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local STAT_DESCRIPTIONS = {
[ STAT_HEALTH_MAX ] = SI_STAT_TOOLTIP_HEALTH_MAX ,
[ STAT_HEALTH_REGEN_IDLE ] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_IDLE ,
[ STAT_HEALTH_REGEN_COMBAT ] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_COMBAT ,
[ STAT_MAGICKA_MAX ] = SI_STAT_TOOLTIP_MAGICKA_MAX ,
[ STAT_MAGICKA_REGEN_IDLE ] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_IDLE ,
[ STAT_MAGICKA_REGEN_COMBAT ] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_COMBAT ,
[ STAT_STAMINA_MAX ] = SI_STAT_TOOLTIP_STAMINA_MAX ,
[ STAT_STAMINA_REGEN_IDLE ] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_IDLE ,
[ STAT_STAMINA_REGEN_COMBAT ] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_COMBAT ,
[ STAT_SPELL_POWER ] = SI_STAT_TOOLTIP_SPELL_POWER ,
[ STAT_SPELL_PENETRATION ] = SI_STAT_TOOLTIP_SPELL_PENETRATION ,
[ STAT_SPELL_CRITICAL ] = SI_STAT_TOOLTIP_SPELL_CRITICAL ,
[ STAT_ATTACK_POWER ] = SI_STAT_TOOLTIP_ATTACK_POWER ,
[ STAT_PHYSICAL_PENETRATION ] = SI_STAT_TOOLTIP_PHYSICAL_PENETRATION ,
[ STAT_CRITICAL_STRIKE ] = SI_STAT_TOOLTIP_CRITICAL_STRIKE ,
[ STAT_PHYSICAL_RESIST ] = SI_STAT_TOOLTIP_PHYSICAL_RESIST ,
[ STAT_SPELL_RESIST ] = SI_STAT_TOOLTIP_SPELL_RESIST ,
[ STAT_CRITICAL_RESISTANCE ] = SI_STAT_TOOLTIP_CRITICAL_RESISTANCE ,
[ STAT_POWER ] = SI_STAT_TOOLTIP_POWER ,
[ STAT_MITIGATION ] = SI_STAT_TOOLTIP_MITIGATION ,
[ STAT_SPELL_MITIGATION ] = SI_STAT_TOOLTIP_SPELL_MITIGATION ,
[ STAT_ARMOR_RATING ] = SI_STAT_TOOLTIP_ARMOR_RATING ,
[ STAT_WEAPON_POWER ] = SI_STAT_TOOLTIP_WEAPON_POWER ,
}
return statEntry
end
end
end
end
end
return GetPlayerStat ( self . statType , STAT_BONUS_OPTION_APPLY_BONUS , STAT_SOFT_CAP_OPTION_APPLY_SOFT_CAP )
end
if ( statType == STAT_CRITICAL_STRIKE or statType == STAT_SPELL_CRITICAL ) then
local USE_MINIMUM = true
else
end
end
if pendingBonusAmount and pendingBonusAmount > 0 then -- We don't show any attribute stat increases while in battle leveled zones because
self . control . pendingBonus : SetHidden ( isBattleLeveled ) -- it doesn't make any sense based on how battle leveling now works
else
end
if statChanged then
end
end
end
if statEntry then
local statType = statEntry . statType
end
end
end
end |