mirror of
https://github.com/kwsch/pk3DS.git
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103 lines
4.9 KiB
C#
103 lines
4.9 KiB
C#
using System.ComponentModel;
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using System.Runtime.InteropServices;
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namespace pk3DS.Core.Structures
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Item
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{
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public Item(byte[] data) => this = data.ToStructure<Item>();
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public byte[] Write() => this.ToBytes();
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private const string Battle = "Battle";
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private const string Field = "Field";
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private const string Mart = "Mart";
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private const string Heal = "Heal";
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#region Structure
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private ushort Price;
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[Category(Battle)]
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public byte HeldEffect { get; set; }
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public byte HeldArgument { get; set; }
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public byte NaturalGiftEffect { get; set; }
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public byte FlingEffect { get; set; }
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public byte FlingPower { get; set; }
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private byte NaturalGiftPower { get; set; }
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public byte NaturalGiftTypeFlags { get; set; }
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public byte KeyFlags { get; set; }
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[Category(Field), Description("Routine # to call when used; 0=unusable.")]
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public byte UseEffect { get; set; }
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public byte _0xB { get; set; } // Battle Type
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public byte _0xC { get; set; } // 0 or 1
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public byte _0xD { get; set; } // Classification (0-3 Battle, 4 Balls, 5 Mail)
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public byte Consumable { get; set; }
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public byte SortIndex { get; set; }
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public BattleStatusFlags CureInflict { get; set; } // Bitflags
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private byte Boost0; // Revive 1, Sacred Ash 3, Rare Candy 5, EvoStone 8, upper4 for BoostAtk
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private byte Boost1; // DEF, SPA
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private byte Boost2; // SPD, SPE
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private byte Boost3; // ACC, CRIT
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public byte FunctionFlags0 { get; set; }
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public byte FunctionFlags1{ get; set; }
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[Category(Field), Description("Adds EVs to the HP stat.")]
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public sbyte EVHP { get; set; }
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[Category(Field), Description("Adds EVs to the Attack stat.")]
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public sbyte EVATK { get; set; }
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[Category(Field), Description("Adds EVs to the Defense stat.")]
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public sbyte EVDEF { get; set; }
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[Category(Field), Description("Adds EVs to the Speed stat.")]
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public sbyte EVSPE { get; set; }
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[Category(Field), Description("Adds EVs to the Sp. Attack stat.")]
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public sbyte EVSPA { get; set; }
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[Category(Field), Description("Adds EVs to the Sp. Defense stat.")]
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public sbyte EVSPD { get; set; }
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[Category(Heal), Description("Determines the healing percent, or if a flat value is used."), RefreshProperties(RefreshProperties.All)]
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public HealValue HealAmount { get; set; }
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[Category(Field), Description("PP to be added to the move's current PP if used.")]
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public byte PPGain { get; set; }
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public sbyte Friendship1 { get; set; }
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public sbyte Friendship2 { get; set; }
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public sbyte Friendship3 { get; set; }
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public byte _0x23, _0x24;
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#endregion
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[Category(Mart), RefreshProperties(RefreshProperties.All)]
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public int BuyPrice { get => Price * 10; set => Price = (ushort)(value / 10); }
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[Category(Mart), ReadOnly(true)]
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public int SellPrice { get => Price * 5; set => Price = (ushort)(value / 5); }
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[Category(Battle)]
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public int NaturalGiftType { get => NaturalGiftTypeFlags & 0x1F; set => NaturalGiftTypeFlags = (byte)(NaturalGiftEffect & ~0x1F | value); }
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[Category(Battle)]
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public int U8Flags { get => NaturalGiftTypeFlags >> 5; set => NaturalGiftTypeFlags = (byte)(NaturalGiftEffect & 0x1F | (value << 5)); }
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[Category(Battle)]
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public int FieldEffect { get => Boost0 & 0xF; set => Boost0 = (byte)(Boost0 & ~0xF | (value & 0xF)); }
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[Category(Battle)]
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public int BoostATK { get => Boost0 >> 4; set => Boost0 = (byte)(Boost0 & 0xF | (value << 4)); }
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[Category(Battle)]
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public int BoostDEF { get => Boost1 & 0xF; set => Boost1 = (byte)(Boost1 & ~0xF | (value & 0xF)); }
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[Category(Battle)]
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public int BoostSPA { get => Boost1 >> 4; set => Boost1 = (byte)(Boost1 & 0xF | (value << 4)); }
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[Category(Battle)]
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public int BoostSPD { get => Boost2 & 0xF; set => Boost2 = (byte)(Boost2 & ~0xF | (value & 0xF)); }
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[Category(Battle)]
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public int BoostSPE { get => Boost2 >> 4; set => Boost2 = (byte)(Boost2 & 0xF | (value << 4)); }
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[Category(Battle)]
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public int BoostACC { get => Boost0 & 0xF; set => Boost0 = (byte)(Boost3 & ~0xF | (value & 0xF)); }
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[Category(Battle)]
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public int BoostCRIT { get => (Boost3 >> 4) & 3; set => Boost3 = (byte)(Boost3 & ~0x30 | ((value & 3) << 4)); }
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[Category(Battle)]
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public int BoostPP { get => (Boost3 >> 6) & 3; set => Boost3 = (byte)(Boost3 & 0x3F | ((value & 3) << 6)); }
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[Category(Heal), Description("Raw value of the Heal enum."), RefreshProperties(RefreshProperties.All)]
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public int HealValue
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{
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get => (int) HealAmount;
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set => HealAmount = (HealValue)value;
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}
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}
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}
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