fix skill level
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@@ -26,9 +26,8 @@ type Skill struct {
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}
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}
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type Points struct {
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type Points struct {
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Level uint
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Level uint
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Quantity uint
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Charges uint
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Charges uint
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}
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}
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func (skillId ID) Desc() Description {
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func (skillId ID) Desc() Description {
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@@ -184,8 +184,7 @@ func (gd *GameReader) getSkills(skillListPtr uintptr) map[skill.ID]skill.Points
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for skillPtr != 0 {
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for skillPtr != 0 {
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skillTxtPtr := uintptr(gd.Process.ReadUInt(skillPtr, Uint64))
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skillTxtPtr := uintptr(gd.Process.ReadUInt(skillPtr, Uint64))
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skillTxt := uintptr(gd.Process.ReadUInt(skillTxtPtr, Uint16))
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skillTxt := uintptr(gd.Process.ReadUInt(skillTxtPtr, Uint16))
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lvl := gd.Process.ReadUInt(skillPtr+0x38, Uint16)
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lvl := gd.Process.ReadUInt(skillPtr+0x40, Uint16)
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quantity := gd.Process.ReadUInt(skillPtr+0x40, Uint16)
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charges := gd.Process.ReadUInt(skillPtr+0x48, Uint16)
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charges := gd.Process.ReadUInt(skillPtr+0x48, Uint16)
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shouldSetSkill := true
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shouldSetSkill := true
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@@ -198,9 +197,8 @@ func (gd *GameReader) getSkills(skillListPtr uintptr) map[skill.ID]skill.Points
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if shouldSetSkill {
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if shouldSetSkill {
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skills[skill.ID(skillTxt)] = skill.Points{
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skills[skill.ID(skillTxt)] = skill.Points{
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Level: lvl,
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Level: lvl,
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Quantity: quantity,
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Charges: charges,
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Charges: charges,
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}
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}
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}
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}
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