Remove unused stuff from the XMLData LUTs (#842)
* Remove unused stuff from the XMLData LUTs * Update eid_xmldata_rep+.lua
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@@ -1022,28 +1022,26 @@ if EID.isRepentance then
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-- Display automatically generated description
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-- Default locust Data
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local locustData = { "default", 1, 1, 1, { -1 }, { -1 }, { -1 }, { -1 }, { -1 }, { -1 }, 1, 1, 1, 1, 1, 0 }
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local locustData = { 1, 1, 1, { -1 }, { -1 }, { -1 }, { -1 }, { -1 }, { -1 }, 1, 1, 1, 1, 1 }
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-- Check if an XML entry exists and load if exists
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if EID.XMLLocusts and EID.XMLLocusts[descObj.ObjSubType] then
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locustData = EID.XMLLocusts[descObj.ObjSubType]
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end
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local descriptionText = ""
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--local colors = locustData[1] -- colors flag: useless info right now
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local amount = locustData[2]
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local scale = locustData[3]
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local speed = locustData[4]
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local locustFlags1 = locustData[5] -- array
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local locustFlags2 = locustData[6] -- array
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local locustFlags3 = locustData[7] -- array
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local tearFlags1 = locustData[8] -- array
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local tearFlags2 = locustData[9] -- array
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local tearFlags3 = locustData[10] -- array
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local procChance1 = locustData[11]
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local procChance2 = locustData[12]
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local procChance3 = locustData[13]
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local damageMultiplier1 = locustData[14]
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local damageMultiplier2 = locustData[15]
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--local mutexFlags2 = locustData[16] -- mutex flag: useless info right now
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local amount = locustData[1]
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local scale = locustData[2]
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local speed = locustData[3]
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local locustFlags1 = locustData[4] -- array
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local locustFlags2 = locustData[5] -- array
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local locustFlags3 = locustData[6] -- array
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local tearFlags1 = locustData[7] -- array
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local tearFlags2 = locustData[8] -- array
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local tearFlags3 = locustData[9] -- array
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local procChance1 = locustData[10]
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local procChance2 = locustData[11]
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local procChance3 = locustData[12]
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local damageMultiplier1 = locustData[13]
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local damageMultiplier2 = locustData[14]
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-- base damage via Quality and multiplier
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local damageText = EID:getDescriptionEntry("AbyssTexts", "DamageMult")
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