Esempio n. 1
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class EmeraldEn(PointerGlobal):
    NAME = "绿宝石(英文版)"

    active_pokemon_count = Field(0x020244E9)
    active_pokemon = ModelField(0x020244EC, PokemonStructActives)
    stored_pokemon = Field((0x03005D94, 4))
    safari_balls = ByteField(0x0203A9FC)
    safari_time = WordField(0x0203A076)
    exp_gain = SignedField(0x020241F0, size=2)

    store = ArrayField(0x02005274, 8, ModelField(0, StoreItem))
    area = WordField(0x020322E4)
    wild_pokemon = WordField(0x03007E28)
    furniture_purchase = ByteField(0x03005E3A)
    appearance = ByteField(0x02024A5C)

    Inner = EmeraldJp.Inner
    inner = ModelPtrField(0x03005D90, Inner)

    # rom
    breed_list = ArrayField(0x083203CC, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x00329D48)
    # ^
    exp_list = ArrayField(0x0831F72C, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x005839A0)
    skill_list = Field(0x0031C898)
Esempio n. 2
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class Pilot(Model):
    SIZE = 0x20
    START = 0x020285F4

    # 我方 start: 0x020285F4, step: 0x20, length: 0x63
    pilot = WordField(0, label="人物")
    exp = WordField(2, label="经验")  # 决定等级 max:0xC000
    sp = WordField(4, label="精神点数")  # 03E7
    killed = WordField(6, label="击坠")  # 03E7
    skill_1 = ByteField(8, label="特技1")
    skill_2 = ByteField(9, label="特技2")
    skill_1_status = ByteField(10, label="特技1状态")
    skill_2_status = ByteField(11, label="特技2状态")
    enable = ByteField(12, label="状态开关")
    help_atk = ByteField(13, label="援攻")  # 09
    help_def = ByteField(14, label="援防")  # 09
    energy = ByteField(15, label="气力")  # 96
    # group = ByteField(16, label="敌我状态")  # 0: 我方(蓝), 1: 第三方(黄), 2: 不可控我方(蓝), 3: 敌方(红)
    points = ByteField(17, label="奖励点数")  # FF
    # 养成能力
    develop = ArrayField(18,
                         6,
                         ByteField(0),
                         label=(
                             '养成:格斗',
                             '养成:射击',
                             '养成:防御',
                             '养成:技量',
                             '养成:回避',
                             '养成:命中',
                         ))
    skill_chip = ArrayField(24, 4, ByteField(0), label="技能芯片")
Esempio n. 3
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class Global(BaseGlobal):
    # chapter = ByteField(0x0202BCFA)
    # turns = WordField(0x0202BCFC)
    person_addr = Field(0x021BED30)
    curx = ByteField(0x02273BD4)  # 0x02272EA4
    cury = ByteField(0x02273BD5)  # 0x02272EA5
    # persons = ArrayField(0x202be48, 0xff, ModelField(0, Person))
    train_items = ArrayField(0x022C7420, 100, ModelField(0, ItemSlot))  # 运输队
    ourturn = ToggleField(0x021CC278, enable=0xE3A01001, disable=0xE5D01000)
    control_enemy = ToggleField(0x021D5674, enable=0xE1500000, disable=0xE1510000)
    upgrade_max = ToggleField(0x02050AC0, enable=0xB1A06004, disable=0xB2866001)
    upgrade_all = ToggleField(0x02050A98, enable=0xE1A00000, disable=0xAA000009)
    lv1_can_transfer = ToggleField(0x02049EE0, enable=0x00000001, disable=0xE350000A)
    can_train = ToggleField(0x021EBE08, enable=0xE3A00002, disable=0xEBF98E8F)
    can_visit = ToggleField(0x021ECB14, enable=0xE3A00002, disable=0xEBF98B4C)
    can_holddown = ToggleField(0x021EBBD8, enable=0xE3A00002, disable=0xEBF98F1B)
    use_enemy_prof = ToggleField(0x021D4CEC, enable=0xEA000022, disable=0x1A000022)
    infinite_refine = ToggleField(0x02069683, size=1, enable=0, disable=0xE3)
    item_consume = ToggleField(0x02051650, size=2, enable=0x0000, disable=0x0001)
    enemy_item_drop = ToggleField(0x021F8CE0, size=8, enable=0xE3500000E1D006B0, disable=0xE3100020E5D00063)
    exp_rate = Field(0x021F4DA8)
    pro_rate = Field(0x021F4F5C)
    config = ModelPtrField(0x021BD44C, Config, 4)
    # iteminfo_base = Field(0x0227A748)
    _iteminfos = ArrayField(0x022AA97C, 0xff, ModelField(0, ItemInfo))

    @property
    def _offset(self):
        return self.handler.read32(0x021BD44C) - 0x022BEAA0

    @property
    def iteminfos(self):
        self.field('_iteminfos').offset = self.handler.read32(0x0227A748 + self._offset)
        return self._iteminfos
Esempio n. 4
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class Person(Model):
    SIZE = 0x70

    prof = ByteField(0x021A0BD8, label="职业")
    figure = ByteField(0x021A0BD9, label="形象")
    level = WordField(0x021A0BDC, label="等级")
    level_max = ByteField(0x021A0BDE, label="等级上限")
    exp = WordField(0x021A0BE0, label="经验")
    hp = WordField(0x021A0BE4, label="当前HP")
    hpmax = WordField(0x021A0BE6, label="最大HP")
    battle_level = WordField(0x021A0BEE, label="战斗等级")
    drive_level = WordField(0x021A0BF0, label="驾驶等级")
    power = WordField(0x021A0C26, label="腕力")
    strength = WordField(0x021A0BEA, label="体力")
    speed = WordField(0x021A0BEC, label="速度")
    spirit = ByteField(0x021A0BF4, label="男子气概")
    scar = WordField(0x021A0BF2, label="伤痕")
    weapon_1 = WordField(0x021A0BF6, label="武器1")
    weapon_2 = WordField(0x021A0BF8, label="武器2")
    weapon_3 = WordField(0x021A0BFA, label="武器3")
    equip_head = WordField(0x021A0BFC, label="头部装备")
    equip_body = WordField(0x021A0BFE, label="上身装备")
    equip_hand = WordField(0x021A0C00, label="手部装备")
    equip_foot = WordField(0x021A0C02, label="脚部装备")
    equip_orn = WordField(0x021A0C04, label="装饰")
    skills = ArrayField(0x021A0C06, 9, ModelField(0, ItemInfo))  # (技能, 次数)数组
    atk1 = WordField(0x021A0C20, label="武器1攻击力")
    atk2 = WordField(0x021A0C22, label="武器2攻击力")
    atk3 = WordField(0x021A0C24, label="武器3攻击力")
    defense = WordField(0x021A0C28, label="总防御力")
    resistance = ArrayField(0x021A0C30, 6,
                            MinuendFieldPrep(100, WordField(0)))  # 火光电声气冰
Esempio n. 5
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class Chariot(Model):
    SIZE = 0x256

    # name = Field(0x021A1B8C, type=bytes, size=10)
    sp = WordField(0x21A1B9E, label="装甲")
    chassis = ModelField(0x021A1BA0, ChariotEquipInfo, label="底盘")
    equips = ArrayField(0x021A1BB4,
                        8,
                        ModelField(0, ChariotEquipInfo),
                        label="装备")  # C装置,引擎,引擎2,洞1~5
    items = ArrayField(0x021A1C54,
                       9,
                       ModelField(0, ChariotItemInfo),
                       label="道具")
    special_bullets = ArrayField(0x21A1DC6,
                                 15,
                                 ModelField(0, ItemInfo),
                                 label="特殊炮弹")

    exportable_fields = ('equips', 'items', 'special_bullets')

    def health(self):
        for equip in self.equips:
            equip.status = 0

    @classmethod
    def item_type(self, id):
        if 0x028F <= id < 0x02CC:
            return 'item'
        elif 0x02CC <= id < 0x0326:
            return 'engine'
        elif 0x0326 <= id < 0x034E:
            return 'control'
        elif 0x034E <= id < 0x04AE:
            return 'weapon'
Esempio n. 6
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class LeafEn(FireLeafEn):
    NAME = "叶绿(英文版)"
    # rom
    breed_list = ArrayField(0x08254760, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x0025E006)
    # ^
    exp_list = ArrayField(0x08253AC0, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003DAE64)
    skill_list = Field(0x00250BE0)
Esempio n. 7
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class LeafJp(FireLeafJp):
    NAME = "叶绿(日文版)"
    # rom
    breed_list = ArrayField(0x08211168, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x0021AA0E)
    # ^
    exp_list = ArrayField(0x082104C8, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003A0568)
    skill_list = Field(0x0020D5E8)
Esempio n. 8
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class FireJp(FireLeafJp):
    NAME = "火红(日文版)"
    # rom
    breed_list = ArrayField(0x0821118C, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x0021AA2E)
    # ^
    exp_list = ArrayField(0x082104EC, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003A06F8)
    skill_list = Field(0x0020D60C)
Esempio n. 9
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class SapphireEn(RubySapphireEn):
    NAME = "蓝宝石(英文版)"
    # rom
    breed_list = ArrayField(0x081FEBA8, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x00000000)
    # ^
    exp_list = ArrayField(0x081FDF08, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003C55BC)
    skill_list = Field(0x001FB0BC)
Esempio n. 10
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class RubyEn(RubySapphireEn):
    NAME = "红宝石(英文版)"
    # rom
    breed_list = ArrayField(0x081FEC18, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x00000000)
    # ^
    exp_list = ArrayField(0x081FDF78, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003C5564)
    skill_list = Field(0x001FB12C)
Esempio n. 11
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class SapphireJp(RubySapphireJp):
    NAME = "蓝宝石(日文版)"
    # rom
    breed_list = ArrayField(0x081D095C, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x00000000)
    # ^
    exp_list = ArrayField(0x081CFCBC, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x0039A62C)
    skill_list = Field(0x001CCE70)
Esempio n. 12
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class RubyJp(RubySapphireJp):
    NAME = "红宝石(日文版)"
    # rom
    breed_list = ArrayField(0x081D09CC, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x00000000)
    # ^
    exp_list = ArrayField(0x081CFD2C, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x0039A648)
    skill_list = Field(0x001CCEE0)
Esempio n. 13
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class Global(Model):
    money = Field(0x02029750, label="金钱")
    turn = Field(0x02029760, label="回合")
    after_money = Field(0x020361D0, label="战后金钱")
    after_exp = Field(0x020361D4, label="战后经验")
    chapter = ByteField(0x02029776, label="关卡")
    intensified_parts = ArrayField(0x020297B0, 67, ByteField(0))  # 强化部件
    mini_games = ArrayField(0x020297F4, 51, ByteField(0))  # 小游戏
    skill_chip = ArrayField(0x02029786, 42, ByteField(0))  # 技能芯片
Esempio n. 14
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class FireEn(FireLeafEn):
    NAME = "火红(英文版)"
    # rom
    breed_list = ArrayField(0x08254784, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x0025E026)
    # ^
    exp_list = ArrayField(0x08253AE4, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x003DB028)
    skill_list = Field(0x00250C04)
Esempio n. 15
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class Chariot(Model):
    SIZE = 8

    sp = WordField(0x03003C78, label="装甲片")
    items = ArrayField(0x03003E91, 8, BitsField(0, 1, 0, 7))
    equips = ArrayField(0x03003EE9, 8, BitsField(0, 1, 0, 7))
    bullet = ByteField(0x0300404C, label="弹仓容量")
    defense = ByteField(0x0300404A, label="守备力")
    weight = WordField(0x0300404F, label="底盘重量")
    special_bullets = ArrayField(0x03003DE1, 8, ByteField(0))  # 特殊炮弹
    special_bullets_count = ArrayField(0x03003E39, 8, ByteField(0))  # 特殊炮弹
Esempio n. 16
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class TeamConfig(Model):
    """团队属性"""
    skill_mgr = ModelPtrField((0xB74, 0x58), SkillManager, label='技能')
    ability_cooldown = ModelPtrField(0xB64, AbilityCooldown, label='主技能冷却')
    damage_heals_self = FloatField(0xBF4)
    team_ammo_regen = FloatField(0xE58, label='团队弹药回复')
    explosives_heal_allies = FloatField(0xF90)
    bullets_heal_allies = FloatField(0xF54)
    badass_tokens = FloatField(0x1664, label='坏小子徽章')
    badass_bonuses = ArrayField((0x1678, 0), 14, Field(0))  # 坏小子加成效果
    team_kill_skill_timer_mult = FloatField(0x18A4)

    bullets_resistance = FloatField(0x4A0, label='普通抗性')
    physical_resistance = FloatField(0x580, label='物理抗性')
    melee_resistance = FloatField(0x4C8, label='近战抗性')
    explosive_resistance = FloatField(0x5A8, label='爆炸抗性')
    shock_resistance = FloatField(0x5D0, label='闪电抗性')
    corrosive_resistance = FloatField(0x5F8, label='腐蚀抗性')
    fire_resistance = FloatField(0x620, label='火焰抗性')
    slag_resistance = FloatField(0x648, label='紫渣抗性')
    elemental_resistance = FloatField(0x4B4, label='元素抗性')
    grenades_resistance = FloatField(0x4DC, label='手榴弹/枪桶抗性')
    rockets_resistance = FloatField(0x4F0, label='火箭炮抗性')
    chock_time = FloatField(0x464, label='闪电时间')
    corrosive_time = FloatField(0x478, label='腐蚀时间')
    fire_time = FloatField(0x450, label='火焰时间')
    melee_damage = FloatField(0x374, label='近战伤害')
    physical_damage = FloatField(0x57C, label='物理伤害')
    explosive_damage = FloatField(0x554, label='爆炸伤害')
    shock_damage = FloatField(0x540, label='闪电伤害')
    corrosive_damage = FloatField(0x568, label='腐蚀伤害')
    fire_damage = FloatField(0x52C, label='火焰伤害')
    slag_damage = FloatField(0x590, label='紫渣伤害')
Esempio n. 17
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class EmeraldJp(PointerGlobal):
    NAME = "绿宝石(日文版)"

    active_pokemon_count = Field(0x0202418D)
    active_pokemon = ModelField(0x02024190, PokemonStructActives)
    stored_pokemon = Field((0x03005AF4, 4))
    safari_balls = ByteField(0x02039D18)
    safari_time = WordField(0x02039D1A)
    exp_gain = SignedField(0x02023E94, size=2)

    class Inner(Model):
        _player_name = Field(0, bytes, 10)
        _player_id = Field(0x0A)
        xor_mask = Field(0x000000AC)
        money = MaskedField(Field(0x0000143C))
        coin = MaskedField(WordField(0x00001440))
        dust = WordField(0x000023D8)
        menu = Field(0x00002328)
        decorate = Field(0x000036E0)
        badge = Field(0x00002329)
        clock_adjustment = Field(0x00000098)
        per_day_random = Field(0x00002390)
        spray_time = WordField(0x0000238A)
        daycare_center_step_1 = ByteField(0x00004064)
        daycare_center_step_2 = ByteField(0x000040F0)
        step_counter = ByteField(0x000040F8)
        battle_points_current = WordField(0x00000EB8)
        battle_points_trainer_card = WordField(0x00000EBA)

        _iemfield = PokemonItemField(0)
        item_normal = ArrayField(0x0000150C, 0x1E, _iemfield)
        item_keyitem = ArrayField(0x00001584, 0x1E, _iemfield)
        item_pokeball = ArrayField(0x000015FC, 0x10, _iemfield)
        item_machine = ArrayField(0x0000163C, 0x40, _iemfield)
        item_berry = ArrayField(0x0000173C, 0x46, _iemfield)
        item_pokeblock = ArrayField(0x000017F4, 0x28, _iemfield)

    inner = ModelPtrField(0x03005AF0, Inner)

    # rom
    breed_list = ArrayField(0x082F0D54, 412, ModelField(0, BreedListEntry))
    deoxys_breed_abilities = Field(0x002FA6D6)
    # ^
    exp_list = ArrayField(0x082F00B4, 8, ArrayField(0, 0x65, Field(0)))
    item_list = Field(0x0055CEE8)
    skill_list = Field(0x002ED220)
Esempio n. 18
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class Chariot(PersonChariot):
    sp = WordField(0x64E8)
    items = ArrayField(0x65CF, 8, ByteField(0))
    equips = ArrayField(0x6627, 8, ModelField(0, ChariotEquip))
    weight = WordField(0x64D2)
    defense = WordField(0x64FE)
    bullet = ByteField(0x651F)
    special_bullets = ArrayField(0x03003DE1, 8, ByteField(0))  # 特殊炮弹
    special_bullets_count = ArrayField(0x03003E39, 8, ByteField(0))  # 特殊炮弹
    main_bullets_count = ByteField(0x6535)  # 主炮弹药
    se_bullets_count = ByteField(0x654B)  # SE弹药

    def set_index(self, i):
        super().set_index(i)
        field = self.field('equips')
        field.offset = field.origin_offset + i
        self.equips.offset = field.offset
Esempio n. 19
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class Global(Model):
    hp = ByteField(0x0202B62C, label="HP")
    hpmax = ByteField(0x0202B723, label="最大HP")
    limit_time = ByteField(0x02022CDC, label="生命")  # 限时关卡的时间
    lives = ByteField(0x0202A5D0, label="限时关卡的时间")
    invincible = ByteField(0x0202B634, label="无敌")
    money = WordField(0x0202B79E, label="水晶")
    level = ByteField(0x0202B718, label="等级")
    weapon_flag = ByteField(0x0202B728, label="武器")
    element_flag = ByteField(0x0202B729)
    weapon_level = Field(0x0202B734)
    weapon_level_1 = ByteField(0x0202B734, label="光弹枪等级")
    weapon_level_2 = ByteField(0x0202B735, label="光束刀等级")
    weapon_level_3 = ByteField(0x0202B736, label="三尖矛等级")
    weapon_level_4 = ByteField(0x0202B737, label="护盾回旋镖等级")
    fairy_flag = ArrayField(0x0202B744, 5, Field(0))
    fairy_use_count = ArrayField(0x0202B758, 5, WordField(0))
Esempio n. 20
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class BasePerson(Model):
    SIZE = 0x14C

    name = Field(0, bytes, 0xF)
    level = ByteField(0x0F)
    exp = Field(0x124)
    hpmax = WordField(0x34)
    epmax = WordField(0x36)
    hp = WordField(0x38)
    ep = WordField(0x3A)
    atk = WordField(0x3C)
    defense = WordField(0x3E)

    ground_power = WordField(0x48)
    ground_defense = WordField(0x4A)
    water_power = WordField(0x4C)
    water_defense = WordField(0x4E)
    fire_power = WordField(0x50)
    fire_defense = WordField(0x52)
    wind_power = WordField(0x54)
    wind_defense = WordField(0x56)

    speed = WordField(0x40)
    lucky = ByteField(0x42)
    skills = ArrayField(0x58, 32, ModelField(0, Skill))
    items = ArrayField(0xD8, 15, ModelField(0, ItemSlot))
    # djinni1 = Field(0xF8)  # 精灵
    # djinni2 = Field(0x108)
    # djinni3 = Field(0x118)
    # djinni4 = Field(0x11C)
    djinni_ground = Field(0xF8)  # 地精灵
    djinni_water = Field(0xFC)  # 水精灵
    djinni_fire = Field(0x100)  # 火精灵
    djinni_wind = Field(0x104)  # 风精灵
    djinni_ground_on = Field(0x108)  # 地精灵附身状态
    djinni_water_on = Field(0x10C)  # 地精灵附身状态
    djinni_fire_on = Field(0x110)  # 地精灵附身状态
    djinni_wind_on = Field(0x114)  # 地精灵附身状态
    djinni_ground_count = ByteField(0x118)  # 拥有的精灵数
    djinni_water_count = ByteField(0x119)
    djinni_fire_count = ByteField(0x11A)
    djinni_wind_count = ByteField(0x11B)
    djinni_ground_on_count = Field(0x11C)  # 精灵附身数
    djinni_water_on_count = Field(0x11D)
    djinni_fire_on_count = Field(0x11E)
    djinni_wind_on_count = Field(0x11F)
Esempio n. 21
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class Global(Model):
    hp = WordField(0x0201326E, label="HP")
    hpmax = WordField(0x02013272, label="最大HP")
    mp = WordField(0x02013270, label="MP")
    mpmax = WordField(0x02013274, label="最大MP")
    str = WordField(0x02013276, label="STR")
    con = WordField(0x02013278, label="CON")
    int = WordField(0x0201327A, label="INT")
    lck = WordField(0x0201327C, label="LCK")
    level = ByteField(0x201326D, label="等级")
    invincible1 = ToggleField(0x08020910,
                              enable=0,
                              disable=0x04008008,
                              label="不会扣血")
    enemy_static = ToggleField(0x020004BE,
                               size=2,
                               enable=0xFFFF,
                               disable=0,
                               label="敌人静止")
    invincible2 = ToggleField(0x02000502,
                              size=1,
                              enable=0xFF,
                              disable=0,
                              label="暂时无敌")
    monster_flag = ArrayField(0x02013394, 7, Field(0))
    skill_flag = ArrayField(0x02013386, 3, WordField(0))
    soul_flag = ArrayField(0x02013310, 31, Field(0))
    equip_counts = ArrayField(0x020132A8, 104, ByteField(0))
    tool_counts = ArrayField(0x02013288, 32, ByteField(0))
    enemy_flag = ArrayField(0x02013394, 12, Field(0))
    map_flag = ArrayField(0x020000AC, 0x145, WordField(0))
    extra_flag = Fields(ByteField(0x02000060), ByteField(0x02000F4D))
    boss_rush_flag = ByteField(0x020000A1)
Esempio n. 22
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class Person(PersonChariot):
    # name = Field(0, bytes, 0xF)
    exp = Field(0x64C9, size=3)
    level = ByteField(0x647E)
    hp = WordField(0x6466)
    hpmax = WordField(0x6460)
    atk = WordField(0x646C)
    defense = WordField(0x6472)
    strength = ByteField(0x6481)
    intelli = ByteField(0x6484)
    stamina = ByteField(0x648A)
    speed = ByteField(0x6487)
    battle = ByteField(0x648d)
    fix = ByteField(0x6490)
    drive = ByteField(0x6493)
    equips = ArrayField(0x6496, 8, ByteField(0))
    items = ArrayField(0x64AE, 8, ByteField(0))
    equip_flag = ByteField(0x64C6)  # 第一个装备状态是最高位0x80
Esempio n. 23
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class Character(Model):
    experience = ModelPtrField(0x1E4, Value, label='经验')
    ability_cooldown = ModelPtrField(0x1E8, Value, label='技能冷却')
    health = ModelPtrField(0x1F0, ShieldHealth, label='生命')
    shield = ModelPtrField(0x1F4, ShieldHealth, label='护盾')
    weapon_ammos = ArrayField(0x1F8,
                              8,
                              ModelPtrField(0, WeaponAmmo),
                              cachable=True)
Esempio n. 24
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class Global(BaseGlobal):
    money = Field(0x0202AA50)
    turns = WordField(0x0202AA58)
    chapter = ByteField(0x0202AA56)
    person_addr = Field(0x02003114)
    curx = WordField(0x0202AA1C)
    cury = WordField(0x0202AA1E)
    persons = ArrayField(0x202AB78, 0xff, ModelField(0, Person))
    train_items = ArrayField(0x02039430, 100, ModelField(0, ItemSlot))  # 运输队
    # Hack code
    inf_move = ToggleFields(
        ToggleField(0x08017B80, size=2, enable=0x2000, disable=0x2002),
        ToggleField(0x08017EEA, size=2, enable=0x2100, disable=0x2102),
        ToggleField(0x0801B976, size=2, enable=0x2000, disable=0x2040),
        ToggleField(0x0802A0C8, size=2, enable=0x2000, disable=0x2040))  # 无限行动
    item_count_keep = ToggleField(0x08016940,
                                  size=2,
                                  enable=0x46C0,
                                  disable=0x1812)  # 武器耐久度不减
    proficiency_max = ToggleField(0x080256CC,
                                  size=2,
                                  enable=0x22FB,
                                  disable=0x1C02)  # 武器熟练度最大
    ability_up_1 = ToggleField(0x080250CC,
                               size=2,
                               enable=0x2001,
                               disable=0x1C20)  # 全能力成长1点
    ability_up_2 = ToggleField(0x080250CC,
                               size=2,
                               enable=0x2002,
                               disable=0x1C20)  # 全能力成长2点
    got_100exp = ToggleField(0x080258D0, size=2, enable=0x2464,
                             disable=0x1824)  # 战后升级
    # got_100exp = ToggleFields(
    #     ToggleField(0x080258BA, size=2, enable=0x2064, disable=0x2001),
    #     ToggleField(0x080258D0, size=2, enable=0x2464, disable=0x1824),
    #     ToggleField(0x08025994, size=2, enable=0x46C0, disable=0xDD00),
    #     ToggleField(0x080259C6, size=2, enable=0x2064, disable=0x200A)
    #     ToggleField(0x080259CC, size=2, enable=0x3064, disable=0x300A)
    # )
    support_quickly = ToggleField(0x08022B72,
                                  size=2,
                                  enable=0x7039,
                                  disable=0x7038)  # 好感度快速提升