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WizStatisticEffect.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/GameEffectBase.h>
4#include <Cyrus/Classes/PropertyClass.h>
5#include <Cyrus/Classes/StatisticEffect.h>
6
8public:
9 float getDamageBonusPercent() { // Property Generated Getter
10 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x88);
11 }
12
13 void setDamageBonusPercent(float val) { // Property Generated Setter
14 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x88) = val;
15 }
16
17 float getDamageBonusFlat() { // Property Generated Getter
18 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xB4);
19 }
20
21 void setDamageBonusFlat(float val) { // Property Generated Setter
22 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xB4) = val;
23 }
24
25 float getAccuracyBonusPercent() { // Property Generated Getter
26 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x8C);
27 }
28
29 void setAccuracyBonusPercent(float val) { // Property Generated Setter
30 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x8C) = val;
31 }
32
33 float getArmorPiercingBonusPercent() { // Property Generated Getter
34 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x90);
35 }
36
37 void setArmorPiercingBonusPercent(float val) { // Property Generated Setter
38 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x90) = val;
39 }
40
41 float getDamageReducePercent() { // Property Generated Getter
42 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x94);
43 }
44
45 void setDamageReducePercent(float val) { // Property Generated Setter
46 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x94) = val;
47 }
48
49 float getDamageReduceFlat() { // Property Generated Getter
50 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x98);
51 }
52
53 void setDamageReduceFlat(float val) { // Property Generated Setter
54 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x98) = val;
55 }
56
57 float getAccuracyReducePercent() { // Property Generated Getter
58 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x9C);
59 }
60
61 void setAccuracyReducePercent(float val) { // Property Generated Setter
62 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x9C) = val;
63 }
64
65 float getHealBonusPercent() { // Property Generated Getter
66 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA0);
67 }
68
69 void setHealBonusPercent(float val) { // Property Generated Setter
70 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA0) = val;
71 }
72
73 float getHealIncBonusPercent() { // Property Generated Getter
74 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA4);
75 }
76
77 void setHealIncBonusPercent(float val) { // Property Generated Setter
78 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA4) = val;
79 }
80
81 float getHitPointBonus() { // Property Generated Getter
82 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xCC);
83 }
84
85 void setHitPointBonus(float val) { // Property Generated Setter
86 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xCC) = val;
87 }
88
89 int getSpellChargeBonus() { // Property Generated Getter
90 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xD4);
91 }
92
93 void setSpellChargeBonus(int val) { // Property Generated Setter
94 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xD4) = val;
95 }
96
97 float getPowerPipBonusPercent() { // Property Generated Getter
98 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA8);
99 }
100
101 void setPowerPipBonusPercent(float val) { // Property Generated Setter
102 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xA8) = val;
103 }
104
105 int getPetActChance() { // Property Generated Getter
106 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xC8);
107 }
108
109 void setPetActChance(int val) { // Property Generated Setter
110 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xC8) = val;
111 }
112
113 float getManaBonus() { // Property Generated Getter
114 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xD0);
115 }
116
117 void setManaBonus(float val) { // Property Generated Setter
118 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xD0) = val;
119 }
120
121 float getExpPercent() { // Property Generated Getter
122 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xB8);
123 }
124
125 void setExpPercent(float val) { // Property Generated Setter
126 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xB8) = val;
127 }
128
129 float getGoldPercent() { // Property Generated Getter
130 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xBC);
131 }
132
133 void setGoldPercent(float val) { // Property Generated Setter
134 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xBC) = val;
135 }
136
137 float getEnergyBonus() { // Property Generated Getter
138 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xD8);
139 }
140
141 void setEnergyBonus(float val) { // Property Generated Setter
142 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xD8) = val;
143 }
144
145 float getCriticalHitRating() { // Property Generated Getter
146 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xDC);
147 }
148
149 void setCriticalHitRating(float val) { // Property Generated Setter
150 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xDC) = val;
151 }
152
153 float getBlockRating() { // Property Generated Getter
154 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE0);
155 }
156
157 void setBlockRating(float val) { // Property Generated Setter
158 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE0) = val;
159 }
160
161 float getAccuracyRating() { // Property Generated Getter
162 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE4);
163 }
164
165 void setAccuracyRating(float val) { // Property Generated Setter
166 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE4) = val;
167 }
168
169 float getPowerPipRating() { // Property Generated Getter
170 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE8);
171 }
172
173 void setPowerPipRating(float val) { // Property Generated Setter
174 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xE8) = val;
175 }
176
177 float getDamageResistanceRating() { // Property Generated Getter
178 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xF0);
179 }
180
181 void setDamageResistanceRating(float val) { // Property Generated Setter
182 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xF0) = val;
183 }
184
185 float getArchmastery() { // Property Generated Getter
186 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xF4);
187 }
188
189 void setArchmastery(float val) { // Property Generated Setter
190 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xF4) = val;
191 }
192
193 float getArchmasteryBonusPercent() { // Property Generated Getter
194 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x120);
195 }
196
197 void setArchmasteryBonusPercent(float val) { // Property Generated Setter
198 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x120) = val;
199 }
200
201 int getBalanceMastery() { // Property Generated Getter
202 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xF8);
203 }
204
205 void setBalanceMastery(int val) { // Property Generated Setter
206 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xF8) = val;
207 }
208
209 int getDeathMastery() { // Property Generated Getter
210 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xFC);
211 }
212
213 void setDeathMastery(int val) { // Property Generated Setter
214 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0xFC) = val;
215 }
216
217 int getFireMastery() { // Property Generated Getter
218 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x100);
219 }
220
221 void setFireMastery(int val) { // Property Generated Setter
222 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x100) = val;
223 }
224
225 int getIceMastery() { // Property Generated Getter
226 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x104);
227 }
228
229 void setIceMastery(int val) { // Property Generated Setter
230 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x104) = val;
231 }
232
233 int getLifeMastery() { // Property Generated Getter
234 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x108);
235 }
236
237 void setLifeMastery(int val) { // Property Generated Setter
238 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x108) = val;
239 }
240
241 int getMythMastery() { // Property Generated Getter
242 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x10C);
243 }
244
245 void setMythMastery(int val) { // Property Generated Setter
246 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x10C) = val;
247 }
248
249 int getStormMastery() { // Property Generated Getter
250 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x110);
251 }
252
253 void setStormMastery(int val) { // Property Generated Setter
254 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x110) = val;
255 }
256
257 float getStunResistancePercent() { // Property Generated Getter
258 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x114);
259 }
260
261 void setStunResistancePercent(float val) { // Property Generated Setter
262 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x114) = val;
263 }
264
265 float getFishingLuckBonusPercent() { // Property Generated Getter
266 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xC0);
267 }
268
269 void setFishingLuckBonusPercent(float val) { // Property Generated Setter
270 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xC0) = val;
271 }
272
273 float getShadowPipBonusPercent() { // Property Generated Getter
274 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xAC);
275 }
276
277 void setShadowPipBonusPercent(float val) { // Property Generated Setter
278 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xAC) = val;
279 }
280
281 float getWispBonusPercent() { // Property Generated Getter
282 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xC4);
283 }
284
285 void setWispBonusPercent(float val) { // Property Generated Setter
286 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xC4) = val;
287 }
288
289 float getPipConversionRating() { // Property Generated Getter
290 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x118);
291 }
292
293 void setPipConversionRating(float val) { // Property Generated Setter
294 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x118) = val;
295 }
296
297 float getShadowPipRating() { // Property Generated Getter
298 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xEC);
299 }
300
301 void setShadowPipRating(float val) { // Property Generated Setter
302 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0xEC) = val;
303 }
304
305};
Definition StatisticEffect.h:6
Definition WizStatisticEffect.h:7
void setArchmasteryBonusPercent(float val)
Definition WizStatisticEffect.h:197
void setFireMastery(int val)
Definition WizStatisticEffect.h:221
void setPowerPipBonusPercent(float val)
Definition WizStatisticEffect.h:101
float getHitPointBonus()
Definition WizStatisticEffect.h:81
int getStormMastery()
Definition WizStatisticEffect.h:249
void setBlockRating(float val)
Definition WizStatisticEffect.h:157
void setDamageReducePercent(float val)
Definition WizStatisticEffect.h:45
void setManaBonus(float val)
Definition WizStatisticEffect.h:117
float getExpPercent()
Definition WizStatisticEffect.h:121
float getArchmasteryBonusPercent()
Definition WizStatisticEffect.h:193
void setAccuracyBonusPercent(float val)
Definition WizStatisticEffect.h:29
void setIceMastery(int val)
Definition WizStatisticEffect.h:229
float getAccuracyBonusPercent()
Definition WizStatisticEffect.h:25
void setArmorPiercingBonusPercent(float val)
Definition WizStatisticEffect.h:37
float getPowerPipRating()
Definition WizStatisticEffect.h:169
float getDamageResistanceRating()
Definition WizStatisticEffect.h:177
void setEnergyBonus(float val)
Definition WizStatisticEffect.h:141
void setPipConversionRating(float val)
Definition WizStatisticEffect.h:293
void setDamageBonusFlat(float val)
Definition WizStatisticEffect.h:21
void setMythMastery(int val)
Definition WizStatisticEffect.h:245
void setWispBonusPercent(float val)
Definition WizStatisticEffect.h:285
float getAccuracyReducePercent()
Definition WizStatisticEffect.h:57
void setDamageReduceFlat(float val)
Definition WizStatisticEffect.h:53
int getMythMastery()
Definition WizStatisticEffect.h:241
float getDamageReduceFlat()
Definition WizStatisticEffect.h:49
void setExpPercent(float val)
Definition WizStatisticEffect.h:125
int getPetActChance()
Definition WizStatisticEffect.h:105
void setGoldPercent(float val)
Definition WizStatisticEffect.h:133
int getDeathMastery()
Definition WizStatisticEffect.h:209
float getPipConversionRating()
Definition WizStatisticEffect.h:289
float getWispBonusPercent()
Definition WizStatisticEffect.h:281
void setLifeMastery(int val)
Definition WizStatisticEffect.h:237
void setAccuracyRating(float val)
Definition WizStatisticEffect.h:165
void setDamageResistanceRating(float val)
Definition WizStatisticEffect.h:181
float getHealBonusPercent()
Definition WizStatisticEffect.h:65
float getStunResistancePercent()
Definition WizStatisticEffect.h:257
float getShadowPipRating()
Definition WizStatisticEffect.h:297
void setFishingLuckBonusPercent(float val)
Definition WizStatisticEffect.h:269
void setStormMastery(int val)
Definition WizStatisticEffect.h:253
int getSpellChargeBonus()
Definition WizStatisticEffect.h:89
void setStunResistancePercent(float val)
Definition WizStatisticEffect.h:261
float getBlockRating()
Definition WizStatisticEffect.h:153
void setSpellChargeBonus(int val)
Definition WizStatisticEffect.h:93
float getArchmastery()
Definition WizStatisticEffect.h:185
int getLifeMastery()
Definition WizStatisticEffect.h:233
float getAccuracyRating()
Definition WizStatisticEffect.h:161
int getBalanceMastery()
Definition WizStatisticEffect.h:201
void setPetActChance(int val)
Definition WizStatisticEffect.h:109
float getDamageReducePercent()
Definition WizStatisticEffect.h:41
float getFishingLuckBonusPercent()
Definition WizStatisticEffect.h:265
void setDeathMastery(int val)
Definition WizStatisticEffect.h:213
void setShadowPipRating(float val)
Definition WizStatisticEffect.h:301
void setHealIncBonusPercent(float val)
Definition WizStatisticEffect.h:77
float getCriticalHitRating()
Definition WizStatisticEffect.h:145
void setHitPointBonus(float val)
Definition WizStatisticEffect.h:85
float getManaBonus()
Definition WizStatisticEffect.h:113
int getFireMastery()
Definition WizStatisticEffect.h:217
void setCriticalHitRating(float val)
Definition WizStatisticEffect.h:149
float getArmorPiercingBonusPercent()
Definition WizStatisticEffect.h:33
void setAccuracyReducePercent(float val)
Definition WizStatisticEffect.h:61
float getHealIncBonusPercent()
Definition WizStatisticEffect.h:73
float getDamageBonusFlat()
Definition WizStatisticEffect.h:17
float getGoldPercent()
Definition WizStatisticEffect.h:129
float getShadowPipBonusPercent()
Definition WizStatisticEffect.h:273
float getDamageBonusPercent()
Definition WizStatisticEffect.h:9
void setPowerPipRating(float val)
Definition WizStatisticEffect.h:173
void setArchmastery(float val)
Definition WizStatisticEffect.h:189
int getIceMastery()
Definition WizStatisticEffect.h:225
void setShadowPipBonusPercent(float val)
Definition WizStatisticEffect.h:277
void setHealBonusPercent(float val)
Definition WizStatisticEffect.h:69
float getPowerPipBonusPercent()
Definition WizStatisticEffect.h:97
void setBalanceMastery(int val)
Definition WizStatisticEffect.h:205
void setDamageBonusPercent(float val)
Definition WizStatisticEffect.h:13
float getEnergyBonus()
Definition WizStatisticEffect.h:137