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WizStatisticEffectTemplate.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/GameEffectTemplate.h>
4#include <Cyrus/Classes/PropertyClass.h>
5#include <Cyrus/Classes/StatisticEffectTemplate.h>
6
8public:
9 bool getBuffAll() { // Property Generated Getter
10 return *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x188);
11 }
12
13 void setBuffAll(bool val) { // Property Generated Setter
14 *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x188) = val;
15 }
16
17 std::string getSchool() { // Property Generated Getter
18 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0x190);
19 }
20
21 void setSchool(std::string val) { // Property Generated Setter
22 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0x190) = val;
23 }
24
25 float getDamageBonusPercent() { // Property Generated Getter
26 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1B8);
27 }
28
29 void setDamageBonusPercent(float val) { // Property Generated Setter
30 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1B8) = val;
31 }
32
33 float getDamageBonusFlat() { // Property Generated Getter
34 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E8);
35 }
36
37 void setDamageBonusFlat(float val) { // Property Generated Setter
38 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E8) = val;
39 }
40
41 float getAccuracyBonusPercent() { // Property Generated Getter
42 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1BC);
43 }
44
45 void setAccuracyBonusPercent(float val) { // Property Generated Setter
46 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1BC) = val;
47 }
48
49 float getArmorPiercingBonusPercent() { // Property Generated Getter
50 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C0);
51 }
52
53 void setArmorPiercingBonusPercent(float val) { // Property Generated Setter
54 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C0) = val;
55 }
56
57 float getDamageReducePercent() { // Property Generated Getter
58 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C4);
59 }
60
61 void setDamageReducePercent(float val) { // Property Generated Setter
62 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C4) = val;
63 }
64
65 float getDamageReduceFlat() { // Property Generated Getter
66 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C8);
67 }
68
69 void setDamageReduceFlat(float val) { // Property Generated Setter
70 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1C8) = val;
71 }
72
73 float getAccuracyReducePercent() { // Property Generated Getter
74 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1CC);
75 }
76
77 void setAccuracyReducePercent(float val) { // Property Generated Setter
78 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1CC) = val;
79 }
80
81 float getHealBonusPercent() { // Property Generated Getter
82 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D0);
83 }
84
85 void setHealBonusPercent(float val) { // Property Generated Setter
86 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D0) = val;
87 }
88
89 float getHealIncBonusPercent() { // Property Generated Getter
90 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D4);
91 }
92
93 void setHealIncBonusPercent(float val) { // Property Generated Setter
94 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D4) = val;
95 }
96
97 float getHitPointBonus() { // Property Generated Getter
98 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F0);
99 }
100
101 void setHitPointBonus(float val) { // Property Generated Setter
102 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F0) = val;
103 }
104
105 float getSpellChargeBonus() { // Property Generated Getter
106 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F8);
107 }
108
109 void setSpellChargeBonus(float val) { // Property Generated Setter
110 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F8) = val;
111 }
112
113 float getPowerPipBonusPercent() { // Property Generated Getter
114 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D8);
115 }
116
117 void setPowerPipBonusPercent(float val) { // Property Generated Setter
118 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1D8) = val;
119 }
120
121 int getPetActChance() { // Property Generated Getter
122 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x1EC);
123 }
124
125 void setPetActChance(int val) { // Property Generated Setter
126 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x1EC) = val;
127 }
128
129 float getManaBonus() { // Property Generated Getter
130 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F4);
131 }
132
133 void setManaBonus(float val) { // Property Generated Setter
134 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1F4) = val;
135 }
136
137 std::string getStatTableName() { // Property Generated Getter
138 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0x168);
139 }
140
141 void setStatTableName(std::string val) { // Property Generated Setter
142 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0x168) = val;
143 }
144
145 float getManaReducePercent() { // Property Generated Getter
146 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x238);
147 }
148
149 void setManaReducePercent(float val) { // Property Generated Setter
150 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x238) = val;
151 }
152
153 float getExpPercent() { // Property Generated Getter
154 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x23C);
155 }
156
157 void setExpPercent(float val) { // Property Generated Setter
158 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x23C) = val;
159 }
160
161 float getGoldPercent() { // Property Generated Getter
162 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x240);
163 }
164
165 void setGoldPercent(float val) { // Property Generated Setter
166 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x240) = val;
167 }
168
169 float getEnergyBonus() { // Property Generated Getter
170 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1FC);
171 }
172
173 void setEnergyBonus(float val) { // Property Generated Setter
174 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1FC) = val;
175 }
176
177 float getCriticalHitRating() { // Property Generated Getter
178 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x200);
179 }
180
181 void setCriticalHitRating(float val) { // Property Generated Setter
182 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x200) = val;
183 }
184
185 float getBlockRating() { // Property Generated Getter
186 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x204);
187 }
188
189 void setBlockRating(float val) { // Property Generated Setter
190 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x204) = val;
191 }
192
193 float getAccuracyRating() { // Property Generated Getter
194 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x208);
195 }
196
197 void setAccuracyRating(float val) { // Property Generated Setter
198 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x208) = val;
199 }
200
201 float getPowerPipRating() { // Property Generated Getter
202 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x20C);
203 }
204
205 void setPowerPipRating(float val) { // Property Generated Setter
206 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x20C) = val;
207 }
208
209 float getDamageResistanceRating() { // Property Generated Getter
210 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x214);
211 }
212
213 void setDamageResistanceRating(float val) { // Property Generated Setter
214 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x214) = val;
215 }
216
217 float getArchmastery() { // Property Generated Getter
218 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x218);
219 }
220
221 void setArchmastery(float val) { // Property Generated Setter
222 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x218) = val;
223 }
224
225 float getArchmasteryBonusPercent() { // Property Generated Getter
226 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x24C);
227 }
228
229 void setArchmasteryBonusPercent(float val) { // Property Generated Setter
230 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x24C) = val;
231 }
232
233 int getBalanceMastery() { // Property Generated Getter
234 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x21C);
235 }
236
237 void setBalanceMastery(int val) { // Property Generated Setter
238 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x21C) = val;
239 }
240
241 int getDeathMastery() { // Property Generated Getter
242 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x220);
243 }
244
245 void setDeathMastery(int val) { // Property Generated Setter
246 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x220) = val;
247 }
248
249 int getFireMastery() { // Property Generated Getter
250 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x224);
251 }
252
253 void setFireMastery(int val) { // Property Generated Setter
254 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x224) = val;
255 }
256
257 int getIceMastery() { // Property Generated Getter
258 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x228);
259 }
260
261 void setIceMastery(int val) { // Property Generated Setter
262 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x228) = val;
263 }
264
265 int getLifeMastery() { // Property Generated Getter
266 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x22C);
267 }
268
269 void setLifeMastery(int val) { // Property Generated Setter
270 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x22C) = val;
271 }
272
273 int getMythMastery() { // Property Generated Getter
274 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x230);
275 }
276
277 void setMythMastery(int val) { // Property Generated Setter
278 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x230) = val;
279 }
280
281 int getStormMastery() { // Property Generated Getter
282 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x234);
283 }
284
285 void setStormMastery(int val) { // Property Generated Setter
286 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x234) = val;
287 }
288
289 float getStunResistancePercent() { // Property Generated Getter
290 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x244);
291 }
292
293 void setStunResistancePercent(float val) { // Property Generated Setter
294 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x244) = val;
295 }
296
297 float getFishingLuckBonusPercent() { // Property Generated Getter
298 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E0);
299 }
300
301 void setFishingLuckBonusPercent(float val) { // Property Generated Setter
302 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E0) = val;
303 }
304
305 float getShadowPipBonusPercent() { // Property Generated Getter
306 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1DC);
307 }
308
309 void setShadowPipBonusPercent(float val) { // Property Generated Setter
310 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1DC) = val;
311 }
312
313 float getWispBonusPercent() { // Property Generated Getter
314 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E4);
315 }
316
317 void setWispBonusPercent(float val) { // Property Generated Setter
318 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x1E4) = val;
319 }
320
321 float getPipConversionRating() { // Property Generated Getter
322 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x248);
323 }
324
325 void setPipConversionRating(float val) { // Property Generated Setter
326 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x248) = val;
327 }
328
329 float getShadowPipRating() { // Property Generated Getter
330 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x210);
331 }
332
333 void setShadowPipRating(float val) { // Property Generated Setter
334 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x210) = val;
335 }
336
337};
Definition StatisticEffectTemplate.h:6
Definition WizStatisticEffectTemplate.h:7
void setAccuracyBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:45
void setManaBonus(float val)
Definition WizStatisticEffectTemplate.h:133
float getStunResistancePercent()
Definition WizStatisticEffectTemplate.h:289
int getLifeMastery()
Definition WizStatisticEffectTemplate.h:265
void setArchmastery(float val)
Definition WizStatisticEffectTemplate.h:221
void setHealIncBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:93
float getShadowPipBonusPercent()
Definition WizStatisticEffectTemplate.h:305
float getPowerPipRating()
Definition WizStatisticEffectTemplate.h:201
int getBalanceMastery()
Definition WizStatisticEffectTemplate.h:233
float getAccuracyReducePercent()
Definition WizStatisticEffectTemplate.h:73
float getGoldPercent()
Definition WizStatisticEffectTemplate.h:161
float getAccuracyRating()
Definition WizStatisticEffectTemplate.h:193
void setFishingLuckBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:301
float getShadowPipRating()
Definition WizStatisticEffectTemplate.h:329
float getHealBonusPercent()
Definition WizStatisticEffectTemplate.h:81
bool getBuffAll()
Definition WizStatisticEffectTemplate.h:9
int getStormMastery()
Definition WizStatisticEffectTemplate.h:281
float getDamageReduceFlat()
Definition WizStatisticEffectTemplate.h:65
void setAccuracyRating(float val)
Definition WizStatisticEffectTemplate.h:197
float getBlockRating()
Definition WizStatisticEffectTemplate.h:185
void setDamageBonusFlat(float val)
Definition WizStatisticEffectTemplate.h:37
void setEnergyBonus(float val)
Definition WizStatisticEffectTemplate.h:173
float getDamageBonusPercent()
Definition WizStatisticEffectTemplate.h:25
void setAccuracyReducePercent(float val)
Definition WizStatisticEffectTemplate.h:77
void setPowerPipRating(float val)
Definition WizStatisticEffectTemplate.h:205
float getHealIncBonusPercent()
Definition WizStatisticEffectTemplate.h:89
void setManaReducePercent(float val)
Definition WizStatisticEffectTemplate.h:149
void setDamageBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:29
void setExpPercent(float val)
Definition WizStatisticEffectTemplate.h:157
float getArchmasteryBonusPercent()
Definition WizStatisticEffectTemplate.h:225
float getDamageResistanceRating()
Definition WizStatisticEffectTemplate.h:209
int getFireMastery()
Definition WizStatisticEffectTemplate.h:249
float getDamageBonusFlat()
Definition WizStatisticEffectTemplate.h:33
void setPetActChance(int val)
Definition WizStatisticEffectTemplate.h:125
float getPowerPipBonusPercent()
Definition WizStatisticEffectTemplate.h:113
float getArchmastery()
Definition WizStatisticEffectTemplate.h:217
void setHitPointBonus(float val)
Definition WizStatisticEffectTemplate.h:101
void setLifeMastery(int val)
Definition WizStatisticEffectTemplate.h:269
std::string getStatTableName()
Definition WizStatisticEffectTemplate.h:137
float getPipConversionRating()
Definition WizStatisticEffectTemplate.h:321
void setStatTableName(std::string val)
Definition WizStatisticEffectTemplate.h:141
float getHitPointBonus()
Definition WizStatisticEffectTemplate.h:97
float getEnergyBonus()
Definition WizStatisticEffectTemplate.h:169
float getFishingLuckBonusPercent()
Definition WizStatisticEffectTemplate.h:297
void setSchool(std::string val)
Definition WizStatisticEffectTemplate.h:21
float getDamageReducePercent()
Definition WizStatisticEffectTemplate.h:57
void setMythMastery(int val)
Definition WizStatisticEffectTemplate.h:277
int getMythMastery()
Definition WizStatisticEffectTemplate.h:273
float getExpPercent()
Definition WizStatisticEffectTemplate.h:153
float getManaBonus()
Definition WizStatisticEffectTemplate.h:129
void setPowerPipBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:117
float getSpellChargeBonus()
Definition WizStatisticEffectTemplate.h:105
int getIceMastery()
Definition WizStatisticEffectTemplate.h:257
void setShadowPipBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:309
void setCriticalHitRating(float val)
Definition WizStatisticEffectTemplate.h:181
void setArchmasteryBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:229
void setHealBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:85
float getAccuracyBonusPercent()
Definition WizStatisticEffectTemplate.h:41
void setDamageReducePercent(float val)
Definition WizStatisticEffectTemplate.h:61
void setSpellChargeBonus(float val)
Definition WizStatisticEffectTemplate.h:109
void setStunResistancePercent(float val)
Definition WizStatisticEffectTemplate.h:293
int getDeathMastery()
Definition WizStatisticEffectTemplate.h:241
void setDamageResistanceRating(float val)
Definition WizStatisticEffectTemplate.h:213
void setWispBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:317
void setStormMastery(int val)
Definition WizStatisticEffectTemplate.h:285
void setBlockRating(float val)
Definition WizStatisticEffectTemplate.h:189
float getManaReducePercent()
Definition WizStatisticEffectTemplate.h:145
float getWispBonusPercent()
Definition WizStatisticEffectTemplate.h:313
void setGoldPercent(float val)
Definition WizStatisticEffectTemplate.h:165
int getPetActChance()
Definition WizStatisticEffectTemplate.h:121
void setArmorPiercingBonusPercent(float val)
Definition WizStatisticEffectTemplate.h:53
float getCriticalHitRating()
Definition WizStatisticEffectTemplate.h:177
void setDeathMastery(int val)
Definition WizStatisticEffectTemplate.h:245
void setBalanceMastery(int val)
Definition WizStatisticEffectTemplate.h:237
void setDamageReduceFlat(float val)
Definition WizStatisticEffectTemplate.h:69
void setBuffAll(bool val)
Definition WizStatisticEffectTemplate.h:13
void setShadowPipRating(float val)
Definition WizStatisticEffectTemplate.h:333
void setPipConversionRating(float val)
Definition WizStatisticEffectTemplate.h:325
void setIceMastery(int val)
Definition WizStatisticEffectTemplate.h:261
std::string getSchool()
Definition WizStatisticEffectTemplate.h:17
float getArmorPiercingBonusPercent()
Definition WizStatisticEffectTemplate.h:49
void setFireMastery(int val)
Definition WizStatisticEffectTemplate.h:253