public override void DeSerialized(ExcelTranslatorBuffer buffer) { buffer.Out(out Key); buffer.Out(out zh_cn); buffer.Out(out en); buffer.Out(out zh_tw); KEY = Key.ToString(); }
public override void DeSerialized(ExcelTranslatorBuffer buffer) { buffer.Out(out ID); buffer.Out(out ItemID); buffer.Out(out MapNameString); buffer.Out(out Route); buffer.Out(out ModelName); buffer.Out(out MapType); KEY = ID.ToString(); }
public override void DeSerialized(ExcelTranslatorBuffer buffer) { buffer.Out(out id); buffer.Out(out type); buffer.Out(out path); buffer.Out(out bind); buffer.Out(out ReceiveLight); buffer.Out(out music); KEY = id.ToString(); }
public override void DeSerialized(ExcelTranslatorBuffer buffer) { buffer.Out(out ID); buffer.Out(out Name); buffer.Out(out IsBuff); buffer.Out(out BuffTypes); buffer.Out(out BuffPriority); buffer.Out(out IsAureole); buffer.Out(out Duration); buffer.Out(out FirstEffectTime); buffer.Out(out IntervalTime); buffer.Out(out Effects); buffer.Out(out SpecialShow); buffer.Out(out MaxCount); buffer.Out(out IsResetEffectTime); buffer.Out(out AddAttri); buffer.Out(out AddAttriDynamicType); buffer.Out(out AddAttriDynamicValue); buffer.Out(out AddNum); buffer.Out(out AttackCount); buffer.Out(out StateType); buffer.Out(out ShieldAttr); buffer.Out(out ShieldValue); buffer.Out(out ShieldType); buffer.Out(out AddHarmValue); buffer.Out(out AddHarmRate); buffer.Out(out AddHarmType); buffer.Out(out ReduceHarmValue); buffer.Out(out ReduceHarmRate); buffer.Out(out ReduceHarmType); buffer.Out(out HitHealType); buffer.Out(out HitHealRate); buffer.Out(out Qarea); buffer.Out(out Qfact); buffer.Out(out Harea); buffer.Out(out Hfact); buffer.Out(out Fareal); buffer.Out(out DamageAttr); buffer.Out(out DamageValue); buffer.Out(out DamageType); buffer.Out(out IsBaseAtk); buffer.Out(out AtkGodCeil); buffer.Out(out CureAttr); buffer.Out(out CureValue); buffer.Out(out ProjectileID); buffer.Out(out AddSkillID); buffer.Out(out SummonID); buffer.Out(out SummonCount); buffer.Out(out SummonPosition); buffer.Out(out SummonAliveTime); buffer.Out(out SummonEffect); buffer.Out(out SummonSkill); buffer.Out(out StealEnemyGold); buffer.Out(out DeadLinkDamRate); buffer.Out(out DispelBuffID); buffer.Out(out KillRewardRate); buffer.Out(out AddExternSkillID); buffer.Out(out DamageOpType); buffer.Out(out TriggerType); buffer.Out(out TriggerValue); buffer.Out(out TriggerCompare); buffer.Out(out ImmuneDamType); buffer.Out(out ImmuneAtkType); buffer.Out(out DeadLinkEffectID); buffer.Out(out CountCompareType); buffer.Out(out KillerID); buffer.Out(out SpectralGuardID); buffer.Out(out SpectralGuardSummID); buffer.Out(out SummonEnemyUnit); buffer.Out(out SpectralGuardSummCnt); buffer.Out(out HPRatio); KEY = ID.ToString(); }