Added Missiles excel

This commit is contained in:
Collin Smith 2019-04-16 01:42:09 -07:00
parent 4bac597e40
commit 93b9acc944
2 changed files with 136 additions and 0 deletions

View File

@ -26,6 +26,7 @@ import com.riiablo.codec.excel.LvlWarp;
import com.riiablo.codec.excel.MagicPrefix;
import com.riiablo.codec.excel.MagicSuffix;
import com.riiablo.codec.excel.Misc;
import com.riiablo.codec.excel.Missiles;
import com.riiablo.codec.excel.MonAI;
import com.riiablo.codec.excel.MonMode;
import com.riiablo.codec.excel.MonStats;
@ -75,6 +76,7 @@ public class Files {
public final LvlTypes LvlTypes;
public final LvlWarp LvlWarp;
public final Misc misc;
public final Missiles Missiles;
public final MagicPrefix MagicPrefix;
public final MagicSuffix MagicSuffix;
public final MonAI MonAI;
@ -125,6 +127,7 @@ public class Files {
LvlTypes = load(assets, LvlTypes.class);
LvlWarp = load(assets, LvlWarp.class, Excel.EXPANSION);
misc = load(assets, Misc.class, Excel.EXPANSION);
Missiles = load(assets, Missiles.class);
MagicPrefix = load(assets, MagicPrefix.class, Excel.EXPANSION);
MagicSuffix = load(assets, MagicSuffix.class, Excel.EXPANSION);
MonAI = load(assets, MonAI.class);

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