// // automatically generated by the FlatBuffers compiler, do not modify // namespace SCHALE.Common.FlatData { using global::System; using global::System.Collections.Generic; using global::SCHALE.Common.Crypto; using global::Google.FlatBuffers; public struct CharacterStatExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static CharacterStatExcel GetRootAsCharacterStatExcel(ByteBuffer _bb) { return GetRootAsCharacterStatExcel(_bb, new CharacterStatExcel()); } public static CharacterStatExcel GetRootAsCharacterStatExcel(ByteBuffer _bb, CharacterStatExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public CharacterStatExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long CharacterId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long StabilityRate { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long StabilityPoint { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long AttackPower1 { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long AttackPower100 { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long MaxHP1 { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long MaxHP100 { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePower1 { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePower100 { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealPower1 { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealPower100 { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DodgePoint { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long AccuracyPoint { get { int o = __p.__offset(28); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long CriticalPoint { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long CriticalResistPoint { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long CriticalDamageRate { get { int o = __p.__offset(34); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long CriticalDamageResistRate { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long BlockRate { get { int o = __p.__offset(38); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealEffectivenessRate { get { int o = __p.__offset(40); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long OppressionPower { get { int o = __p.__offset(42); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long OppressionResist { get { int o = __p.__offset(44); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePenetration1 { get { int o = __p.__offset(46); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePenetration100 { get { int o = __p.__offset(48); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePenetrationResist1 { get { int o = __p.__offset(50); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DefensePenetrationResist100 { get { int o = __p.__offset(52); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceExplosionRate { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhancePierceRate { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceMysticRate { get { int o = __p.__offset(58); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceSonicRate { get { int o = __p.__offset(60); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceSiegeRate { get { int o = __p.__offset(62); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceNormalRate { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceLightArmorRate { get { int o = __p.__offset(66); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceHeavyArmorRate { get { int o = __p.__offset(68); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceUnarmedRate { get { int o = __p.__offset(70); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceElasticArmorRate { get { int o = __p.__offset(72); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceStructureRate { get { int o = __p.__offset(74); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceNormalArmorRate { get { int o = __p.__offset(76); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExtendBuffDuration { get { int o = __p.__offset(78); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExtendDebuffDuration { get { int o = __p.__offset(80); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExtendCrowdControlDuration { get { int o = __p.__offset(82); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long AmmoCount { get { int o = __p.__offset(84); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long AmmoCost { get { int o = __p.__offset(86); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long IgnoreDelayCount { get { int o = __p.__offset(88); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long NormalAttackSpeed { get { int o = __p.__offset(90); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long Range { get { int o = __p.__offset(92); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long InitialRangeRate { get { int o = __p.__offset(94); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long MoveSpeed { get { int o = __p.__offset(96); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long SightPoint { get { int o = __p.__offset(98); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ActiveGauge { get { int o = __p.__offset(100); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int GroggyGauge { get { int o = __p.__offset(102); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int GroggyTime { get { int o = __p.__offset(104); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public long StrategyMobility { get { int o = __p.__offset(106); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ActionCount { get { int o = __p.__offset(108); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long StrategySightRange { get { int o = __p.__offset(110); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamageRatio { get { int o = __p.__offset(112); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamagedRatio { get { int o = __p.__offset(114); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamageRatio2Increase { get { int o = __p.__offset(116); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamageRatio2Decrease { get { int o = __p.__offset(118); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamagedRatio2Increase { get { int o = __p.__offset(120); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long DamagedRatio2Decrease { get { int o = __p.__offset(122); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExDamagedRatioIncrease { get { int o = __p.__offset(124); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExDamagedRatioDecrease { get { int o = __p.__offset(126); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnhanceExDamageRate { get { int o = __p.__offset(128); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ReduceExDamagedRate { get { int o = __p.__offset(130); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealRate { get { int o = __p.__offset(132); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealLightArmorRate { get { int o = __p.__offset(134); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealHeavyArmorRate { get { int o = __p.__offset(136); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealUnarmedRate { get { int o = __p.__offset(138); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealElasticArmorRate { get { int o = __p.__offset(140); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealNormalArmorRate { get { int o = __p.__offset(142); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealedExplosionRate { get { int o = __p.__offset(144); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealedPierceRate { get { int o = __p.__offset(146); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealedMysticRate { get { int o = __p.__offset(148); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealedSonicRate { get { int o = __p.__offset(150); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HealedNormalRate { get { int o = __p.__offset(152); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public SCHALE.Common.FlatData.TerrainAdaptationStat StreetBattleAdaptation { get { int o = __p.__offset(154); return o != 0 ? (SCHALE.Common.FlatData.TerrainAdaptationStat)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TerrainAdaptationStat.D; } } public SCHALE.Common.FlatData.TerrainAdaptationStat OutdoorBattleAdaptation { get { int o = __p.__offset(156); return o != 0 ? (SCHALE.Common.FlatData.TerrainAdaptationStat)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TerrainAdaptationStat.D; } } public SCHALE.Common.FlatData.TerrainAdaptationStat IndoorBattleAdaptation { get { int o = __p.__offset(158); return o != 0 ? (SCHALE.Common.FlatData.TerrainAdaptationStat)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TerrainAdaptationStat.D; } } public long RegenCost { get { int o = __p.__offset(160); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public static Offset CreateCharacterStatExcel(FlatBufferBuilder builder, long CharacterId = 0, long StabilityRate = 0, long StabilityPoint = 0, long AttackPower1 = 0, long AttackPower100 = 0, long MaxHP1 = 0, long MaxHP100 = 0, long DefensePower1 = 0, long DefensePower100 = 0, long HealPower1 = 0, long HealPower100 = 0, long DodgePoint = 0, long AccuracyPoint = 0, long CriticalPoint = 0, long CriticalResistPoint = 0, long CriticalDamageRate = 0, long CriticalDamageResistRate = 0, long BlockRate = 0, long HealEffectivenessRate = 0, long OppressionPower = 0, long OppressionResist = 0, long DefensePenetration1 = 0, long DefensePenetration100 = 0, long DefensePenetrationResist1 = 0, long DefensePenetrationResist100 = 0, long EnhanceExplosionRate = 0, long EnhancePierceRate = 0, long EnhanceMysticRate = 0, long EnhanceSonicRate = 0, long EnhanceSiegeRate = 0, long EnhanceNormalRate = 0, long EnhanceLightArmorRate = 0, long EnhanceHeavyArmorRate = 0, long EnhanceUnarmedRate = 0, long EnhanceElasticArmorRate = 0, long EnhanceStructureRate = 0, long EnhanceNormalArmorRate = 0, long ExtendBuffDuration = 0, long ExtendDebuffDuration = 0, long ExtendCrowdControlDuration = 0, long AmmoCount = 0, long AmmoCost = 0, long IgnoreDelayCount = 0, long NormalAttackSpeed = 0, long Range = 0, long InitialRangeRate = 0, long MoveSpeed = 0, long SightPoint = 0, long ActiveGauge = 0, int GroggyGauge = 0, int GroggyTime = 0, long StrategyMobility = 0, long ActionCount = 0, long StrategySightRange = 0, long DamageRatio = 0, long DamagedRatio = 0, long DamageRatio2Increase = 0, long DamageRatio2Decrease = 0, long DamagedRatio2Increase = 0, long DamagedRatio2Decrease = 0, long ExDamagedRatioIncrease = 0, long ExDamagedRatioDecrease = 0, long EnhanceExDamageRate = 0, long ReduceExDamagedRate = 0, long HealRate = 0, long HealLightArmorRate = 0, long HealHeavyArmorRate = 0, long HealUnarmedRate = 0, long HealElasticArmorRate = 0, long HealNormalArmorRate = 0, long HealedExplosionRate = 0, long HealedPierceRate = 0, long HealedMysticRate = 0, long HealedSonicRate = 0, long HealedNormalRate = 0, SCHALE.Common.FlatData.TerrainAdaptationStat StreetBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D, SCHALE.Common.FlatData.TerrainAdaptationStat OutdoorBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D, SCHALE.Common.FlatData.TerrainAdaptationStat IndoorBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D, long RegenCost = 0) { builder.StartTable(79); CharacterStatExcel.AddRegenCost(builder, RegenCost); CharacterStatExcel.AddHealedNormalRate(builder, HealedNormalRate); CharacterStatExcel.AddHealedSonicRate(builder, HealedSonicRate); CharacterStatExcel.AddHealedMysticRate(builder, HealedMysticRate); CharacterStatExcel.AddHealedPierceRate(builder, HealedPierceRate); CharacterStatExcel.AddHealedExplosionRate(builder, HealedExplosionRate); CharacterStatExcel.AddHealNormalArmorRate(builder, HealNormalArmorRate); CharacterStatExcel.AddHealElasticArmorRate(builder, HealElasticArmorRate); CharacterStatExcel.AddHealUnarmedRate(builder, HealUnarmedRate); CharacterStatExcel.AddHealHeavyArmorRate(builder, HealHeavyArmorRate); CharacterStatExcel.AddHealLightArmorRate(builder, HealLightArmorRate); CharacterStatExcel.AddHealRate(builder, HealRate); CharacterStatExcel.AddReduceExDamagedRate(builder, ReduceExDamagedRate); CharacterStatExcel.AddEnhanceExDamageRate(builder, EnhanceExDamageRate); CharacterStatExcel.AddExDamagedRatioDecrease(builder, ExDamagedRatioDecrease); CharacterStatExcel.AddExDamagedRatioIncrease(builder, ExDamagedRatioIncrease); CharacterStatExcel.AddDamagedRatio2Decrease(builder, DamagedRatio2Decrease); CharacterStatExcel.AddDamagedRatio2Increase(builder, DamagedRatio2Increase); CharacterStatExcel.AddDamageRatio2Decrease(builder, DamageRatio2Decrease); CharacterStatExcel.AddDamageRatio2Increase(builder, DamageRatio2Increase); CharacterStatExcel.AddDamagedRatio(builder, DamagedRatio); CharacterStatExcel.AddDamageRatio(builder, DamageRatio); CharacterStatExcel.AddStrategySightRange(builder, StrategySightRange); CharacterStatExcel.AddActionCount(builder, ActionCount); CharacterStatExcel.AddStrategyMobility(builder, StrategyMobility); CharacterStatExcel.AddActiveGauge(builder, ActiveGauge); CharacterStatExcel.AddSightPoint(builder, SightPoint); CharacterStatExcel.AddMoveSpeed(builder, MoveSpeed); CharacterStatExcel.AddInitialRangeRate(builder, InitialRangeRate); CharacterStatExcel.AddRange(builder, Range); CharacterStatExcel.AddNormalAttackSpeed(builder, NormalAttackSpeed); CharacterStatExcel.AddIgnoreDelayCount(builder, IgnoreDelayCount); CharacterStatExcel.AddAmmoCost(builder, AmmoCost); CharacterStatExcel.AddAmmoCount(builder, AmmoCount); CharacterStatExcel.AddExtendCrowdControlDuration(builder, ExtendCrowdControlDuration); CharacterStatExcel.AddExtendDebuffDuration(builder, ExtendDebuffDuration); CharacterStatExcel.AddExtendBuffDuration(builder, ExtendBuffDuration); CharacterStatExcel.AddEnhanceNormalArmorRate(builder, EnhanceNormalArmorRate); CharacterStatExcel.AddEnhanceStructureRate(builder, EnhanceStructureRate); CharacterStatExcel.AddEnhanceElasticArmorRate(builder, EnhanceElasticArmorRate); CharacterStatExcel.AddEnhanceUnarmedRate(builder, EnhanceUnarmedRate); CharacterStatExcel.AddEnhanceHeavyArmorRate(builder, EnhanceHeavyArmorRate); CharacterStatExcel.AddEnhanceLightArmorRate(builder, EnhanceLightArmorRate); CharacterStatExcel.AddEnhanceNormalRate(builder, EnhanceNormalRate); CharacterStatExcel.AddEnhanceSiegeRate(builder, EnhanceSiegeRate); CharacterStatExcel.AddEnhanceSonicRate(builder, EnhanceSonicRate); CharacterStatExcel.AddEnhanceMysticRate(builder, EnhanceMysticRate); CharacterStatExcel.AddEnhancePierceRate(builder, EnhancePierceRate); CharacterStatExcel.AddEnhanceExplosionRate(builder, EnhanceExplosionRate); CharacterStatExcel.AddDefensePenetrationResist100(builder, DefensePenetrationResist100); CharacterStatExcel.AddDefensePenetrationResist1(builder, DefensePenetrationResist1); CharacterStatExcel.AddDefensePenetration100(builder, DefensePenetration100); CharacterStatExcel.AddDefensePenetration1(builder, DefensePenetration1); CharacterStatExcel.AddOppressionResist(builder, OppressionResist); CharacterStatExcel.AddOppressionPower(builder, OppressionPower); CharacterStatExcel.AddHealEffectivenessRate(builder, HealEffectivenessRate); CharacterStatExcel.AddBlockRate(builder, BlockRate); CharacterStatExcel.AddCriticalDamageResistRate(builder, CriticalDamageResistRate); CharacterStatExcel.AddCriticalDamageRate(builder, CriticalDamageRate); CharacterStatExcel.AddCriticalResistPoint(builder, CriticalResistPoint); CharacterStatExcel.AddCriticalPoint(builder, CriticalPoint); CharacterStatExcel.AddAccuracyPoint(builder, AccuracyPoint); CharacterStatExcel.AddDodgePoint(builder, DodgePoint); CharacterStatExcel.AddHealPower100(builder, HealPower100); CharacterStatExcel.AddHealPower1(builder, HealPower1); CharacterStatExcel.AddDefensePower100(builder, DefensePower100); CharacterStatExcel.AddDefensePower1(builder, DefensePower1); CharacterStatExcel.AddMaxHP100(builder, MaxHP100); CharacterStatExcel.AddMaxHP1(builder, MaxHP1); CharacterStatExcel.AddAttackPower100(builder, AttackPower100); CharacterStatExcel.AddAttackPower1(builder, AttackPower1); CharacterStatExcel.AddStabilityPoint(builder, StabilityPoint); CharacterStatExcel.AddStabilityRate(builder, StabilityRate); CharacterStatExcel.AddCharacterId(builder, CharacterId); CharacterStatExcel.AddIndoorBattleAdaptation(builder, IndoorBattleAdaptation); CharacterStatExcel.AddOutdoorBattleAdaptation(builder, OutdoorBattleAdaptation); CharacterStatExcel.AddStreetBattleAdaptation(builder, StreetBattleAdaptation); CharacterStatExcel.AddGroggyTime(builder, GroggyTime); CharacterStatExcel.AddGroggyGauge(builder, GroggyGauge); return CharacterStatExcel.EndCharacterStatExcel(builder); } public static void StartCharacterStatExcel(FlatBufferBuilder builder) { builder.StartTable(79); } public static void AddCharacterId(FlatBufferBuilder builder, long characterId) { builder.AddLong(0, characterId, 0); } public static void AddStabilityRate(FlatBufferBuilder builder, long stabilityRate) { builder.AddLong(1, stabilityRate, 0); } public static void AddStabilityPoint(FlatBufferBuilder builder, long stabilityPoint) { builder.AddLong(2, stabilityPoint, 0); } public static void AddAttackPower1(FlatBufferBuilder builder, long attackPower1) { builder.AddLong(3, attackPower1, 0); } public static void AddAttackPower100(FlatBufferBuilder builder, long attackPower100) { builder.AddLong(4, attackPower100, 0); } public static void AddMaxHP1(FlatBufferBuilder builder, long maxHP1) { builder.AddLong(5, maxHP1, 0); } public static void AddMaxHP100(FlatBufferBuilder builder, long maxHP100) { builder.AddLong(6, maxHP100, 0); } public static void AddDefensePower1(FlatBufferBuilder builder, long defensePower1) { builder.AddLong(7, defensePower1, 0); } public static void AddDefensePower100(FlatBufferBuilder builder, long defensePower100) { builder.AddLong(8, defensePower100, 0); } public static void AddHealPower1(FlatBufferBuilder builder, long healPower1) { builder.AddLong(9, healPower1, 0); } public static void AddHealPower100(FlatBufferBuilder builder, long healPower100) { builder.AddLong(10, healPower100, 0); } public static void AddDodgePoint(FlatBufferBuilder builder, long dodgePoint) { builder.AddLong(11, dodgePoint, 0); } public static void AddAccuracyPoint(FlatBufferBuilder builder, long accuracyPoint) { builder.AddLong(12, accuracyPoint, 0); } public static void AddCriticalPoint(FlatBufferBuilder builder, long criticalPoint) { builder.AddLong(13, criticalPoint, 0); } public static void AddCriticalResistPoint(FlatBufferBuilder builder, long criticalResistPoint) { builder.AddLong(14, criticalResistPoint, 0); } public static void AddCriticalDamageRate(FlatBufferBuilder builder, long criticalDamageRate) { builder.AddLong(15, criticalDamageRate, 0); } public static void AddCriticalDamageResistRate(FlatBufferBuilder builder, long criticalDamageResistRate) { builder.AddLong(16, criticalDamageResistRate, 0); } public static void AddBlockRate(FlatBufferBuilder builder, long blockRate) { builder.AddLong(17, blockRate, 0); } public static void AddHealEffectivenessRate(FlatBufferBuilder builder, long healEffectivenessRate) { builder.AddLong(18, healEffectivenessRate, 0); } public static void AddOppressionPower(FlatBufferBuilder builder, long oppressionPower) { builder.AddLong(19, oppressionPower, 0); } public static void AddOppressionResist(FlatBufferBuilder builder, long oppressionResist) { builder.AddLong(20, oppressionResist, 0); } public static void AddDefensePenetration1(FlatBufferBuilder builder, long defensePenetration1) { builder.AddLong(21, defensePenetration1, 0); } public static void AddDefensePenetration100(FlatBufferBuilder builder, long defensePenetration100) { builder.AddLong(22, defensePenetration100, 0); } public static void AddDefensePenetrationResist1(FlatBufferBuilder builder, long defensePenetrationResist1) { builder.AddLong(23, defensePenetrationResist1, 0); } public static void AddDefensePenetrationResist100(FlatBufferBuilder builder, long defensePenetrationResist100) { builder.AddLong(24, defensePenetrationResist100, 0); } public static void AddEnhanceExplosionRate(FlatBufferBuilder builder, long enhanceExplosionRate) { builder.AddLong(25, enhanceExplosionRate, 0); } public static void AddEnhancePierceRate(FlatBufferBuilder builder, long enhancePierceRate) { builder.AddLong(26, enhancePierceRate, 0); } public static void AddEnhanceMysticRate(FlatBufferBuilder builder, long enhanceMysticRate) { builder.AddLong(27, enhanceMysticRate, 0); } public static void AddEnhanceSonicRate(FlatBufferBuilder builder, long enhanceSonicRate) { builder.AddLong(28, enhanceSonicRate, 0); } public static void AddEnhanceSiegeRate(FlatBufferBuilder builder, long enhanceSiegeRate) { builder.AddLong(29, enhanceSiegeRate, 0); } public static void AddEnhanceNormalRate(FlatBufferBuilder builder, long enhanceNormalRate) { builder.AddLong(30, enhanceNormalRate, 0); } public static void AddEnhanceLightArmorRate(FlatBufferBuilder builder, long enhanceLightArmorRate) { builder.AddLong(31, enhanceLightArmorRate, 0); } public static void AddEnhanceHeavyArmorRate(FlatBufferBuilder builder, long enhanceHeavyArmorRate) { builder.AddLong(32, enhanceHeavyArmorRate, 0); } public static void AddEnhanceUnarmedRate(FlatBufferBuilder builder, long enhanceUnarmedRate) { builder.AddLong(33, enhanceUnarmedRate, 0); } public static void AddEnhanceElasticArmorRate(FlatBufferBuilder builder, long enhanceElasticArmorRate) { builder.AddLong(34, enhanceElasticArmorRate, 0); } public static void AddEnhanceStructureRate(FlatBufferBuilder builder, long enhanceStructureRate) { builder.AddLong(35, enhanceStructureRate, 0); } public static void AddEnhanceNormalArmorRate(FlatBufferBuilder builder, long enhanceNormalArmorRate) { builder.AddLong(36, enhanceNormalArmorRate, 0); } public static void AddExtendBuffDuration(FlatBufferBuilder builder, long extendBuffDuration) { builder.AddLong(37, extendBuffDuration, 0); } public static void AddExtendDebuffDuration(FlatBufferBuilder builder, long extendDebuffDuration) { builder.AddLong(38, extendDebuffDuration, 0); } public static void AddExtendCrowdControlDuration(FlatBufferBuilder builder, long extendCrowdControlDuration) { builder.AddLong(39, extendCrowdControlDuration, 0); } public static void AddAmmoCount(FlatBufferBuilder builder, long ammoCount) { builder.AddLong(40, ammoCount, 0); } public static void AddAmmoCost(FlatBufferBuilder builder, long ammoCost) { builder.AddLong(41, ammoCost, 0); } public static void AddIgnoreDelayCount(FlatBufferBuilder builder, long ignoreDelayCount) { builder.AddLong(42, ignoreDelayCount, 0); } public static void AddNormalAttackSpeed(FlatBufferBuilder builder, long normalAttackSpeed) { builder.AddLong(43, normalAttackSpeed, 0); } public static void AddRange(FlatBufferBuilder builder, long range) { builder.AddLong(44, range, 0); } public static void AddInitialRangeRate(FlatBufferBuilder builder, long initialRangeRate) { builder.AddLong(45, initialRangeRate, 0); } public static void AddMoveSpeed(FlatBufferBuilder builder, long moveSpeed) { builder.AddLong(46, moveSpeed, 0); } public static void AddSightPoint(FlatBufferBuilder builder, long sightPoint) { builder.AddLong(47, sightPoint, 0); } public static void AddActiveGauge(FlatBufferBuilder builder, long activeGauge) { builder.AddLong(48, activeGauge, 0); } public static void AddGroggyGauge(FlatBufferBuilder builder, int groggyGauge) { builder.AddInt(49, groggyGauge, 0); } public static void AddGroggyTime(FlatBufferBuilder builder, int groggyTime) { builder.AddInt(50, groggyTime, 0); } public static void AddStrategyMobility(FlatBufferBuilder builder, long strategyMobility) { builder.AddLong(51, strategyMobility, 0); } public static void AddActionCount(FlatBufferBuilder builder, long actionCount) { builder.AddLong(52, actionCount, 0); } public static void AddStrategySightRange(FlatBufferBuilder builder, long strategySightRange) { builder.AddLong(53, strategySightRange, 0); } public static void AddDamageRatio(FlatBufferBuilder builder, long damageRatio) { builder.AddLong(54, damageRatio, 0); } public static void AddDamagedRatio(FlatBufferBuilder builder, long damagedRatio) { builder.AddLong(55, damagedRatio, 0); } public static void AddDamageRatio2Increase(FlatBufferBuilder builder, long damageRatio2Increase) { builder.AddLong(56, damageRatio2Increase, 0); } public static void AddDamageRatio2Decrease(FlatBufferBuilder builder, long damageRatio2Decrease) { builder.AddLong(57, damageRatio2Decrease, 0); } public static void AddDamagedRatio2Increase(FlatBufferBuilder builder, long damagedRatio2Increase) { builder.AddLong(58, damagedRatio2Increase, 0); } public static void AddDamagedRatio2Decrease(FlatBufferBuilder builder, long damagedRatio2Decrease) { builder.AddLong(59, damagedRatio2Decrease, 0); } public static void AddExDamagedRatioIncrease(FlatBufferBuilder builder, long exDamagedRatioIncrease) { builder.AddLong(60, exDamagedRatioIncrease, 0); } public static void AddExDamagedRatioDecrease(FlatBufferBuilder builder, long exDamagedRatioDecrease) { builder.AddLong(61, exDamagedRatioDecrease, 0); } public static void AddEnhanceExDamageRate(FlatBufferBuilder builder, long enhanceExDamageRate) { builder.AddLong(62, enhanceExDamageRate, 0); } public static void AddReduceExDamagedRate(FlatBufferBuilder builder, long reduceExDamagedRate) { builder.AddLong(63, reduceExDamagedRate, 0); } public static void AddHealRate(FlatBufferBuilder builder, long healRate) { builder.AddLong(64, healRate, 0); } public static void AddHealLightArmorRate(FlatBufferBuilder builder, long healLightArmorRate) { builder.AddLong(65, healLightArmorRate, 0); } public static void AddHealHeavyArmorRate(FlatBufferBuilder builder, long healHeavyArmorRate) { builder.AddLong(66, healHeavyArmorRate, 0); } public static void AddHealUnarmedRate(FlatBufferBuilder builder, long healUnarmedRate) { builder.AddLong(67, healUnarmedRate, 0); } public static void AddHealElasticArmorRate(FlatBufferBuilder builder, long healElasticArmorRate) { builder.AddLong(68, healElasticArmorRate, 0); } public static void AddHealNormalArmorRate(FlatBufferBuilder builder, long healNormalArmorRate) { builder.AddLong(69, healNormalArmorRate, 0); } public static void AddHealedExplosionRate(FlatBufferBuilder builder, long healedExplosionRate) { builder.AddLong(70, healedExplosionRate, 0); } public static void AddHealedPierceRate(FlatBufferBuilder builder, long healedPierceRate) { builder.AddLong(71, healedPierceRate, 0); } public static void AddHealedMysticRate(FlatBufferBuilder builder, long healedMysticRate) { builder.AddLong(72, healedMysticRate, 0); } public static void AddHealedSonicRate(FlatBufferBuilder builder, long healedSonicRate) { builder.AddLong(73, healedSonicRate, 0); } public static void AddHealedNormalRate(FlatBufferBuilder builder, long healedNormalRate) { builder.AddLong(74, healedNormalRate, 0); } public static void AddStreetBattleAdaptation(FlatBufferBuilder builder, SCHALE.Common.FlatData.TerrainAdaptationStat streetBattleAdaptation) { builder.AddInt(75, (int)streetBattleAdaptation, 0); } public static void AddOutdoorBattleAdaptation(FlatBufferBuilder builder, SCHALE.Common.FlatData.TerrainAdaptationStat outdoorBattleAdaptation) { builder.AddInt(76, (int)outdoorBattleAdaptation, 0); } public static void AddIndoorBattleAdaptation(FlatBufferBuilder builder, SCHALE.Common.FlatData.TerrainAdaptationStat indoorBattleAdaptation) { builder.AddInt(77, (int)indoorBattleAdaptation, 0); } public static void AddRegenCost(FlatBufferBuilder builder, long regenCost) { builder.AddLong(78, regenCost, 0); } public static Offset EndCharacterStatExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } public CharacterStatExcelT UnPack() { var _o = new CharacterStatExcelT(); this.UnPackTo(_o); return _o; } public void UnPackTo(CharacterStatExcelT _o) { byte[] key = TableEncryptionService.CreateKey("CharacterStat"); _o.CharacterId = TableEncryptionService.Convert(this.CharacterId, key); _o.StabilityRate = TableEncryptionService.Convert(this.StabilityRate, key); _o.StabilityPoint = TableEncryptionService.Convert(this.StabilityPoint, key); _o.AttackPower1 = TableEncryptionService.Convert(this.AttackPower1, key); _o.AttackPower100 = TableEncryptionService.Convert(this.AttackPower100, key); _o.MaxHP1 = TableEncryptionService.Convert(this.MaxHP1, key); _o.MaxHP100 = TableEncryptionService.Convert(this.MaxHP100, key); _o.DefensePower1 = TableEncryptionService.Convert(this.DefensePower1, key); _o.DefensePower100 = TableEncryptionService.Convert(this.DefensePower100, key); _o.HealPower1 = TableEncryptionService.Convert(this.HealPower1, key); _o.HealPower100 = TableEncryptionService.Convert(this.HealPower100, key); _o.DodgePoint = TableEncryptionService.Convert(this.DodgePoint, key); _o.AccuracyPoint = TableEncryptionService.Convert(this.AccuracyPoint, key); _o.CriticalPoint = TableEncryptionService.Convert(this.CriticalPoint, key); _o.CriticalResistPoint = TableEncryptionService.Convert(this.CriticalResistPoint, key); _o.CriticalDamageRate = TableEncryptionService.Convert(this.CriticalDamageRate, key); _o.CriticalDamageResistRate = TableEncryptionService.Convert(this.CriticalDamageResistRate, key); _o.BlockRate = TableEncryptionService.Convert(this.BlockRate, key); _o.HealEffectivenessRate = TableEncryptionService.Convert(this.HealEffectivenessRate, key); _o.OppressionPower = TableEncryptionService.Convert(this.OppressionPower, key); _o.OppressionResist = TableEncryptionService.Convert(this.OppressionResist, key); _o.DefensePenetration1 = TableEncryptionService.Convert(this.DefensePenetration1, key); _o.DefensePenetration100 = TableEncryptionService.Convert(this.DefensePenetration100, key); _o.DefensePenetrationResist1 = TableEncryptionService.Convert(this.DefensePenetrationResist1, key); _o.DefensePenetrationResist100 = TableEncryptionService.Convert(this.DefensePenetrationResist100, key); _o.EnhanceExplosionRate = TableEncryptionService.Convert(this.EnhanceExplosionRate, key); _o.EnhancePierceRate = TableEncryptionService.Convert(this.EnhancePierceRate, key); _o.EnhanceMysticRate = TableEncryptionService.Convert(this.EnhanceMysticRate, key); _o.EnhanceSonicRate = TableEncryptionService.Convert(this.EnhanceSonicRate, key); _o.EnhanceSiegeRate = TableEncryptionService.Convert(this.EnhanceSiegeRate, key); _o.EnhanceNormalRate = TableEncryptionService.Convert(this.EnhanceNormalRate, key); _o.EnhanceLightArmorRate = TableEncryptionService.Convert(this.EnhanceLightArmorRate, key); _o.EnhanceHeavyArmorRate = TableEncryptionService.Convert(this.EnhanceHeavyArmorRate, key); _o.EnhanceUnarmedRate = TableEncryptionService.Convert(this.EnhanceUnarmedRate, key); _o.EnhanceElasticArmorRate = TableEncryptionService.Convert(this.EnhanceElasticArmorRate, key); _o.EnhanceStructureRate = TableEncryptionService.Convert(this.EnhanceStructureRate, key); _o.EnhanceNormalArmorRate = TableEncryptionService.Convert(this.EnhanceNormalArmorRate, key); _o.ExtendBuffDuration = TableEncryptionService.Convert(this.ExtendBuffDuration, key); _o.ExtendDebuffDuration = TableEncryptionService.Convert(this.ExtendDebuffDuration, key); _o.ExtendCrowdControlDuration = TableEncryptionService.Convert(this.ExtendCrowdControlDuration, key); _o.AmmoCount = TableEncryptionService.Convert(this.AmmoCount, key); _o.AmmoCost = TableEncryptionService.Convert(this.AmmoCost, key); _o.IgnoreDelayCount = TableEncryptionService.Convert(this.IgnoreDelayCount, key); _o.NormalAttackSpeed = TableEncryptionService.Convert(this.NormalAttackSpeed, key); _o.Range = TableEncryptionService.Convert(this.Range, key); _o.InitialRangeRate = TableEncryptionService.Convert(this.InitialRangeRate, key); _o.MoveSpeed = TableEncryptionService.Convert(this.MoveSpeed, key); _o.SightPoint = TableEncryptionService.Convert(this.SightPoint, key); _o.ActiveGauge = TableEncryptionService.Convert(this.ActiveGauge, key); _o.GroggyGauge = TableEncryptionService.Convert(this.GroggyGauge, key); _o.GroggyTime = TableEncryptionService.Convert(this.GroggyTime, key); _o.StrategyMobility = TableEncryptionService.Convert(this.StrategyMobility, key); _o.ActionCount = TableEncryptionService.Convert(this.ActionCount, key); _o.StrategySightRange = TableEncryptionService.Convert(this.StrategySightRange, key); _o.DamageRatio = TableEncryptionService.Convert(this.DamageRatio, key); _o.DamagedRatio = TableEncryptionService.Convert(this.DamagedRatio, key); _o.DamageRatio2Increase = TableEncryptionService.Convert(this.DamageRatio2Increase, key); _o.DamageRatio2Decrease = TableEncryptionService.Convert(this.DamageRatio2Decrease, key); _o.DamagedRatio2Increase = TableEncryptionService.Convert(this.DamagedRatio2Increase, key); _o.DamagedRatio2Decrease = TableEncryptionService.Convert(this.DamagedRatio2Decrease, key); _o.ExDamagedRatioIncrease = TableEncryptionService.Convert(this.ExDamagedRatioIncrease, key); _o.ExDamagedRatioDecrease = TableEncryptionService.Convert(this.ExDamagedRatioDecrease, key); _o.EnhanceExDamageRate = TableEncryptionService.Convert(this.EnhanceExDamageRate, key); _o.ReduceExDamagedRate = TableEncryptionService.Convert(this.ReduceExDamagedRate, key); _o.HealRate = TableEncryptionService.Convert(this.HealRate, key); _o.HealLightArmorRate = TableEncryptionService.Convert(this.HealLightArmorRate, key); _o.HealHeavyArmorRate = TableEncryptionService.Convert(this.HealHeavyArmorRate, key); _o.HealUnarmedRate = TableEncryptionService.Convert(this.HealUnarmedRate, key); _o.HealElasticArmorRate = TableEncryptionService.Convert(this.HealElasticArmorRate, key); _o.HealNormalArmorRate = TableEncryptionService.Convert(this.HealNormalArmorRate, key); _o.HealedExplosionRate = TableEncryptionService.Convert(this.HealedExplosionRate, key); _o.HealedPierceRate = TableEncryptionService.Convert(this.HealedPierceRate, key); _o.HealedMysticRate = TableEncryptionService.Convert(this.HealedMysticRate, key); _o.HealedSonicRate = TableEncryptionService.Convert(this.HealedSonicRate, key); _o.HealedNormalRate = TableEncryptionService.Convert(this.HealedNormalRate, key); _o.StreetBattleAdaptation = TableEncryptionService.Convert(this.StreetBattleAdaptation, key); _o.OutdoorBattleAdaptation = TableEncryptionService.Convert(this.OutdoorBattleAdaptation, key); _o.IndoorBattleAdaptation = TableEncryptionService.Convert(this.IndoorBattleAdaptation, key); _o.RegenCost = TableEncryptionService.Convert(this.RegenCost, key); } public static Offset Pack(FlatBufferBuilder builder, CharacterStatExcelT _o) { if (_o == null) return default(Offset); return CreateCharacterStatExcel( builder, _o.CharacterId, _o.StabilityRate, _o.StabilityPoint, _o.AttackPower1, _o.AttackPower100, _o.MaxHP1, _o.MaxHP100, _o.DefensePower1, _o.DefensePower100, _o.HealPower1, _o.HealPower100, _o.DodgePoint, _o.AccuracyPoint, _o.CriticalPoint, _o.CriticalResistPoint, _o.CriticalDamageRate, _o.CriticalDamageResistRate, _o.BlockRate, _o.HealEffectivenessRate, _o.OppressionPower, _o.OppressionResist, _o.DefensePenetration1, _o.DefensePenetration100, _o.DefensePenetrationResist1, _o.DefensePenetrationResist100, _o.EnhanceExplosionRate, _o.EnhancePierceRate, _o.EnhanceMysticRate, _o.EnhanceSonicRate, _o.EnhanceSiegeRate, _o.EnhanceNormalRate, _o.EnhanceLightArmorRate, _o.EnhanceHeavyArmorRate, _o.EnhanceUnarmedRate, _o.EnhanceElasticArmorRate, _o.EnhanceStructureRate, _o.EnhanceNormalArmorRate, _o.ExtendBuffDuration, _o.ExtendDebuffDuration, _o.ExtendCrowdControlDuration, _o.AmmoCount, _o.AmmoCost, _o.IgnoreDelayCount, _o.NormalAttackSpeed, _o.Range, _o.InitialRangeRate, _o.MoveSpeed, _o.SightPoint, _o.ActiveGauge, _o.GroggyGauge, _o.GroggyTime, _o.StrategyMobility, _o.ActionCount, _o.StrategySightRange, _o.DamageRatio, _o.DamagedRatio, _o.DamageRatio2Increase, _o.DamageRatio2Decrease, _o.DamagedRatio2Increase, _o.DamagedRatio2Decrease, _o.ExDamagedRatioIncrease, _o.ExDamagedRatioDecrease, _o.EnhanceExDamageRate, _o.ReduceExDamagedRate, _o.HealRate, _o.HealLightArmorRate, _o.HealHeavyArmorRate, _o.HealUnarmedRate, _o.HealElasticArmorRate, _o.HealNormalArmorRate, _o.HealedExplosionRate, _o.HealedPierceRate, _o.HealedMysticRate, _o.HealedSonicRate, _o.HealedNormalRate, _o.StreetBattleAdaptation, _o.OutdoorBattleAdaptation, _o.IndoorBattleAdaptation, _o.RegenCost); } } public class CharacterStatExcelT { public long CharacterId { get; set; } public long StabilityRate { get; set; } public long StabilityPoint { get; set; } public long AttackPower1 { get; set; } public long AttackPower100 { get; set; } public long MaxHP1 { get; set; } public long MaxHP100 { get; set; } public long DefensePower1 { get; set; } public long DefensePower100 { get; set; } public long HealPower1 { get; set; } public long HealPower100 { get; set; } public long DodgePoint { get; set; } public long AccuracyPoint { get; set; } public long CriticalPoint { get; set; } public long CriticalResistPoint { get; set; } public long CriticalDamageRate { get; set; } public long CriticalDamageResistRate { get; set; } public long BlockRate { get; set; } public long HealEffectivenessRate { get; set; } public long OppressionPower { get; set; } public long OppressionResist { get; set; } public long DefensePenetration1 { get; set; } public long DefensePenetration100 { get; set; } public long DefensePenetrationResist1 { get; set; } public long DefensePenetrationResist100 { get; set; } public long EnhanceExplosionRate { get; set; } public long EnhancePierceRate { get; set; } public long EnhanceMysticRate { get; set; } public long EnhanceSonicRate { get; set; } public long EnhanceSiegeRate { get; set; } public long EnhanceNormalRate { get; set; } public long EnhanceLightArmorRate { get; set; } public long EnhanceHeavyArmorRate { get; set; } public long EnhanceUnarmedRate { get; set; } public long EnhanceElasticArmorRate { get; set; } public long EnhanceStructureRate { get; set; } public long EnhanceNormalArmorRate { get; set; } public long ExtendBuffDuration { get; set; } public long ExtendDebuffDuration { get; set; } public long ExtendCrowdControlDuration { get; set; } public long AmmoCount { get; set; } public long AmmoCost { get; set; } public long IgnoreDelayCount { get; set; } public long NormalAttackSpeed { get; set; } public long Range { get; set; } public long InitialRangeRate { get; set; } public long MoveSpeed { get; set; } public long SightPoint { get; set; } public long ActiveGauge { get; set; } public int GroggyGauge { get; set; } public int GroggyTime { get; set; } public long StrategyMobility { get; set; } public long ActionCount { get; set; } public long StrategySightRange { get; set; } public long DamageRatio { get; set; } public long DamagedRatio { get; set; } public long DamageRatio2Increase { get; set; } public long DamageRatio2Decrease { get; set; } public long DamagedRatio2Increase { get; set; } public long DamagedRatio2Decrease { get; set; } public long ExDamagedRatioIncrease { get; set; } public long ExDamagedRatioDecrease { get; set; } public long EnhanceExDamageRate { get; set; } public long ReduceExDamagedRate { get; set; } public long HealRate { get; set; } public long HealLightArmorRate { get; set; } public long HealHeavyArmorRate { get; set; } public long HealUnarmedRate { get; set; } public long HealElasticArmorRate { get; set; } public long HealNormalArmorRate { get; set; } public long HealedExplosionRate { get; set; } public long HealedPierceRate { get; set; } public long HealedMysticRate { get; set; } public long HealedSonicRate { get; set; } public long HealedNormalRate { get; set; } public SCHALE.Common.FlatData.TerrainAdaptationStat StreetBattleAdaptation { get; set; } public SCHALE.Common.FlatData.TerrainAdaptationStat OutdoorBattleAdaptation { get; set; } public SCHALE.Common.FlatData.TerrainAdaptationStat IndoorBattleAdaptation { get; set; } public long RegenCost { get; set; } public CharacterStatExcelT() { this.CharacterId = 0; this.StabilityRate = 0; this.StabilityPoint = 0; this.AttackPower1 = 0; this.AttackPower100 = 0; this.MaxHP1 = 0; this.MaxHP100 = 0; this.DefensePower1 = 0; this.DefensePower100 = 0; this.HealPower1 = 0; this.HealPower100 = 0; this.DodgePoint = 0; this.AccuracyPoint = 0; this.CriticalPoint = 0; this.CriticalResistPoint = 0; this.CriticalDamageRate = 0; this.CriticalDamageResistRate = 0; this.BlockRate = 0; this.HealEffectivenessRate = 0; this.OppressionPower = 0; this.OppressionResist = 0; this.DefensePenetration1 = 0; this.DefensePenetration100 = 0; this.DefensePenetrationResist1 = 0; this.DefensePenetrationResist100 = 0; this.EnhanceExplosionRate = 0; this.EnhancePierceRate = 0; this.EnhanceMysticRate = 0; this.EnhanceSonicRate = 0; this.EnhanceSiegeRate = 0; this.EnhanceNormalRate = 0; this.EnhanceLightArmorRate = 0; this.EnhanceHeavyArmorRate = 0; this.EnhanceUnarmedRate = 0; this.EnhanceElasticArmorRate = 0; this.EnhanceStructureRate = 0; this.EnhanceNormalArmorRate = 0; this.ExtendBuffDuration = 0; this.ExtendDebuffDuration = 0; this.ExtendCrowdControlDuration = 0; this.AmmoCount = 0; this.AmmoCost = 0; this.IgnoreDelayCount = 0; this.NormalAttackSpeed = 0; this.Range = 0; this.InitialRangeRate = 0; this.MoveSpeed = 0; this.SightPoint = 0; this.ActiveGauge = 0; this.GroggyGauge = 0; this.GroggyTime = 0; this.StrategyMobility = 0; this.ActionCount = 0; this.StrategySightRange = 0; this.DamageRatio = 0; this.DamagedRatio = 0; this.DamageRatio2Increase = 0; this.DamageRatio2Decrease = 0; this.DamagedRatio2Increase = 0; this.DamagedRatio2Decrease = 0; this.ExDamagedRatioIncrease = 0; this.ExDamagedRatioDecrease = 0; this.EnhanceExDamageRate = 0; this.ReduceExDamagedRate = 0; this.HealRate = 0; this.HealLightArmorRate = 0; this.HealHeavyArmorRate = 0; this.HealUnarmedRate = 0; this.HealElasticArmorRate = 0; this.HealNormalArmorRate = 0; this.HealedExplosionRate = 0; this.HealedPierceRate = 0; this.HealedMysticRate = 0; this.HealedSonicRate = 0; this.HealedNormalRate = 0; this.StreetBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D; this.OutdoorBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D; this.IndoorBattleAdaptation = SCHALE.Common.FlatData.TerrainAdaptationStat.D; this.RegenCost = 0; } } static public class CharacterStatExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*CharacterId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 6 /*StabilityRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 8 /*StabilityPoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 10 /*AttackPower1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 12 /*AttackPower100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 14 /*MaxHP1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 16 /*MaxHP100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 18 /*DefensePower1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 20 /*DefensePower100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 22 /*HealPower1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 24 /*HealPower100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 26 /*DodgePoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 28 /*AccuracyPoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 30 /*CriticalPoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 32 /*CriticalResistPoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 34 /*CriticalDamageRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 36 /*CriticalDamageResistRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 38 /*BlockRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 40 /*HealEffectivenessRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 42 /*OppressionPower*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 44 /*OppressionResist*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 46 /*DefensePenetration1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 48 /*DefensePenetration100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 50 /*DefensePenetrationResist1*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 52 /*DefensePenetrationResist100*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 54 /*EnhanceExplosionRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 56 /*EnhancePierceRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 58 /*EnhanceMysticRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 60 /*EnhanceSonicRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 62 /*EnhanceSiegeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 64 /*EnhanceNormalRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 66 /*EnhanceLightArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 68 /*EnhanceHeavyArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 70 /*EnhanceUnarmedRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 72 /*EnhanceElasticArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 74 /*EnhanceStructureRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 76 /*EnhanceNormalArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 78 /*ExtendBuffDuration*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 80 /*ExtendDebuffDuration*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 82 /*ExtendCrowdControlDuration*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 84 /*AmmoCount*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 86 /*AmmoCost*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 88 /*IgnoreDelayCount*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 90 /*NormalAttackSpeed*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 92 /*Range*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 94 /*InitialRangeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 96 /*MoveSpeed*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 98 /*SightPoint*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 100 /*ActiveGauge*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 102 /*GroggyGauge*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 104 /*GroggyTime*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 106 /*StrategyMobility*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 108 /*ActionCount*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 110 /*StrategySightRange*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 112 /*DamageRatio*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 114 /*DamagedRatio*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 116 /*DamageRatio2Increase*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 118 /*DamageRatio2Decrease*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 120 /*DamagedRatio2Increase*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 122 /*DamagedRatio2Decrease*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 124 /*ExDamagedRatioIncrease*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 126 /*ExDamagedRatioDecrease*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 128 /*EnhanceExDamageRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 130 /*ReduceExDamagedRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 132 /*HealRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 134 /*HealLightArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 136 /*HealHeavyArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 138 /*HealUnarmedRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 140 /*HealElasticArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 142 /*HealNormalArmorRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 144 /*HealedExplosionRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 146 /*HealedPierceRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 148 /*HealedMysticRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 150 /*HealedSonicRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 152 /*HealedNormalRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 154 /*StreetBattleAdaptation*/, 4 /*SCHALE.Common.FlatData.TerrainAdaptationStat*/, 4, false) && verifier.VerifyField(tablePos, 156 /*OutdoorBattleAdaptation*/, 4 /*SCHALE.Common.FlatData.TerrainAdaptationStat*/, 4, false) && verifier.VerifyField(tablePos, 158 /*IndoorBattleAdaptation*/, 4 /*SCHALE.Common.FlatData.TerrainAdaptationStat*/, 4, false) && verifier.VerifyField(tablePos, 160 /*RegenCost*/, 8 /*long*/, 8, false) && verifier.VerifyTableEnd(tablePos); } } }