module LookUpTable export SubstatHasKey,SubstatLookUp,MainstatHasKey,MainstatLookUp #=================user configured section===================# # Please add your output substat Sequence that you wish substatProject=Dict( "hp"=>1, "hp_percent"=>2, "attack"=>3, "attack_percent"=>4, "defence"=>5, "defence_percent"=>6, "charge_efficiency"=>7, "element_mastery"=>8, "critical"=>9, "critical_hurt"=>10, ) substatProjectRev= # Please add your output mainstat Sequence that you wish mainstatProject=Dict( "hp"=>1, "hp_percent"=>2, "attack"=>3, "attack_percent"=>4, "defence"=>5, "defence_percent"=>6, "critical"=>7, "critical_hurt"=>8, "charge_efficiency"=>9, "heal_add"=>10, "element_mastery"=>11, "fire_add_hurt"=>12, "elec_add_hurt"=>13, "water_add_hurt"=>14, "wind_add_hurt"=>15, "rock_add_hurt"=>16, "ice_add_hurt"=>17, "physical_add_hurt"=>18, ) mainstatProjectRev= # Right side is your variable name for those stats. Also used in comment. statName=Dict( "hp"=>"HP", "hp_percent"=>"HP%", "attack"=>"ATK", "attack_percent"=>"ATK%", "defence"=>"DEF", "defence_percent"=>"DEF%", "charge_efficiency"=>"ELEMENT_CHARGE", "element_mastery"=>"ELEMENT_MASTERY", "critical"=>"CRIT_RATE", "critical_hurt"=>"CRIT_DMG", "heal_add"=>10, "fire_add_hurt"=>12, "elec_add_hurt"=>13, "water_add_hurt"=>14, "wind_add_hurt"=>15, "rock_add_hurt"=>16, "ice_add_hurt"=>17, "physical_add_hurt"=>18, ) #==============end of user configured section===============# # constant look-up table statIntern=Dict( "FIGHT_PROP_HP"=>"hp", "FIGHT_PROP_HP_PERCENT"=>"hp_percent", "FIGHT_PROP_ATTACK"=>"attack", "FIGHT_PROP_ATTACK_PERCENT"=>"attack_percent", "FIGHT_PROP_DEFENSE"=>"defence", "FIGHT_PROP_DEFENSE_PERCENT"=>"defence_percent", "FIGHT_PROP_CRITICAL"=>"critical", "FIGHT_PROP_CRITICAL_HURT"=>"critical_hurt", "FIGHT_PROP_CHARGE_EFFICIENCY"=>"charge_efficiency", "FIGHT_PROP_HEAL_ADD"=>"heal_add", "FIGHT_PROP_ELEMENT_MASTERY"=>"element_mastery", "FIGHT_PROP_FIRE_ADD_HURT"=>"fire_add_hurt", "FIGHT_PROP_ELEC_ADD_HURT"=>"elec_add_hurt", "FIGHT_PROP_WATER_ADD_HURT"=>"water_add_hurt", "FIGHT_PROP_WIND_ADD_HURT"=>"wind_add_hurt", "FIGHT_PROP_ROCK_ADD_HURT"=>"rock_add_hurt", "FIGHT_PROP_GRASS_ADD_HURT"=>"grass_add_hurt", "FIGHT_PROP_ICE_ADD_HURT"=>"ice_add_hurt", "FIGHT_PROP_PHYSICAL_ADD_HURT"=>"physical_add_hurt", "FIGHT_PROP_FIRE_SUB_HURT"=>"fire_sub_hurt", ); function SubstatHasKey(s::String) return haskey(substatProject,statIntern[s]) end function SubstatLookUp(s::String) return substatProject[statIntern[s]] end function MainstatHasKey(s::String) return haskey(mainstatProject,statIntern[s]) end function MainstatLookUp(s::String) return mainstatProject[statIntern[s]] end end