[filemask="UnitArms.dat"]
struct UnitArmsFile
{
u32 UnitArmstBlocks;
u32 UnitArmsColumns;
u32 UnitArmsBlockSize;
Child UnitArms [count=UnitArmsBlocks];
}
struct UnitArms [preload=1]
{
u32 m_dwIndex;
cstr[len=64] m_strCode;
cstr[len=64] m_strModle;
i32 m_nIconIDX;
cstr[len=64] m_strName;
i32 m_nFixPart;
cstr[len=64] m_strDefFrame;
i32 m_nWPType;
i32 m_nEffectGroup;
i32 m_nNeedBt;
i32 m_bAbr;
i32 m_nDurUnit;
i32 m_nLevelLim;
i32 m_nUpLevelLim;
i32 m_nExpertID1;
i32 m_nExpertLim1;
i32 m_nExpertID2;
i32 m_nExpertLim2;
float m_fAttGap;
i32 m_nAttack_DP;
float m_fAttackRange;
i32 m_nAttackDel;
float m_fMoveSpdRev;
i32 m_nGAMinAF;
i32 m_nGAMaxAF;
i32 m_nAttMastery;
i32 m_nGAMinSelProb;
i32 m_nGAMaxSelProb;
i32 m_nDefFc;
i32 m_nDefMastery;
i32 m_nProperty;
i32 m_nFireTol;
i32 m_nWaterTol;
i32 m_nSoilTol;
i32 m_nWindTol;
i32 m_nMoney;
i32 m_nStdPrice;
i32 m_nStdPoi32;
i32 m_nRepPrice;
i32 m_nDesrepPrice;
i32 m_nBstCha;
float m_fBstSpd;
i32 m_nBackSlt;
i32 m_nEff1Code;
float m_fEff1Unit;
i32 m_nEff2Code;
float m_fEff2Unit;
i32 m_nEff3Code;
float m_fEff3Unit;
i32 m_nEff4Code;
float m_fEff4Unit;
cstr[len=64] m_strTooltipIndex;
i32 m_nAttEffType;
i32 m_nDefEffType;
};