile_Reflect_Has_Damage_Cap = 0x22F, //int
  561.         Projectile_Reflect_Damage_Cap_Remaining = 0x230, //float
  562.         Attack_Fear_Chance = 0x231, //float
  563.         Attack_Fear_Time_Min = 0x232, //float
  564.         Attack_Fear_Time_Delta = 0x233, //float
  565.         Buff_Visual_Effect = 0x234, //int
  566.         Buff_Icon_Start_Tick0 = 0x235, //int
  567.         Buff_Icon_Start_Tick1 = 0x236, //int
  568.         Buff_Icon_Start_Tick2 = 0x237, //int
  569.         Buff_Icon_Start_Tick3 = 0x238, //int
  570.         Buff_Icon_Start_Tick4 = 0x239, //int
  571.         Buff_Icon_Start_Tick5 = 0x23A, //int
  572.         Buff_Icon_Start_Tick6 = 0x23B, //int
  573.         Buff_Icon_Start_Tick7 = 0x23C, //int
  574.         Buff_Icon_Start_Tick8 = 0x23D, //int
  575.         Buff_Icon_Start_Tick9 = 0x23E, //int
  576.         Buff_Icon_Start_Tick10 = 0x23F, //int
  577.         Buff_Icon_Start_Tick11 = 0x240, //int
  578.         Buff_Icon_Start_Tick12 = 0x241, //int
  579.         Buff_Icon_Start_Tick13 = 0x242, //int
  580.         Buff_Icon_Start_Tick14 = 0x243, //int
  581.         Buff_Icon_Start_Tick15 = 0x244, //int
  582.         Buff_Icon_Start_Tick16 = 0x245, //int
  583.         Buff_Icon_Start_Tick17 = 0x246, //int
  584.         Buff_Icon_Start_Tick18 = 0x247, //int
  585.         Buff_Icon_Start_Tick19 = 0x248, //int
  586.         Buff_Icon_Start_Tick20 = 0x249, //int
  587.         Buff_Icon_Start_Tick21 = 0x24A, //int
  588.         Buff_Icon_Start_Tick22 = 0x24B, //int
  589.         Buff_Icon_Start_Tick23 = 0x24C, //int
  590.         Buff_Icon_Start_Tick24 = 0x24D, //int
  591.         Buff_Icon_Start_Tick25 = 0x24E, //int
  592.         Buff_Icon_Start_Tick26 = 0x24F, //int
  593.         Buff_Icon_Start_Tick27 = 0x250, //int
  594.         Buff_Icon_Start_Tick28 = 0x251, //int
  595.         Buff_Icon_Start_Tick29 = 0x252, //int
  596.         Buff_Icon_Start_Tick30 = 0x253, //int
  597.         Buff_Icon_Start_Tick31 = 0x254, //int
  598.         Buff_Icon_End_Tick0 = 0x255, //int
  599.         Buff_Icon_End_Tick1 = 0x256, //int
  600.         Buff_Icon_End_Tick2 = 0x257, //int
  601.         Buff_Icon_End_Tick3 = 0x258, //int
  602.         Buff_Icon_End_Tick4 = 0x259, //int
  603.         Buff_Icon_End_Tick5 = 0x25A, //int
  604.         Buff_Icon_End_Tick6 = 0x25B, //int
  605.         Buff_Icon_End_Tick7 = 0x25C, //int
  606.         Buff_Icon_End_Tick8 = 0x25D, //int
  607.         Buff_Icon_End_Tick9 = 0x25E, //int
  608.         Buff_Icon_End_Tick10 = 0x25F, //int
  609.         Buff_Icon_End_Tick11 = 0x260, //int
  610.         Buff_Icon_End_Tick12 = 0x261, //int
  611.         Buff_Icon_End_Tick13 = 0x262, //int
  612.         Buff_Icon_End_Tick14 = 0x263, //int
  613.         Buff_Icon_End_Tick15 = 0x264, //int
  614.         Buff_Icon_End_Tick16 = 0x265, //int
  615.         Buff_Icon_End_Tick17 = 0x266, //int
  616.         Buff_Icon_End_Tick18 = 0x267, //int
  617.         Buff_Icon_End_Tick19 = 0x268, //int
  618.         Buff_Icon_End_Tick20 = 0x269, //int
  619.         Buff_Icon_End_Tick21 = 0x26A, //int
  620.         Buff_Icon_End_Tick22 = 0x26B, //int
  621.         Buff_Icon_End_Tick23 = 0x26C, //int
  622.         Buff_Icon_End_Tick24 = 0x26D, //int
  623.         Buff_Icon_End_Tick25 = 0x26E, //int
  624.         Buff_Icon_End_Tick26 = 0x26F, //int
  625.         Buff_Icon_End_Tick27 = 0x270, //int
  626.         Buff_Icon_End_Tick28 = 0x271, //int
  627.         Buff_Icon_End_Tick29 = 0x272, //int
  628.         Buff_Icon_End_Tick30 = 0x273, //int
  629.         Buff_Icon_End_Tick31 = 0x274, //int
  630.         Could_Have_Ragdolled = 0x275, //int
  631.         Ambient_Damage_Effect_Last_Time = 0x276, //int
  632.         Scale_Bonus = 0x277, //float
  633.         Scale_Bonus_Is_Immediate = 0x278, //int
  634.         Deleted_On_Server = 0x279, //int
  635.         Scripted_Fade_Time = 0x27A, //int
  636.         Does_No_Damage = 0x27B, //int
  637.         Does_Fake_Damage = 0x27C, //int
  638.         SlowTime_Debuff = 0x27D, //float
  639.         Blocks_Projectiles = 0x27E, //int
  640.         Frozen = 0x27F, //int
  641.         Freeze_Damage_Percent_Bonus = 0x280, //float
  642.         Shatter_Chance = 0x281, //float
  643.         DualWield_BothAttack_Chance = 0x282, //float
  644.         Summon_Expiration_Tick = 0x283, //int
  645.         Summon_Count = 0x284, //int
  646.         Uninterruptible = 0x285, //int
  647.         Queue_Death = 0x286, //int
  648.         CantStartDisplayedPowers = 0x287, //int
  649.         Wizard_Slowtime_Proxy_ACD = 0x288, //int
  650.         DPS = 0x289, //float
  651.         Resurrection_Power = 0x28A, //int
  652.         Freeze_Damage = 0x28B, //float
  653.         Freeze_Capacity = 0x28C, //float
  654.         Thaw_Rate = 0x28D, //float
  655.         Chilled_Dur_Bonus_Percent = 0x28E, //float
  656.         DOT_DPS = 0x28F, //float
  657.         DamageCap_Percent = 0x290, //float
  658.         Item_Time_Sold = 0x291, //int
  659.         Forced_Hireling_Power = 0x292, //int
  660.         IsRooted = 0x293, //int
  661.         RootTargetACD = 0x294, //int
  662.         RootAutoDecayPerSecond = 0x295, //float
  663.         RootUnitValue = 0x296, //float
  664.         RootTotalTicks = 0x297, //int
  665.         Hide_Affixes = 0x298, //int
  666.         Rune_A = 0x299, //int
  667.         Rune_B = 0x29A, //int
  668.         Rune_C = 0x29B, //int
  669.         Rune_D = 0x29C, //int
  670.         Rune_E = 0x29D, //int
  671.         Resistance_Stun = 0x29E, //float
  672.         Resistance_Stun_Total = 0x29F, //float
  673.         Resistance_Root = 0x2A0, //float
  674.         Resistance_Root_Total = 0x2A1, //float
  675.         Resistance_Freeze = 0x2A2, //float
  676.         Resistance_Freeze_Total = 0x2A3, //float
  677.         Resistance_StunRootFreeze = 0x2A4, //float
  678.         CrowdControl_Reduction = 0x2A5, //float
  679.         Displays_Team_Effect = 0x2A6, //int
  680.         Cannot_Be_Added_To_AI_Target_List = 0x2A7, //int
  681.         SkillKit = 0x2A8, //int
  682.         Immune_To_Charm = 0x2A9, //int
  683.         Immune_To_Blind = 0x2AA, //int
  684.         Damage_Shield = 0x2AB, //int
  685.         Damage_Shield_Amount = 0x2AC, //float
  686.         Guard_Object_ACDID = 0x2AD, //int
  687.         Follow_Target_ACDID = 0x2AE, //int
  688.         Follow_Target_Type = 0x2AF, //int
  689.         Forced_Enemy_ACDID = 0x2B0, //int
  690.         NPC_Talk_Target_ANN = 0x2B1, //int
  691.         NPC_Conv_Target_ANN = 0x2B2, //int
  692.         Script_Target_ACDID = 0x2B3, //int
  693.         Look_Target_Server_ANN = 0x2B4, //int
  694.         Look_Target_Broadcast_Intensity = 0x2B5, //float
  695.         Look_Target_Broadcast_Radius = 0x2B6, //float
  696.         Stealthed = 0x2B7, //int
  697.         GemQuality = 0x2B8, //int
  698.         Gem_Attributes_Multiplier = 0x2B9, //float
  699.         ItemBuffIcon = 0x2BA, //int
  700.         ScrollDuration = 0x2BB, //float
  701.         Gizmo_Actor_SNO_To_Spawn = 0x2BC, //int
  702.         Gizmo_Actor_To_Spawn_Scale = 0x2BD, //float
  703.         Death_Replacement_Power_SNO = 0x2BE, //int
  704.         Attachment_Handled_By_Client = 0x2BF, //int
  705.         AI_In_Special_State = 0x2C0, //int
  706.         AI_Used_Scripted_Spawn_Anim = 0x2C1, //int
  707.         AI_Spawned_By_Inactive_Marker = 0x2C2, //int
  708.         Headstone_Player_ANN = 0x2C3, //int
  709.         Resource_Cost_Reduction_Percent = 0x2C4, //float
  710.         Resource_Cost_Reduction_Percent_Total = 0x2C5, //float
  711.         Resource_Cost_Reduction_Percent_All = 0x2C6, //float
  712.         Damage_Type_Cost_Reduction_Percent = 0x2C7, //float
  713.         Resistance_Penetration = 0x2C8, //float
  714.         Resistance_Penetration_Total = 0x2C9, //float
  715.         Resistance_Penetration_All = 0x2CA, //float
  716.         Resistance_Penetration_Percent_All = 0x2CB, //float
  717.         Fury_Effect_Level = 0x2CC, //int
  718.         Health_Potion_Bonus_Heal_Percent = 0x2CD, //float
  719.         Health_Potion_Affects_Allies_Percent = 0x2CE, //float
  720.         Free_Cast = 0x2CF, //int
  721.         Free_Cast_All = 0x2D0, //int
  722.         Movement_Scalar_Reduction_Percent = 0x2D1, //float
  723.         Movement_Scalar_Reduction_Resistance = 0x2D2, //float
  724.         Damage_Absorb_Percent_All = 0x2D3, //float
  725.         World_Seed = 0x2D4, //int
  726.         Kill_Count_Record = 0x2D5, //int
  727.         Object_Destruction_Record = 0x2D6, //int
  728.         Single_Attack_Record = 0x2D7, //int
  729.         Environment_Attack_Record = 0x2D8, //int
  730.         Nephalem_Glory_Duration_Record = 0x2D9, //int
  731.         Root_Immune = 0x2DA, //int
  732.         Monster_Play_Get_Hit_Bonus = 0x2DB, //float
  733.         Stored_Contact_Frame = 0x2DC, //int
  734.         Buff_Icon_Count0 = 0x2DD, //int
  735.         Buff_Icon_Count1 = 0x2DE, //int
  736.         Buff_Icon_Count2 = 0x2DF, //int
  737.         Buff_Icon_Count3 = 0x2E0, //int
  738.         Buff_Icon_Count4 = 0x2E1, //int
  739.         Buff_Icon_Count5 = 0x2E2, //int
  740.         Buff_Icon_Count6 = 0x2E3, //int
  741.         Buff_Icon_Count7 = 0x2E4, //int
  742.         Buff_Icon_Count8 = 0x2E5, //int
  743.         Buff_Icon_Count9 = 0x2E6, //int
  744.         Buff_Icon_Count10 = 0x2E7, //int
  745.         Buff_Icon_Count11 = 0x2E8, //int
  746.         Buff_Icon_Count12 = 0x2E9, //int
  747.         Buff_Icon_Count13 = 0x2EA, //int
  748.         Buff_Icon_Count14 = 0x2EB, //int
  749.         Buff_Icon_Count15 = 0x2EC, //int
  750.         Buff_Icon_Count16 = 0x2ED, //int
  751.         Buff_Icon_Count17 = 0x2EE, //int
  752.         Buff_Icon_Count18 = 0x2EF, //int
  753.         Buff_Icon_Count19 = 0x2F0, //int
  754.         Buff_Icon_Count20 = 0x2F1, //int
  755.         Buff_Icon_Count21 = 0x2F2, //int
  756.         Buff_Icon_Count22 = 0x2F3, //int
  757.         Buff_Icon_Count23 = 0x2F4, //int
  758.         Buff_Icon_Count24 = 0x2F5, //int
  759.         Buff_Icon_Count25 = 0x2F6, //int
  760.         Buff_Icon_Count26 = 0x2F7, //int
  761.         Buff_Icon_Count27 = 0x2F8, //int
  762.         Buff_Icon_Count28 = 0x2F9, //int
  763.         Buff_Icon_Count29 = 0x2FA, //int
  764.         Buff_Icon_Count30 = 0x2FB, //int
  765.         Buff_Icon_Count31 = 0x2FC, //int
  766.         Observer = 0x2FD, //int
  767.         Resurrect_As_Observer = 0x2FE, //int
  768.         Combo_Level = 0x2FF, //int
  769.         Combo_Time_Last_Move = 0x300, //int
  770.         Burrowed = 0x301, //int
  771.         Death_Replacement_Effect_Group_SNO = 0x302, //int
  772.         Checkpoint_Resurrection_Allowed_Game_Time = 0x303, //int
  773.         Checkpoint_Resurrection_Forced_Game_Time = 0x304, //int
  774.         Corpse_Resurrection_Allowed_Game_Time = 0x305, //int
  775.         Corpse_Resurrection_Charges = 0x306, //int
  776.         Controlling_TimedEvent_SNO = 0x307, //int
  777.         Casting_Speed_Percent = 0x308, //float
  778.         Using_Bossbar = 0x309, //int
  779.         Power_Buff_0_Visual_Effect = 0x30A, //int
  780.         Power_Buff_1_Visual_Effect = 0x30B, //int
  781.         Power_Buff_2_Visual_Effect = 0x30C, //int
  782.         Power_Buff_3_Visual_Effect = 0x30D, //int
  783.         Power_Buff_4_Visual_Effect = 0x30E, //int
  784.         Power_Buff_5_Visual_Effect = 0x30F, //int
  785.         Power_Buff_6_Visual_Effect = 0x310, //int
  786.         Power_Buff_7_Visual_Effect = 0x311, //int
  787.         Power_Buff_8_Visual_Effect = 0x312, //int
  788.         Power_Buff_9_Visual_Effect = 0x313, //int
  789.         Power_Buff_10_Visual_Effect = 0x314, //int
  790.         Power_Buff_11_Visual_Effect = 0x315, //int
  791.         Power_Buff_12_Visual_Effect = 0x316, //int
  792.         Power_Buff_13_Visual_Effect = 0x317, //int
  793.         Power_Buff_14_Visual_Effect = 0x318, //int
  794.         Power_Buff_15_Visual_Effect = 0x319, //int
  795.         Power_Buff_16_Visual_Effect = 0x31A, //int
  796.         Power_Buff_17_Visual_Effect = 0x31B, //int
  797.         Power_Buff_18_Visual_Effect = 0x31C, //int
  798.         Power_Buff_19_Visual_Effect = 0x31D, //int
  799.         Power_Buff_20_Visual_Effect = 0x31E, //int
  800.         Power_Buff_21_Visual_Effect = 0x31F, //int
  801.         Power_Buff_22_Visual_Effect = 0x320, //int
  802.         Power_Buff_23_Visual_Effect = 0x321, //int
  803.         Power_Buff_24_Visual_Effect = 0x322, //int
  804.         Power_Buff_25_Visual_Effect = 0x323, //int
  805.         Power_Buff_26_Visual_Effect = 0x324, //int
  806.         Power_Buff_27_Visual_Effect = 0x325, //int
  807.         Power_Buff_28_Visual_Effect = 0x326, //int
  808.         Power_Buff_29_Visual_Effect = 0x327, //int
  809.         Power_Buff_30_Visual_Effect = 0x328, //int
  810.         Power_Buff_31_Visual_Effect = 0x329, //int
  811.         Store_SNO = 0x32A, //int
  812.         Busy = 0x32B, //int
  813.         Afk = 0x32C, //int
  814.         Lore_Playing = 0x32D, //int
  815.         Last_Action_Timestamp = 0x32E, //int
  816.         Portal_Next_Time = 0x32F, //int
  817.         Repair_Discount_Percent = 0x330, //float
  818.         Resource_Degeneration_Prevented = 0x331, //int
  819.         Operatable = 0x332, //int
  820.         Has_Look_Override = 0x333, //int
  821.         Spawner_Concurrent_Count_ID = 0x334, //int
  822.         Disabled = 0x335, //int
  823.         Skill_Override = 0x336, //int
  824.         Skill_Override_Active = 0x337, //int
  825.         Skill_Override_Ended = 0x338, //int
  826.         Skill_Override_Ended_Active = 0x339, //int
  827.         Is_Power_Proxy = 0x33A, //int
  828.         Force_No_Death_Animation = 0x33B, //int
  829.         Player_WeaponClass_Anim_Override = 0x33C, //int
  830.         Operatable_Story_Gizmo = 0x33D, //int
  831.         Power_Buff_0_Visual_Effect_None = 0x33E, //int
  832.         Power_Buff_0_Visual_Effect_A = 0x33F, //int
  833.         Power_Buff_0_Visual_Effect_B = 0x340, //int
  834.         Power_Buff_0_Visual_Effect_C = 0x341, //int
  835.         Power_Buff_0_Visual_Effect_D = 0x342, //int
  836.         Power_Buff_0_Visual_Effect_E = 0x343, //int
  837.         Power_Buff_1_Visual_Effect_None = 0x344, //int
  838.         Power_Buff_1_Visual_Effect_A = 0x345, //int
  839.         Power_Buff_1_Visual_Effect_B = 0x346, //int
  840.         Power_Buff_1_Visual_Effect_C = 0x347, //int
  841.         Power_Buff_1_Visual_Effect_D = 0x348, //int
  842.         Power_Buff_1_Visual_Effect_E = 0x349, //int
  843.         Power_Buff_2_Visual_Effect_None = 0x34A, //int
  844.         Power_Buff_2_Visual_Effect_A = 0x34B, //int
  845.         Power_Buff_2_Visual_Effect_B = 0x34C, //int
  846.         Power_Buff_2_Visual_Effect_C = 0x34D, //int
  847.         Power_Buff_2_Visual_Effect_D = 0x34E, //int
  848.         Power_Buff_2_Visual_Effect_E = 0x34F, //int
  849.         Power_Buff_3_Visual_Effect_None = 0x350, //int
  850.         Power_Buff_3_Visual_Effect_A = 0x351, //int
  851.         Power_Buff_3_Visual_Effect_B = 0x352, //int
  852.         Power_Buff_3_Visual_Effect_C = 0x353, //int
  853.         Power_Buff_3_Visual_Effect_D = 0x354, //int
  854.         Power_Buff_3_Visual_Effect_E = 0x355, //int
  855.         Power_Buff_4_Visual_Effect_None = 0x356, //int
  856.         Power_Buff_4_Visual_Effect_A = 0x357, //int
  857.         Power_Buff_4_Visual_Effect_B = 0x358, //int
  858.         Power_Buff_4_Visual_Effect_C = 0x359, //int
  859.         Power_Buff_4_Visual_Effect_D = 0x35A, //int
  860.         Power_Buff_4_Visual_Effect_E = 0x35B, //int
  861.         Power_Buff_5_Visual_Effect_None = 0x35C, //int
  862.         Power_Buff_5_Visual_Effect_A = 0x35D, //int
  863.         Power_Buff_5_Visual_Effect_B = 0x35E, //int
  864.         Power_Buff_5_Visual_Effect_C = 0x35F, //int
  865.         Power_Buff_5_Visual_Effect_D = 0x360, //int
  866.         Power_Buff_5_Visual_Effect_E = 0x361, //int
  867.         Power_Buff_6_Visual_Effect_None = 0x362, //int
  868.         Power_Buff_6_Visual_Effect_A = 0x363, //int
  869.         Power_Buff_6_Visual_Effect_B = 0x364, //int
  870.         Power_Buff_6_Visual_Effect_C = 0x365, //int
  871.         Power_Buff_6_Visual_Effect_D = 0x366, //int
  872.         Power_Buff_6_Visual_Effect_E = 0x367, //int
  873.         Power_Buff_7_Visual_Effect_None = 0x368, //int
  874.         Power_Buff_7_Visual_Effect_A = 0x369, //int
  875.         Power_Buff_7_Visual_Effect_B = 0x36A, //int
  876.         Power_Buff_7_Visual_Effect_C = 0x36B, //int
  877.         Power_Buff_7_Visual_Effect_D = 0x36C, //int
  878.         Power_Buff_7_Visual_Effect_E = 0x36D, //int
  879.         Power_Buff_8_Visual_Effect_None = 0x36E, //int
  880.         Power_Buff_8_Visual_Effect_A = 0x36F, //int
  881.         Power_Buff_8_Visual_Effect_B = 0x370, //int
  882.         Power_Buff_8_Visual_Effect_C = 0x371, //int
  883.         Power_Buff_8_Visual_Effect_D = 0x372, //int
  884.         Power_Buff_8_Visual_Effect_E = 0x373, //int
  885.         Power_Buff_9_Visual_Effect_None = 0x374, //int
  886.         Power_Buff_9_Visual_Effect_A = 0x375, //int
  887.         Power_Buff_9_Visual_Effect_B = 0x376, //int
  888.         Power_Buff_9_Visual_Effect_C = 0x377, //int
  889.         Power_Buff_9_Visual_Effect_D = 0x378, //int
  890.         Power_Buff_9_Visual_Effect_E = 0x379, //int
  891.         Power_Buff_10_Visual_Effect_None = 0x37A, //int
  892.         Power_Buff_10_Visual_Effect_A = 0x37B, //int
  893.         Power_Buff_10_Visual_Effect_B = 0x37C, //int
  894.         Power_Buff_10_Visual_Effect_C = 0x37D, //int
  895.         Power_Buff_10_Visual_Effect_D = 0x37E, //int
  896.         Power_Buff_10_Visual_Effect_E = 0x37F, //int
  897.         Power_Buff_11_Visual_Effect_None = 0x380, //int
  898.         Power_Buff_11_Visual_Effect_A = 0x381, //int
  899.         Power_Buff_11_Visual_Effect_B = 0x382, //int
  900.         Power_Buff_11_Visual_Effect_C = 0x383, //int
  901.         Power_Buff_11_Visual_Effect_D = 0x384, //int
  902.         Power_Buff_11_Visual_Effect_E = 0x385, //int
  903.         Power_Buff_12_Visual_Effect_None = 0x386, //int
  904.         Power_Buff_12_Visual_Effect_A = 0x387, //int
  905.         Power_Buff_12_Visual_Effect_B = 0x388, //int
  906.         Power_Buff_12_Visual_Effect_C = 0x389, //int
  907.         Power_Buff_12_Visual_Effect_D = 0x38A, //int
  908.         Power_Buff_12_Visual_Effect_E = 0x38B, //int
  909.         Power_Buff_13_Visual_Effect_None = 0x38C, //int
  910.         Power_Buff_13_Visual_Effect_A = 0x38D, //int
  911.         Power_Buff_13_Visual_Effect_B = 0x38E, //int
  912.         Power_Buff_13_Visual_Effect_C = 0x38F, //int
  913.         Power_Buff_13_Visual_Effect_D = 0x390, //int
  914.         Power_Buff_13_Visual_Effect_E = 0x391, //int
  915.         Power_Buff_14_Visual_Effect_None = 0x392, //int
  916.         Power_Buff_14_Visual_Effect_A = 0x393, //int
  917.         Power_Buff_14_Visual_Effect_B = 0x394, //int
  918.         Power_Buff_14_Visual_Effect_C = 0x395, //int
  919.         Power_Buff_14_Visual_Effect_D = 0x396, //int
  920.         Power_Buff_14_Visual_Effect_E = 0x397, //int
  921.         Power_Buff_15_Visual_Effect_None = 0x398, //int
  922.         Power_Buff_15_Visual_Effect_A = 0x399, //int
  923.         Power_Buff_15_Visual_Effect_B = 0x39A, //int
  924.         Power_Buff_15_Visual_Effect_C = 0x39B, //int
  925.         Power_Buff_15_Visual_Effect_D = 0x39C, //int
  926.         Power_Buff_15_Visual_Effect_E = 0x39D, //int
  927.         Power_Buff_16_Visual_Effect_None = 0x39E, //int
  928.         Power_Buff_16_Visual_Effect_A = 0x39F, //int
  929.         Power_Buff_16_Visual_Effect_B = 0x3A0, //int
  930.         Power_Buff_16_Visual_Effect_C = 0x3A1, //int
  931.         Power_Buff_16_Visual_Effect_D = 0x3A2, //int
  932.         Power_Buff_16_Visual_Effect_E = 0x3A3, //int
  933.         Power_Buff_17_Visual_Effect_None = 0x3A4, //int
  934.         Power_Buff_17_Visual_Effect_A = 0x3A5, //int
  935.         Power_Buff_17_Visual_Effect_B = 0x3A6, //int
  936.         Power_Buff_17_Visual_Effect_C = 0x3A7, //int
  937.         Power_Buff_17_Visual_Effect_D = 0x3A8, //int
  938.         Power_Buff_17_Visual_Effect_E = 0x3A9, //int
  939.         Power_Buff_18_Visual_Effect_None = 0x3AA, //int
  940.         Power_Buff_18_Visual_Effect_A = 0x3AB, //int
  941.         Power_Buff_18_Visual_Effect_B = 0x3AC, //int
  942.         Power_Buff_18_Visual_Effect_C = 0x3AD, //int
  943.         Power_Buff_18_Visual_Effect_D = 0x3AE, //int
  944.         Power_Buff_18_Visual_Effect_E = 0x3AF, //int
  945.         Power_Buff_19_Visual_Effect_None = 0x3B0, //int
  946.         Power_Buff_19_Visual_Effect_A = 0x3B1, //int
  947.         Power_Buff_19_Visual_Effect_B = 0x3B2, //int
  948.         Power_Buff_19_Visual_Effect_C = 0x3B3, //int
  949.         Power_Buff_19_Visual_Effect_D = 0x3B4, //int
  950.         Power_Buff_19_Visual_Effect_E = 0x3B5, //int
  951.         Power_Buff_20_Visual_Effect_None = 0x3B6, //int
  952.         Power_Buff_20_Visual_Effect_A = 0x3B7, //int
  953.         Power_Buff_20_Visual_Effect_B = 0x3B8, //int
  954.         Power_Buff_20_Visual_Effect_C = 0x3B9, //int
  955.         Power_Buff_20_Visual_Effect_D = 0x3BA, //int
  956.         Power_Buff_20_Visual_Effect_E = 0x3BB, //int
  957.         Power_Buff_21_Visual_Effect_None = 0x3BC, //int
  958.         Power_Buff_21_Visual_Effect_A = 0x3BD, //int
  959.         Power_Buff_21_Visual_Effect_B = 0x3BE, //int
  960.         Power_Buff_21_Visual_Effect_C = 0x3BF, //int
  961.         Power_Buff_21_Visual_Effect_D = 0x3C0, //int
  962.         Power_Buff_21_Visual_Effect_E = 0x3C1, //int
  963.         Power_Buff_22_Visual_Effect_None = 0x3C2, //int
  964.         Power_Buff_22_Visual_Effect_A = 0x3C3, //int
  965.         Power_Buff_22_Visual_Effect_B = 0x3C4, //int
  966.         Power_Buff_22_Visual_Effect_C = 0x3C5, //int
  967.         Power_Buff_22_Visual_Effect_D = 0x3C6, //int
  968.         Power_Buff_22_Visual_Effect_E = 0x3C7, //int
  969.         Power_Buff_23_Visual_Effect_None = 0x3C8, //int
  970.         Power_Buff_23_Visual_Effect_A = 0x3C9, //int
  971.         Power_Buff_23_Visual_Effect_B = 0x3CA, //int
  972.         Power_Buff_23_Visual_Effect_C = 0x3CB, //int
  973.         Power_Buff_23_Visual_Effect_D = 0x3CC, //int
  974.         Power_Buff_23_Visual_Effect_E = 0x3CD, //int
  975.         Power_Buff_24_Visual_Effect_None = 0x3CE, //int
  976.         Power_Buff_24_Visual_Effect_A = 0x3CF, //int
  977.         Power_Buff_24_Visual_Effect_B = 0x3D0, //int
  978.         Power_Buff_24_Visual_Effect_C = 0x3D1, //int
  979.         Power_Buff_24_Visual_Effect_D = 0x3D2, //int
  980.         Power_Buff_24_Visual_Effect_E = 0x3D3, //int
  981.         Power_Buff_25_Visual_Effect_None = 0x3D4, //int
  982.         Power_Buff_25_Visual_Effect_A = 0x3D5, //int
  983.         Power_Buff_25_Visual_Effect_B = 0x3D6, //int
  984.         Power_Buff_25_Visual_Effect_C = 0x3D7, //int
  985.         Power_Buff_25_Visual_Effect_D = 0x3D8, //int
  986.         Power_Buff_25_Visual_Effect_E = 0x3D9, //int
  987.         Power_Buff_26_Visual_Effect_None = 0x3DA, //int
  988.         Power_Buff_26_Visual_Effect_A = 0x3DB, //int
  989.         Power_Buff_26_Visual_Effect_B = 0x3DC, //int
  990.         Power_Buff_26_Visual_Effect_C = 0x3DD, //int
  991.         Power_Buff_26_Visual_Effect_D = 0x3DE, //int
  992.         Power_Buff_26_Visual_Effect_E = 0x3DF, //int
  993.         Power_Buff_27_Visual_Effect_None = 0x3E0, //int
  994.         Power_Buff_27_Visual_Effect_A = 0x3E1, //int
  995.         Power_Buff_27_Visual_Effect_B = 0x3E2, //int
  996.         Power_Buff_27_Visual_Effect_C = 0x3E3, //int
  997.         Power_Buff_27_Visual_Effect_D = 0x3E4, //int
  998.         Power_Buff_27_Visual_Effect_E = 0x3E5, //int
  999.         Power_Buff_28_Visual_Effect_None = 0x3E6, //int
  1000.         Power_Buff_28_Visual_Effect_A = 0x3E7, //int
  1001.         Power_Buff_28_Visual_Effect_B = 0x3E8, //int
  1002.         Power_Buff_28_Visual_Effect_C = 0x3E9, //int
  1003.         Power_Buff_28_Visual_Effect_D = 0x3EA, //int
  1004.         Power_Buff_28_Visual_Effect_E = 0x3EB, //int
  1005.         Power_Buff_29_Visual_Effect_None = 0x3EC, //int
  1006.         Power_Buff_29_Visual_Effect_A = 0x3ED, //int
  1007.         Power_Buff_29_Visual_Effect_B = 0x3EE, //int
  1008.         Power_Buff_29_Visual_Effect_C = 0x3EF, //int
  1009.         Power_Buff_29_Visual_Effect_D = 0x3F0, //int
  1010.         Power_Buff_29_Visual_Effect_E = 0x3F1, //int
  1011.         Power_Buff_30_Visual_Effect_None = 0x3F2, //int
  1012.         Power_Buff_30_Visual_Effect_A = 0x3F3, //int
  1013.         Power_Buff_30_Visual_Effect_B = 0x3F4, //int
  1014.         Power_Buff_30_Visual_Effect_C = 0x3F5, //int
  1015.         Power_Buff_30_Visual_Effect_D = 0x3F6, //int
  1016.         Power_Buff_30_Visual_Effect_E = 0x3F7, //int
  1017.         Power_Buff_31_Visual_Effect_None = 0x3F8, //int
  1018.         Power_Buff_31_Visual_Effect_A = 0x3F9, //int
  1019.         Power_Buff_31_Visual_Effect_B = 0x3FA, //int
  1020.         Power_Buff_31_Visual_Effect_C = 0x3FB, //int
  1021.         Power_Buff_31_Visual_Effect_D = 0x3FC, //int
  1022.         Power_Buff_31_Visual_Effect_E = 0x3FD, //int
  1023.         Walk_Passability_Power_SNO = 0x3FE, //int
  1024.         Passability_Power_SNO = 0x3FF, //int
  1025.         Flippy_ID = 0x400, //int
  1026.         Summoning_Machine_Num_Casters = 0x401, //int
  1027.         Summoning_Machine_Spawn_Count = 0x402, //int
  1028.         Summoning_Machine_Next_Spawn_Ticks = 0x403, //int
  1029.         Summoning_Machine_Spawn_Team = 0x404, //int
  1030.         Screen_Attack_Radius_Constant = 0x405, //float
  1031.         Max_Damage_Done_Reduction_Percent_1 = 0x406, //float
  1032.         Set_Item_Count = 0x407, //int
  1033.         Spawner_Countdown_Percent = 0x408, //float
  1034.         Attack_Slow = 0x409, //int
  1035.         Power_Disabled = 0x40A, //int
  1036.         Weapon_Effect_Override = 0x40B, //int
  1037.         Debuff_Duration_Reduction_Percent = 0x40C, //float
  1038.         Uses_PvP_Power_Tags = 0x40D, //int
  1039.         Trait = 0x40E, //int
  1040.         Last_ACD_Attacked_By = 0x40F, //int
  1041.         Gold_PickUp_Radius = 0x410, //float
  1042.         Client_Only_Effect = 0x411, //int
  1043.         Power_Saved_Attribute = 0x412, //int
  1044.         Resource_Gain_Bonus_Percent = 0x413, //float
  1045.         Looping_Animation_Start_Time = 0x414, //int
  1046.         Looping_Animation_End_Time = 0x415, //int
  1047.         Looping_Animation_Suppress_Item_Tooltips = 0x416, //int
  1048.         Heal_Effect_Last_Played_Tick = 0x417, //int
  1049.         Resource_Effect_Last_Played_tick = 0x418, //int
  1050.         Thorns_Effect_Last_Played_tick = 0x419, //int
  1051.         PVP_Kills = 0x41A, //int
  1052.         PVP_Deaths = 0x41B, //int
  1053.         PVP_Assists = 0x41C, //int
  1054.         PVP_Progression_Points_Gained = 0x41D, //int
  1055.         PVP_Current_Kill_Streak = 0x41E, //int
  1056.         PVP_Current_Death_Streak = 0x41F, //int
  1057.         PVP_Longest_Kill_Streak = 0x420, //int
  1058.         PVP_Longest_Death_Streak = 0x421, //int
  1059.         Turn_Rate_Scalar = 0x422, //float
  1060.         Turn_Accel_Scalar = 0x423, //float
  1061.         Turn_Deccel_Scalar = 0x424, //float
  1062.         No_Health_Drop = 0x425, //int
  1063.         Leader = 0x426, //int
  1064.         IsContentRestrictedActor = 0x427, //int
  1065.         InBossEncounter = 0x428, //int
  1066.         God = 0x429, //int
  1067.         MinimapActive = 0x42A, //int
  1068.         MinimapIconOverride = 0x42B, //int
  1069.         MinimapDisableArrow = 0x42C, //int
  1070.         Last_Blocked_ACD = 0x42D, //int
  1071.         Last_Blocked_Time = 0x42E, //int
  1072.         Deactivate_Lure = 0x42F, //int
  1073.         Weapons_Hidden = 0x430, //int
  1074.         Main_Hand_Weapon_Hidden = 0x431, //int
  1075.         Off_Hand_Weapon_Hidden = 0x432, //int
  1076.         Actor_Updates_Attributes_From_Owner = 0x433, //int
  1077.         Taunt_Target_ACD = 0x434, //int
  1078.         Charm_Source_ACD = 0x435, //int
  1079.         UI_Only_Percent_Damage_Increase = 0x436, //float
  1080.         Projectile_Effect_SNO = 0x437, //int
  1081.         On_Hit_Fear_Proc_Chance = 0x438, //float
  1082.         On_Hit_Stun_Proc_Chance = 0x439, //float
  1083.         On_Hit_Blind_Proc_Chance = 0x43A, //float
  1084.         On_Hit_Freeze_Proc_Chance = 0x43B, //float
  1085.         On_Hit_Chill_Proc_Chance = 0x43C, //float
  1086.         On_Hit_Slow_Proc_Chance = 0x43D, //float
  1087.         On_Hit_Immobilize_Proc_Chance = 0x43E, //float
  1088.         On_Hit_Knockback_Proc_Chance = 0x43F, //float
  1089.         On_Hit_Bleed_Proc_Chance = 0x440, //float
  1090.         On_Hit_Bleed_Proc_Damage_Base = 0x441, //float
  1091.         On_Hit_Bleed_Proc_Damage_Delta = 0x442, //float
  1092.         Damage_Percent_Reduction_From_Ranged = 0x443, //float
  1093.         Damage_Percent_Reduction_From_Melee = 0x444, //float
  1094.         Damage_Percent_Reduction_Turns_Into_Heal = 0x445, //float
  1095.         Damage_Percent_Reduction_From_Elites = 0x446, //float
  1096.         Damage_Percent_Reduction_From_Type = 0x447, //float
  1097.         Damage_Percent_Bonus_Vs_Monster_Type = 0x448, //float
  1098.         Damage_Percent_Bonus_Vs_Elites = 0x449, //float
  1099.         Item_Manipulation_Timeout = 0x44A, //int
  1100.         Picked_Up_Time = 0x44B, //int
  1101.         Unequipped_Time = 0x44C, //int
  1102.         Last_ACD_Killed_Time = 0x44D, //int
  1103.         CannotDieDuring = 0x44E, //int
  1104.         Weapon_On_Hit_Fear_Proc_Chance = 0x44F, //float
  1105.         Weapon_On_Hit_Stun_Proc_Chance = 0x450, //float
  1106.         Weapon_On_Hit_Blind_Proc_Chance = 0x451, //float
  1107.         Weapon_On_Hit_Freeze_Proc_Chance = 0x452, //float
  1108.         Weapon_On_Hit_Chill_Proc_Chance = 0x453, //float
  1109.         Weapon_On_Hit_Slow_Proc_Chance = 0x454, //float
  1110.         Weapon_On_Hit_Immobilize_Proc_Chance = 0x455, //float
  1111.         Weapon_On_Hit_Knockback_Proc_Chance = 0x456, //float
  1112.         Weapon_On_Hit_Bleed_Proc_Chance = 0x457, //float
  1113.         Weapon_On_Hit_Bleed_Proc_Damage_Base = 0x458, //float
  1114.         Weapon_On_Hit_Bleed_Proc_Damage_Delta = 0x459, //float
  1115.         Weapon_On_Hit_Percent_Bleed_Proc_Chance = 0x45A, //float
  1116.         Weapon_On_Hit_Percent_Bleed_Proc_Damage = 0x45B, //float
  1117.         Weapon_On_Hit_Percent_Bleed_Proc_Duration = 0x45C, //float
  1118.         Weapon_On_Hit_Fear_Proc_Chance_MainHand = 0x45D, //float
  1119.         Weapon_On_Hit_Fear_Proc_Chance_OffHand = 0x45E, //float
  1120.         Weapon_On_Hit_Fear_Proc_Chance_CurrentHand = 0x45F, //float
  1121.         Weapon_On_Hit_Stun_Proc_Chance_MainHand = 0x460, //float
  1122.         Weapon_On_Hit_Stun_Proc_Chance_OffHand = 0x461, //float
  1123.         Weapon_On_Hit_Stun_Proc_Chance_CurrentHand = 0x462, //float
  1124.         Weapon_On_Hit_Blind_Proc_Chance_MainHand = 0x463, //float
  1125.         Weapon_On_Hit_Blind_Proc_Chance_OffHand = 0x464, //float
  1126.         Weapon_On_Hit_Blind_Proc_Chance_CurrentHand = 0x465, //float
  1127.         Weapon_On_Hit_Freeze_Proc_Chance_MainHand = 0x466, //float
  1128.         Weapon_On_Hit_Freeze_Proc_Chance_OffHand = 0x467, //float
  1129.         Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand = 0x468, //float
  1130.         Weapon_On_Hit_Chill_Proc_Chance_MainHand = 0x469, //float
  1131.         Weapon_On_Hit_Chill_Proc_Chance_OffHand = 0x46A, //float
  1132.         Weapon_On_Hit_Chill_Proc_Chance_CurrentHand = 0x46B, //float
  1133.         Weapon_On_Hit_Slow_Proc_Chance_MainHand = 0x46C, //float
  1134.         Weapon_On_Hit_Slow_Proc_Chance_OffHand = 0x46D, //float
  1135.         Weapon_On_Hit_Slow_Proc_Chance_CurrentHand = 0x46E, //float
  1136.         Weapon_On_Hit_Immobilize_Proc_Chance_MainHand = 0x46F, //float
  1137.         Weapon_On_Hit_Immobilize_Proc_Chance_OffHand = 0x470, //float
  1138.         Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand = 0x471, //float
  1139.         Weapon_On_Hit_Knockback_Proc_Chance_MainHand = 0x472, //float
  1140.         Weapon_On_Hit_Knockback_Proc_Chance_OffHand = 0x473, //float
  1141.         Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand = 0x474, //float
  1142.         Weapon_On_Hit_Bleed_Proc_Chance_MainHand = 0x475, //float
  1143.         Weapon_On_Hit_Bleed_Proc_Chance_OffHand = 0x476, //float
  1144.         Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand = 0x477, //float
  1145.         Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand = 0x478, //float
  1146.         Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand = 0x479, //float
  1147.         Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand = 0x47A, //float
  1148.         Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand = 0x47B, //float
  1149.         Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand = 0x47C, //float
  1150.         Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand = 0x47D, //float
  1151.         Weapon_On_Hit_Percent_Bleed_Proc_Chance_MainHand = 0x47E, //float
  1152.         Weapon_On_Hit_Percent_Bleed_Proc_Chance_OffHand = 0x47F, //float
  1153.         Weapon_On_Hit_Percent_Bleed_Proc_Chance_CurrentHand = 0x480, //float
  1154.         Weapon_On_Hit_Percent_Bleed_Proc_Damage_MainHand = 0x481, //float
  1155.         Weapon_On_Hit_Percent_Bleed_Proc_Damage_Base_OffHand = 0x482, //float
  1156.         Weapon_On_Hit_Percent_Bleed_Proc_Damage_Base_CurrentHand = 0x483, //float
  1157.         Weapon_On_Hit_Percent_Bleed_Proc_Duration_MainHand = 0x484, //float
  1158.         Weapon_On_Hit_Percent_Bleed_Proc_Duration_OffHand = 0x485, //float
  1159.         Weapon_On_Hit_Percent_Bleed_Proc_Duration_CurrentHand = 0x486, //float
  1160.         Power_Damage_Percent_Bonus = 0x487, //float
  1161.         Power_Instance_Damage_Percent_Bonus = 0x488, //float
  1162.         Power_Resource_Reduction = 0x489, //float
  1163.         Power_Resource_Reduction_Percent = 0x48A, //float
  1164.         Power_Cooldown_Reduction = 0x48B, //float
  1165.         Power_Duration_Increase = 0x48C, //float
  1166.         Power_Crit_Percent_Bonus = 0x48D, //float
  1167.         Weapon_Crit_Chance = 0x48E, //float
  1168.         Weapon_Crit_Chance_MainHand = 0x48F, //float
  1169.         Weapon_Crit_Chance_OffHand = 0x490, //float
  1170.         Weapon_Crit_Chance_CurrentHand = 0x491, //float
  1171.         Strength_Item = 0x492, //float
  1172.         Dexterity_Item = 0x493, //float
  1173.         Intelligence_Item = 0x494, //float
  1174.         Vitality_Item = 0x495, //float
  1175.         Item_Level_Requirement_Reduction = 0x496, //int
  1176.         Item_Durability_Percent_Bonus = 0x497, //float
  1177.         Item_Indestructible = 0x498, //int
  1178.         Player_All_Items_Indestructible = 0x499, //int
  1179.         Core_Attributes_From_Item_Bonus_Multiplier = 0x49A, //float
  1180.         Waiting_To_Accept_Resurrection = 0x49B, //int
  1181.         Ghosted = 0x49C, //int
  1182.         Special_Inventory_Has_Sold = 0x49D, //int
  1183.         Special_Inventory_Index = 0x49E, //int
  1184.         Inventory_Reroll_Time = 0x49F, //int
  1185.         Perk_Buff_Poll_Next_Time = 0x4A0, //int
  1186.         Power_Channel_Lockout_Time = 0x4A1, //int
  1187.         Power_Buff_0_Lockout_Time = 0x4A2, //int
  1188.         Power_Buff_1_Lockout_Time = 0x4A3, //int
  1189.  
  1190.         Power_Buff_2_Lockout_Time = 0x4A4, //int
  1191.         Power_Buff_3_Lockout_Time = 0x4A5, //int
  1192.         Power_Buff_4_Lockout_Time = 0x4A6, //int
  1193.         Power_Buff_5_Lockout_Time = 0x4A7, //int
  1194.         Power_Buff_6_Lockout_Time = 0x4A8, //int
  1195.         Power_Buff_7_Lockout_Time = 0x4A9, //int
  1196.         Power_Buff_8_Lockout_Time = 0x4AA, //int
  1197.         Power_Buff_9_Lockout_Time = 0x4AB, //int
  1198.         Power_Buff_10_Lockout_Time = 0x4AC, //int
  1199.         Power_Buff_11_Lockout_Time = 0x4AD, //int
  1200.         Power_Buff_12_Lockout_Time = 0x4AE, //int
  1201.         Power_Buff_13_Lockout_Time = 0x4AF, //int
  1202.         Power_Buff_14_Lockout_Time = 0x4B0, //int
  1203.         Power_Buff_15_Lockout_Time = 0x4B1, //int
  1204.         Power_Buff_16_Lockout_Time = 0x4B2, //int
  1205.         Power_Buff_17_Lockout_Time = 0x4B3, //int
  1206.         Power_Buff_18_Lockout_Time = 0x4B4, //int
  1207.         Power_Buff_19_Lockout_Time = 0x4B5, //int
  1208.         Power_Buff_20_Lockout_Time = 0x4B6, //int
  1209.         Power_Buff_21_Lockout_Time = 0x4B7, //int
  1210.         Power_Buff_22_Lockout_Time = 0x4B8, //int
  1211.         Power_Buff_23_Lockout_Time = 0x4B9, //int
  1212.         Power_Buff_24_Lockout_Time = 0x4BA, //int
  1213.         Power_Buff_25_Lockout_Time = 0x4BB, //int
  1214.         Power_Buff_26_Lockout_Time = 0x4BC, //int
  1215.         Power_Buff_27_Lockout_Time = 0x4BD, //int
  1216.         Power_Buff_28_Lockout_Time = 0x4BE, //int
  1217.         Power_Buff_29_Lockout_Time = 0x4BF, //int
  1218.         Power_Buff_30_Lockout_Time = 0x4C0, //int
  1219.         Power_Buff_31_Lockout_Time = 0x4C1, //int
  1220.         Known_By_Owner = 0x4C2, //int
  1221.         Never_Deactivates = 0x4C3, //int
  1222.         Account_Under_Review = 0x4C4, //int
  1223.         Projectile_Detonate_Time = 0x4C5, //int
  1224.         Projectile_Uncapped_Lifetime = 0x4C6, //int
  1225.         PageOfFate_Item = 0x4C7, //int
  1226.         Accolade_0 = 0x4C8, //int
  1227.         Accolade_1 = 0x4C9, //int
  1228.         Accolade_2 = 0x4CA, //int
  1229.         Accolade_3 = 0x4CB, //int
  1230.         Accolade_4 = 0x4CC, //int
  1231.         Accolade_0_Value = 0x4CD, //float
  1232.         Accolade_1_Value = 0x4CE, //float
  1233.         Accolade_2_Value = 0x4CF, //float
  1234.         Accolade_3_Value = 0x4D0, //float
  1235.         Accolade_4_Value = 0x4D1, //float
  1236.         PVP_Rank = 0x4D2, //int
  1237.         PVP_Tokens = 0x4D3, //int
  1238.         PVP_Experience_Next_Lo = 0x4D4, //int
  1239.         PVP_Experience_Next_Hi = 0x4D5, //int
  1240.         PVP_Gold_Gained_This_Game = 0x4D6, //int
  1241.         PVP_PVP_Experience_Gained_This_Game_Lo = 0x4D7, //int
  1242.         PVP_PVP_Experience_Gained_This_Game_Hi = 0x4D8, //int
  1243.         PVP_Normal_Experience_Gained_This_Game_Lo = 0x4D9, //int
  1244.         PVP_Normal_Experience_Gained_This_Game_Hi = 0x4DA, //int
  1245.         PVP_Tokens_Gained_This_Game = 0x4DB, //int
  1246.         PVP_Level_Equalizer_Level = 0x4DC, //int
  1247.         Is_Temporary_Lure = 0x4DD, //int
  1248.         Ignore_Lure = 0x4DE, //int
  1249.         Effect_Owner_ANN = 0x4DF, //int
  1250.         Elite_Engaged = 0x4E0, //int
  1251.         Engaged_Rare_Time = 0x4E1, //int
  1252.         Engaged_Goblin_Time = 0x4E2, //int
  1253.         On_Death_Accolade_0 = 0x4E3, //int
  1254.         On_Death_Accolade_0_Value = 0x4E4, //float
  1255.         Item_Power_Passive = 0x4E5, //float
  1256.         PVP_TeamDeathmatch_Games_Played = 0x4E6, //int
  1257.         Last_Health_Drop_Interval = 0x4E7, //int
  1258.         CrowdControl_Resistance = 0x4E8, //float
  1259.         CrowdControl_Projected_End_Time = 0x4E9, //int
  1260.         Charmed = 0x4EA, //int
  1261.         Taunted = 0x4EB, //int
  1262.         Dueling = 0x4EC, //int
  1263.         PVP_Player_Revealed_On_Map = 0x4ED, //int
  1264.         Targeted_Legendary_Chance = 0x4EE, //int
  1265.         Seasonal_Legendary_Chance = 0x4EF, //float
  1266.         Received_Seasonal_Legendary = 0x4F0, //int
  1267.         Has_Dropped_Special_loot = 0x4F1, //int
  1268.         Scroll_Buff = 0x4F2, //int
  1269.         Buff_Exclusive_Type_Active = 0x4F3, //int
  1270.         In_Combat_With_Player = 0x4F4, //int
  1271.         Actor_Forwards_Buffs = 0x4F5, //int
  1272.         Item_Marked_As_Junk = 0x4F6, //int
  1273.         Allow_2H_And_Shield = 0x4F7, //int
  1274.         Class_Damage_Reduction_Percent_PVP = 0x4F8, //float
  1275.         Paragon_Bonus = 0x4F9, //int
  1276.         Paragon_Bonus_Points_Available = 0x4FA, //int
  1277.         Dungeon_Finder_Progress_Percent = 0x4FB, //float
  1278.         Item_Trade_Player_High = 0x4FC, //int
  1279.         Item_Trade_Player_Low = 0x4FD, //int
  1280.         Item_Trade_End_Time = 0x4FE, //int
  1281.         Item_Trade_Timer_ID = 0x4FF, //int
  1282.         Item_Is_BOE = 0x500, //int
  1283.         Season = 0x501, //int
  1284.         DamageDoneTotalTrackedHi = 0x502, //int
  1285.         DamageDoneTotalTrackedLo = 0x503, //int
  1286.         DamageDoneTrackingStartTick = 0x504, //int
  1287.         PowerPersistsAcrossGames = 0x505, //int
  1288.         Experience_Bonus_Percent_IGR_Buff = 0x506, //float
  1289.         Experience_Bonus_Percent_Anniversary_Buff = 0x507, //float
  1290.         Experience_Bonus_Percent_Community_Buff = 0x508, //float
  1291.         Experience_Bonus_Percent_Super_Scalar = 0x509, //float
  1292.         Experience_Bonus_Percent_Super_Scalar_Total = 0x50A, //float
  1293.         AlwaysShowFloatingNumbers = 0x50B, //int
  1294.         Targeted_Rare_Chance = 0x50C, //int
  1295.         Supress_Thorns_Effect = 0x50D, //int
  1296.         Dynamic_Entrance_GUID = 0x50E, //int
  1297.         Bonus_Chance_To_Be_Crit_Hit = 0x50F, //float
  1298.         Bonus_Chance_To_Be_Crit_Hit_By_Actor = 0x510, //float
  1299.         Bonus_Chance_To_Receive_Crushing_Blown = 0x511, //float
  1300.         Force_Gripped = 0x512, //int
  1301.         Power_Bonus_Attack_Radius = 0x513, //float
  1302.         Item_Store_Player_High = 0x514, //int
  1303.         Item_Store_Player_Low = 0x515, //int
  1304.         Power_Primary_Resource_Cost_Override = 0x516, //float
  1305.         Power_Secondary_Resource_Cost_Override = 0x517, //float
  1306.         Power_Channel_Cost_Override = 0x518, //float
  1307.         Rune_A_Override = 0x519, //int
  1308.         Rune_B_Override = 0x51A, //int
  1309.         Rune_C_Override = 0x51B, //int
  1310.         Rune_D_Override = 0x51C, //int
  1311.         Rune_E_Override = 0x51D, //int
  1312.         Elemental_Effect_Amplitude_Bonus = 0x51E, //float
  1313.         Elemental_Effect_Duration_Bonus = 0x51F, //float
  1314.         Elemental_Effect_Proc_Chance_Bonus = 0x520, //float
  1315.         Splash_Damage_Effect_Percent = 0x521, //float
  1316.  
  1317.         Crushing_Blow_Proc_Chance = 0x522, //float
  1318.         Item_Equipped_But_Disabled = 0x523, //int
  1319.         Attribute_Projectile_Pass_Through = 0x524, //int
  1320.         Attribute_Set_Item_Discount = 0x525, //int
  1321.         Negative_Health_Globe_Spawn_Chance = 0x526, //float
  1322.         Override_Attached_Anim = 0x527, //int
  1323.         Has_Infinite_Shrine_Buffs = 0x528, //int
  1324.         Item_Legendary_Item_Base_Item = 0x529, //int
  1325.         Targeted_Magic_Chance = 0x52A, //int
  1326.         Dont_Update_Camera_While_Attached = 0x52B, //int
  1327.         Linked_Dynamic_Entrance_GUID = 0x52C, //int
  1328.         Boost_TC_Index = 0x52D, //int
  1329.         Boost_TC_NextTime = 0x52E, //int
  1330.         Potion_Bonus_Armor_Percent = 0x52F, //float
  1331.         Potion_Bonus_Resist_All = 0x530, //float
  1332.         Potion_Bonus_Hitpoints_Granted = 0x531, //float
  1333.         Potion_Bonus_Buff_Duration = 0x532, //float
  1334.         Potion_Bonus_Life_On_Hit = 0x533, //float
  1335.         Potion_Bonus_Life_On_Kill = 0x534, //float
  1336.         Last_Special_Item_Time_High = 0x535, //int
  1337.         Last_Special_Item_Time_Low = 0x536, //int
  1338.         Item_Rest_Bonus_Pool = 0x537, //float
  1339.         Item_Unlucky_Bonus_Secs = 0x538, //float
  1340.         Item_Unlucky_Bonus_Allow = 0x539, //int
  1341.         Avenger_Buildup_Secs = 0x53A, //float
  1342.         Bounty_Objective = 0x53B, //int
  1343.         Illusion = 0x53C, //int
  1344.         TornadoStraighten = 0x53D, //int
  1345.         Prevent_Evade_During = 0x53E, //int
  1346.         Damage_Bonus_From_Nephalem_Glory = 0x53F, //float
  1347.         Item_Player_Recipient = 0x540, //int
  1348.         Heavens_Fury_Attacker = 0x541, //int
  1349.         Item_Assigned_Hero_High = 0x542, //int
  1350.         Item_Assigned_Hero_Low = 0x543, //int
  1351.         Pierce_Charge = 0x544, //int
  1352.         Upscaled_Level = 0x545, //int
  1353.         Resurrected = 0x546, //int
  1354.         Damage_SidekickMultiplier = 0x547, //float
  1355.         Thorns_AOE_Radius_Next_Time = 0x548, //int
  1356.         Movement_Destroys_Waller_Walls = 0x549, //int
  1357.         Mail_Flag_Icon = 0x54A, //int
  1358.         Tiered_Loot_Run_Key_Level = 0x54B, //int
  1359.         In_Tiered_Loot_Run_Level = 0x54C, //int
  1360.         Is_Loot_Run_Boss = 0x54D, //int
  1361.         Forced_Move = 0x54E, //int
  1362.         Effective_Level = 0x54F, //int
  1363.         Jewel_Rank = 0x550, //int
  1364.         Item_Console_Max_Level = 0x551, //int
  1365.         Console_Promo_Item = 0x552, //int
  1366.         Double_BloodShards = 0x553, //int
  1367.         Jewel_Upgrades_Used = 0x554, //int
  1368.         Jewel_Upgrades_Max = 0x555, //int
  1369.         Item_Ignores_Pickup_Radius_For_Pickup = 0x556, //int
  1370.         Hunter = 0x557, //int
  1371.         Participating_In_Tiered_Loot_Run = 0x558, //int
  1372.         Tiered_Loot_Run_Reward_Choice_State = 0x559, //int
  1373.         Tiered_Loot_Run_Reward_Key_Value = 0x55A, //int
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