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)
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")
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
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
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'
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)
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)
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)
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)
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)
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)
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)
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
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)
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
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')
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)
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
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))
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)
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)
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
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)
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