entity_spell_system/spell_enums.cpp
Relintai 3cce6b0ae8 -Talent is now inherited from Aura.
-Cleaned up the talent system specific classes.
-The ResourceManager now loads talents aswell.
-Cleaned up, and made the EntityResource system scriptable.
-Fixed the stat signals, the stat parameter was null every time. ("this" should've been wrapped in a Ref.)
2019-08-13 23:58:42 +02:00

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#include "spell_enums.h"
const String SpellEnums::BINDING_STRING_SPELL_TYPES = "Melee,Holy,Shadow,Nature,Fire,Frost,Lightning,Chaos";
const String SpellEnums::BINDING_STRING_DIMINISHING_RETURN_CATEGORIES = "None,Root,Stun";
const String SpellEnums::BINDING_STRING_TRIGGER_EVENTS = "None,S On Before Damage,S On Damage Receive,S On Hit,S On Damage Dealt,S Aura Remove,S Aura Dispell,S On Before Aura Applied,S On After Aura Applied,C On Aura Added,C On Aura Removed,C On Aura Refreshed";
const String SpellEnums::BINDING_STRING_DAMAGE_TYPES = "Melee,Holy,Shadow,Nature,Fire,Frost,Lightning,Chaos";
const String SpellEnums::BINDING_STRING_AURA_TYPES = "None,Magic,Poison,Physical,Curse,Bleed,Talent";