def to_Hash(self) -> Hash: r = super(BoolFlag, self).to_Hash() if not self._category == -1: r["Category"] = S32(self._category) r["InitValue"] = S32(self._init_value) r["MaxValue"] = self._max_value r["MinValue"] = self._min_value return r
def to_Hash(self) -> Hash: r = super(S32ArrayFlag, self).to_Hash() array_one = Array() array_one.append(Hash()) array_two = Array([S32(value) for value in self._init_value]) array_one[0]["Values"] = array_two r["InitValue"] = array_one r["MaxValue"] = S32(self._max_value) r["MinValue"] = S32(self._min_value) return r
def to_Hash(self) -> Hash: r = Hash() r["DataName"] = self._data_name r["DeleteRev"] = S32(self._delete_rev) r["HashValue"] = S32(self._hash_value) r["IsEventAssociated"] = self._is_event_associated r["IsOneTrigger"] = self._is_one_trigger r["IsProgramReadable"] = self._is_program_readable r["IsProgramWritable"] = self._is_program_writable r["IsSave"] = self._is_save r["ResetType"] = S32(self._reset_type) return r
def armor_iter(armor, actorinfo, actors): armor.base = get_def_item(armor.base, actors) old_hash = create_hash(armor.base) new_hash = create_hash(armor.name) loc = 0 for x in actorinfo['Hashes']: if int(new_hash) < int(x): break loc += 1 old_loc = get_arr_index(actorinfo["Hashes"], old_hash) actorinfo["Hashes"].insert(loc, new_hash) # new_loc = get_arr_index(actorinfo["Hashes"], new_hash) new_entry = dict(actorinfo["Actors"][old_loc]) new_entry["name"] = armor.name new_entry = dict(actorinfo["Actors"][old_loc]) new_entry["name"] = armor.name if armor.elink: new_entry["elink"] = armor.elink if armor.slink: new_entry["slink"] = armor.slink if armor.armorStarNum: new_entry["armorStarNum"] = oead.S32(armor.armorStarNum) if armor.armorNextRankName: new_entry["armorNextRankName"] = armor.armorNextRankName if armor.itemUseIconActorName: new_entry["itemUseIconActorName"] = armor.itemUseIconActorName if armor.defence: new_entry["armorDefenceAddLevel"] = oead.S32(int(armor.defence)) if armor.effect_lv: new_entry["armorEffectEffectLevel"] = oead.S32(int(armor.effect_lv)) if armor.effect: new_entry["armorEffectEffectType"] = armor.effect elif armor.effect == 'None': new_entry["armorEffectEffectLevel"] = oead.S32(0) if armor.profile: new_entry["profile"] = armor.profile if armor.series: new_entry["seriesArmorSeriesType"] = armor.series if armor.bfres: new_entry["bfres"] = armor.bfres else: new_entry["bfres"] = armor.bfres_folder if armor.mainmodel: new_entry["mainModel"] = armor.mainmodel else: new_entry["mainModel"] = armor.name #if "bfres" in new_entry: new_entry["bfres"] = armor.bfres_folder #if "mainModel" in new_entry: new_entry["mainModel"] = armor.name new_entry["sortKey"] = S32(int(new_entry["sortKey"]) + 1) #new_entry["armorNextRankName"] = '' if armor.item1 and armor.item1_n: new_entry["normal0ItemName01"] = armor.item1 new_entry["normal0ItemNum01"] = oead.S32(int(armor.item1_n)) else: new_entry["normal0ItemName01"] = 'Item_Enemy_26' new_entry["normal0ItemNum01"] = oead.S32(1) if armor.item1 and armor.item1_n and armor.item2 and armor.item2_n: new_entry["normal0ItemName02"] = armor.item2 new_entry["normal0ItemNum02"] = oead.S32(int(armor.item2_n)) else: new_entry["normal0ItemName02"] = 'Item_Enemy_00' new_entry["normal0ItemNum02"] = oead.S32(1) if armor.item1 and armor.item1_n and armor.item2 and armor.item2_n and armor.item3 and armor.item3_n: new_entry["normal0ItemName03"] = armor.item3 new_entry["normal0ItemNum03"] = oead.S32(int(armor.item3_n)) else: new_entry["normal0ItemName03"] = 'Item_Enemy_28' new_entry["normal0ItemNum03"] = oead.S32(1) new_entry["normal0StuffNum"] = oead.S32(1) if armor.price: new_entry["itemBuyingPrice"] = oead.S32(int(armor.price)) new_entry["itemCreatingPrice"] = oead.S32(int(armor.price)) actorinfo["Actors"].insert(loc, new_entry) del new_entry return actorinfo
def weapon_iter(weapon, actorinfo, actors): weapon.base = get_def_item(weapon.base, actors) old_hash = create_hash(weapon.base) new_hash = create_hash(weapon.name) loc = 0 for x in actorinfo['Hashes']: if int(new_hash) < int(x): break loc += 1 old_loc = get_arr_index(actorinfo["Hashes"], old_hash) actorinfo["Hashes"].insert(loc, new_hash) #new_loc = get_arr_index(actorinfo["Hashes"], new_hash) new_entry = dict(actorinfo["Actors"][old_loc]) new_entry["name"] = weapon.name if weapon.profile == 'WeaponShield': if weapon.attack: new_entry["weaponCommonGuardPower"] = oead.S32(int(weapon.attack)) else: if weapon.attack: new_entry["attackPower"] = oead.S32(int(weapon.attack)) if weapon.elink: new_entry["elink"] = weapon.elink if weapon.slink: new_entry["slink"] = weapon.slink if weapon.dur: new_entry["generalLife"] = oead.S32(int(weapon.dur)) new_entry["bfres"] = weapon.name new_entry["mainModel"] = weapon.name new_entry["sortKey"] = S32(int(new_entry["sortKey"]) + 1) if weapon.item1 and weapon.item1_n: new_entry["normal0ItemName01"] = weapon.item1 new_entry["normal0ItemNum01"] = oead.S32(int(weapon.item1_n)) else: new_entry["normal0ItemName01"] = 'Item_Enemy_26' new_entry["normal0ItemNum01"] = oead.S32(1) if weapon.item1 and weapon.item1_n and weapon.item2 and weapon.item2_n: new_entry["normal0ItemName02"] = weapon.item2 new_entry["normal0ItemNum02"] = oead.S32(int(weapon.item2_n)) else: new_entry["normal0ItemName02"] = 'Item_Enemy_00' new_entry["normal0ItemNum02"] = oead.S32(1) if weapon.item1 and weapon.item1_n and weapon.item2 and weapon.item2_n and weapon.item3 and weapon.item3_n: new_entry["normal0ItemName03"] = weapon.item3 new_entry["normal0ItemNum03"] = oead.S32(int(weapon.item3_n)) else: new_entry["normal0ItemName03"] = 'Item_Enemy_28' new_entry["normal0ItemNum03"] = oead.S32(1) new_entry["normal0StuffNum"] = oead.S32(1) if weapon.price: new_entry["itemBuyingPrice"] = oead.S32(int(weapon.price)) new_entry["itemCreatingPrice"] = oead.S32(int(weapon.price)) actorinfo["Actors"].insert(loc, new_entry) del new_entry return actorinfo
def to_numbers(pio: ParameterIO) -> None: for _, element in pio.lists["Elements"].lists.items(): element.objects["Parameters"].params["TypeIndex"] = S32( paramdict[element.objects["Parameters"].params["TypeIndex"].v])
def to_Hash(self) -> Hash: r = super(S32Flag, self).to_Hash() r["InitValue"] = S32(self._init_value) r["MaxValue"] = S32(self._max_value) r["MinValue"] = S32(self._min_value) return r
def to_sv_Hash(self) -> Hash: r = Hash() r["DataName"] = self._data_name r["HashValue"] = S32(self._hash_value) return r