public NonDirectDamageEvent(CombatItem evtcItem, AgentData agentData, SkillData skillData) : base(evtcItem, agentData, skillData) { Damage = evtcItem.BuffDmg; ParseEnum.ConditionResult result = ParseEnum.GetConditionResult(evtcItem.Result); IsAbsorbed = result == ParseEnum.ConditionResult.InvulByBuff || result == ParseEnum.ConditionResult.InvulByPlayerSkill1 || result == ParseEnum.ConditionResult.InvulByPlayerSkill2 || result == ParseEnum.ConditionResult.InvulByPlayerSkill3; HasHit = result == ParseEnum.ConditionResult.ExpectedToHit; ShieldDamage = evtcItem.IsShields > 0 ? Damage : 0; }