Extract bandits from PoEPlanner links
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@@ -16,7 +16,7 @@ function buildMode:Init(dbFileName, buildName)
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self.tree = main.tree
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self.importTab = common.New("ImportTab", self)
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self.spec = common.New("PassiveSpec", self.tree)
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self.spec = common.New("PassiveSpec", self)
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self.treeTab = common.New("TreeTab", self)
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self.skillsTab = common.New("SkillsTab", self)
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self.itemsTab = common.New("ItemsTab", self)
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@@ -125,21 +125,21 @@ function buildMode:Init(dbFileName, buildName)
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end)
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self.controls.modeCalcs.locked = function() return self.viewMode == "CALCS" end
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self.controls.banditNormal = common.New("DropDownControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 70, 100, 16,
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{{val="None",label="Passive"},{val="Oak",label="Oak (Life)"},{val="Kraityn",label="Kraityn (Resists)"},{val="Alira",label="Alira (Mana)"}}, function(sel,val)
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{{val="None",label="Passive point"},{val="Oak",label="Oak (Life)"},{val="Kraityn",label="Kraityn (Resists)"},{val="Alira",label="Alira (Mana)"}}, function(sel,val)
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self.banditNormal = val.val
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self.modFlag = true
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self.buildFlag = true
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end)
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self.controls.banditNormalLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditNormal,"TOPLEFT"}, 0, 0, 0, 14, "Normal Bandit:")
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self.controls.banditCruel = common.New("DropDownControl", {"LEFT",self.controls.banditNormal,"RIGHT"}, 0, 0, 100, 16,
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{{val="None",label="Passive"},{val="Oak",label="Oak (Phys Dmg)"},{val="Kraityn",label="Kraityn (Att. Speed)"},{val="Alira",label="Alira (Cast Speed)"}}, function(sel,val)
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{{val="None",label="Passive point"},{val="Oak",label="Oak (Phys Dmg)"},{val="Kraityn",label="Kraityn (Att. Speed)"},{val="Alira",label="Alira (Cast Speed)"}}, function(sel,val)
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self.banditCruel = val.val
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self.modFlag = true
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self.buildFlag = true
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end)
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self.controls.banditCruelLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditCruel,"TOPLEFT"}, 0, 0, 0, 14, "Cruel Bandit:")
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self.controls.banditMerciless = common.New("DropDownControl", {"LEFT",self.controls.banditCruel,"RIGHT"}, 0, 0, 100, 16,
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{{val="None",label="Passive"},{val="Oak",label="Oak (Endurance)"},{val="Kraityn",label="Kraityn (Frenzy)"},{val="Alira",label="Alira (Power)"}}, function(sel,val)
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{{val="None",label="Passive point"},{val="Oak",label="Oak (Endurance)"},{val="Kraityn",label="Kraityn (Frenzy)"},{val="Alira",label="Alira (Power)"}}, function(sel,val)
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self.banditMerciless = val.val
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self.modFlag = true
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self.buildFlag = true
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@@ -263,7 +263,6 @@ function buildMode:Load(xml, fileName)
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self.characterLevel = tonumber(xml.attrib.level) or 1
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for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do
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self[diff] = xml.attrib[diff] or "None"
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self.controls[diff]:SelByValue(self[diff])
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end
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self.controls.characterLevel:SetText(tostring(self.characterLevel))
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end
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@@ -303,6 +302,10 @@ function buildMode:OnFrame(inputEvents)
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self.controls.classDrop:SelByValue(self.spec.curClassName)
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self.controls.ascendDrop:SelByValue(self.spec.curAscendClassName)
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for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do
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self.controls[diff]:SelByValue(self[diff])
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end
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if self.buildFlag then
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-- Rebuild calculation output tables
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self.buildFlag = false
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