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Added Missiles excel
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@ -26,6 +26,7 @@ import com.riiablo.codec.excel.LvlWarp;
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import com.riiablo.codec.excel.MagicPrefix;
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import com.riiablo.codec.excel.MagicSuffix;
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import com.riiablo.codec.excel.Misc;
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import com.riiablo.codec.excel.Missiles;
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import com.riiablo.codec.excel.MonAI;
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import com.riiablo.codec.excel.MonMode;
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import com.riiablo.codec.excel.MonStats;
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@ -75,6 +76,7 @@ public class Files {
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public final LvlTypes LvlTypes;
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public final LvlWarp LvlWarp;
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public final Misc misc;
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public final Missiles Missiles;
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public final MagicPrefix MagicPrefix;
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public final MagicSuffix MagicSuffix;
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public final MonAI MonAI;
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@ -125,6 +127,7 @@ public class Files {
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LvlTypes = load(assets, LvlTypes.class);
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LvlWarp = load(assets, LvlWarp.class, Excel.EXPANSION);
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misc = load(assets, Misc.class, Excel.EXPANSION);
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Missiles = load(assets, Missiles.class);
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MagicPrefix = load(assets, MagicPrefix.class, Excel.EXPANSION);
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MagicSuffix = load(assets, MagicSuffix.class, Excel.EXPANSION);
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MonAI = load(assets, MonAI.class);
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133
core/src/com/riiablo/codec/excel/Missiles.java
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133
core/src/com/riiablo/codec/excel/Missiles.java
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@ -0,0 +1,133 @@
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package com.riiablo.codec.excel;
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public class Missiles extends Excel<Missiles.Entry> {
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public static class Entry extends Excel.Entry {
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@Override
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public String toString() {
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return Missile;
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}
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@Key
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@Column
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public String Missile;
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@Column public int Id;
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@Column public int pCltDoFunc;
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@Column public int pCltHitFunc;
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@Column public int pSrvDoFunc;
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@Column public int pSrvHitFunc;
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@Column public int pSrvDmgFunc;
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@Column public String SrvCalc1;
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@Column(startIndex = 1, endIndex = 6)
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public int Param[];
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@Column public String CltCalc1;
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@Column(startIndex = 1, endIndex = 6)
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public int CltParam[];
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@Column public String SHitCalc1;
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@Column(startIndex = 1, endIndex = 4)
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public int sHitPar[];
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@Column public String CHitCalc1;
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@Column(startIndex = 1, endIndex = 4)
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public int cHitPar[];
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@Column public String DmgCalc1;
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@Column(startIndex = 1, endIndex = 3)
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public int dParam[];
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@Column public int Vel;
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@Column public int MaxVel;
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@Column public int VelLev;
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@Column public int Accel;
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@Column public int Range;
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@Column public int LevRange;
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@Column public int Light;
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@Column public int Flicker;
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@Column public int Red;
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@Column public int Green;
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@Column public int Blue;
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@Column public int InitSteps;
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@Column public int Activate;
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@Column public int LoopAnim;
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@Column public String CelFile;
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@Column public int animrate;
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@Column public int AnimLen;
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@Column public int AnimSpeed;
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@Column public int RandStart;
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@Column public int SubLoop;
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@Column public int SubStart;
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@Column public int SubStop;
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@Column public int CollideType;
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@Column public boolean CollideKill;
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@Column public boolean CollideFriend;
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@Column public boolean LastCollide;
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@Column public boolean Collision;
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@Column public boolean ClientCol;
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@Column public boolean ClientSend;
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@Column public boolean NextHit;
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@Column public int NextDelay;
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@Column public int xoffset;
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@Column public int yoffset;
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@Column public int zoffset;
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@Column public int Size;
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@Column public boolean SrcTown;
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@Column public int CltSrcTown;
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@Column public boolean CanDestroy;
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@Column public boolean ToHit;
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@Column public boolean AlwaysExplode;
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@Column public int Explosion;
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@Column public boolean Town;
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@Column public boolean NoUniqueMod;
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@Column public int NoMultiShot;
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@Column public int Holy;
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@Column public boolean CanSlow;
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@Column public boolean ReturnFire;
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@Column public boolean GetHit;
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@Column public boolean SoftHit;
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@Column public int KnockBack;
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@Column public int Trans;
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@Column public boolean Qty;
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@Column public boolean Pierce;
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@Column public boolean SpecialSetup;
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@Column public boolean MissileSkill;
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@Column public String Skill;
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@Column public int ResultFlags;
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@Column public int HitFlags;
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@Column public int HitShift;
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@Column public boolean ApplyMastery;
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@Column public int SrcDamage;
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@Column public boolean Half2HSrc;
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@Column public int SrcMissDmg;
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@Column public int MinDamage;
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@Column(startIndex = 1, endIndex = 6)
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public String MinLevDam[];
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@Column public String MaxDamage;
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@Column(startIndex = 1, endIndex = 6)
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public int MaxLevDam[];
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@Column public String DmgSymPerCalc;
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@Column public String EType;
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@Column public int EMin;
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@Column(startIndex = 1, endIndex = 6)
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public int MinELev[];
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@Column public String Emax;
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@Column(startIndex = 1, endIndex = 6)
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public String MaxELev[];
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@Column public String EDmgSymPerCalc;
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@Column public int ELen;
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@Column(startIndex = 1, endIndex = 4)
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public int ELevLen[];
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@Column public int HitClass;
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@Column public int NumDirections;
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@Column public boolean LocalBlood;
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@Column public int DamageRate;
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@Column public String TravelSound;
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@Column public String HitSound;
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@Column public String ProgSound;
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@Column public String ProgOverlay;
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@Column public String ExplosionMissile;
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@Column(startIndex = 1, endIndex = 4)
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public String SubMissile[];
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@Column(startIndex = 1, endIndex = 5)
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public String HitSubMissile[];
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@Column(startIndex = 1, endIndex = 4)
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public String CltSubMissile[];
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@Column(startIndex = 1, endIndex = 5)
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public String CltHitSubMissile[];
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}
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}
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