using System.Runtime.InteropServices; namespace Wonderking.Game.Data.Item; [StructLayout(LayoutKind.Explicit, Size = 64)] public struct ElementalStats { [FieldOffset(0), MarshalAs(UnmanagedType.I4)] public int MinimumFireDamage; [FieldOffset(4), MarshalAs(UnmanagedType.I4)] public int MinimumWaterDamage; [FieldOffset(8), MarshalAs(UnmanagedType.I4)] public int MinimumDarkDamage; [FieldOffset(12), MarshalAs(UnmanagedType.I4)] public int MinimumHolyDamage; [FieldOffset(16), MarshalAs(UnmanagedType.I4)] public int MaximumFireDamage; [FieldOffset(20), MarshalAs(UnmanagedType.I4)] public int MaximumWaterDamage; [FieldOffset(24), MarshalAs(UnmanagedType.I4)] public int MaximumDarkDamage; [FieldOffset(28), MarshalAs(UnmanagedType.I4)] public int MaximumHolyDamage; [FieldOffset(32), MarshalAs(UnmanagedType.U4)] public uint ElementFire; [FieldOffset(36), MarshalAs(UnmanagedType.U4)] public uint ElementWater; [FieldOffset(40), MarshalAs(UnmanagedType.U4)] public uint ElementDark; [FieldOffset(44), MarshalAs(UnmanagedType.U4)] public uint ElementHoly; [FieldOffset(48), MarshalAs(UnmanagedType.I4)] public int FireResistance; [FieldOffset(52), MarshalAs(UnmanagedType.I4)] public int WaterResistance; [FieldOffset(56), MarshalAs(UnmanagedType.I4)] public int DarkResistance; [FieldOffset(60), MarshalAs(UnmanagedType.I4)] public int HolyResistance; }