SCHALE.GameServer/SCHALE.Common/FlatData/CharacterStatExcel.cs

778 lines
53 KiB
C#

// <auto-generated>
// automatically generated by the FlatBuffers compiler, do not modify
// </auto-generated>
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<SCHALE.Common.FlatData.CharacterStatExcel> 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<SCHALE.Common.FlatData.CharacterStatExcel> EndCharacterStatExcel(FlatBufferBuilder builder) {
int o = builder.EndTable();
return new Offset<SCHALE.Common.FlatData.CharacterStatExcel>(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<SCHALE.Common.FlatData.CharacterStatExcel> Pack(FlatBufferBuilder builder, CharacterStatExcelT _o) {
if (_o == null) return default(Offset<SCHALE.Common.FlatData.CharacterStatExcel>);
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);
}
}
}