
ChargingDD.cs: This spell handler is a damage spell that, once cast, continually increases in power up to a maximum with every pulse.
Damage - base damage value.
Value - multiplier for every pulse, eg 1.4 increases damage 40% every pulse.
Frequency - The time interval between pulses of the spell.
LifeDrainReturn - the maximum percentage the spell can increase to - for example 200 = 200% cap.
PulsePower functions as per expect.
MirrorImage.cs: This spell handler works against npcs, and acts as a confusing spell. Upon casting the spell it will spawn various mirror images of the caster in a circle a distance from the caster, and realm 0 npcs currently attacking the caster have a chance of switching targets for the duration of the spell.
Number of mirror images spawned = spell.value,
Chance to not be attacked = spell.value/(spell.value+1) (ie for 4 mirror images, you have a 4/5 chance of not being attacked.)
ChainLightning.cs: This spell handler works exactly as you'd expect, richote'ing between enemies in line of sight to its current target. It passes around between enemies, selecting a random hostile target in Spell.radius, until either:
-The target it draws is itself (so this is more effective against large groups)
-It exceeds Spell.value rebounds.
-It is resisted.
With each rebound, damage is multiplied by lifedrainreturn%, so a LDR of 90 will reduce damage by 10% each time. Note that even though the spell effect is of a bolt the damage is entirely magic.
Use a bolt spell effect for best results!
I'll post a decent sql when i get one.