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mabinogi.genny
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type int8_t 1 [[i8]]
type int16_t 2 [[i16]]
type int32_t 4 [[i32]]
type int64_t 8 [[i64]]
type uint8_t 1 [[u8]]
type uint16_t 2 [[u16]]
type uint32_t 4 [[u32]]
type uint64_t 8 [[u64]]
type char8_t 1
type char16_t 2
type float 4 [[f32]]
type double 8 [[f64]]
struct Vector3 {
float x
float y
float z
}
struct Vector4 {
float x
float y
float z
float w
}
struct Matrix4x4 {
float m[16]
}
class CString {
int32_t referenceCount @ 0x8
uint32_t length @ 0x10
uint32_t capacity @ 0x14
char16_t buffer[70] @ 0x20 [[utf16*]]
}
class CCharacter {
class CParameter {
class CMemberString 0x20 {
CString* value @ 0x8
}
class CMemberChar 0x18 {
int8_t value @ 0x8
}
class CMemberUChar 0x18 {
uint8_t value @ 0x8
}
class CMemberUShort 0x18 {
uint16_t value @ 0x8
}
class CMemberULong 0x18 {
uint32_t value @ 0x8
}
class CMemberUInt64 0x20 {
uint64_t value @ 0x8
}
class CMemberFloat 0x18 {
float value @ 0x8
}
CMemberString name @ 0x30
CMemberString title;
CMemberString engTitle;
CMemberULong type;
CMemberUChar skinColor;
CMemberUShort eyeType;
CMemberUChar eyeColor;
CMemberUChar mouthType;
CMemberULong status;
CMemberULong statusEx;
CMemberULong statusEx2;
CMemberFloat scaleHeight;
CMemberFloat scaleFatness;
CMemberFloat scaleUpper;
CMemberFloat scaleLower;
CMemberULong regionID;
CMemberULong positionX;
CMemberULong positionY;
CMemberChar direction;
CMemberULong battleState;
CMemberUChar weaponSet;
CMemberULong extra1;
CMemberULong extra2;
CMemberULong extra3;
CMemberFloat combatPower;
CMemberString motionType;
CMemberUChar oddEyeLeftColor;
CMemberUChar oddEyeRightColor;
CMemberFloat life;
CMemberFloat lifeMaxBase;
CMemberFloat lifeDamaged;
CMemberFloat lifeMaxMod;
CMemberFloat mana;
CMemberFloat manaMaxBase;
CMemberFloat manaMaxMod;
CMemberFloat stamina;
CMemberFloat staminaMaxBase;
CMemberFloat staminaMaxMod;
CMemberFloat food;
CMemberFloat foodMinRatio;
CMemberUShort level;
CMemberULong cumulatedLevel;
CMemberUShort maxLevel;
CMemberUShort rebirthCount;
CMemberUShort lifeTimeSkill;
CMemberUInt64 experienceInt;
CMemberUShort age;
CMemberFloat dorcha @ 0x1220;
CMemberFloat dorchaMaxBase;
CMemberFloat tuairim; // For Bachram Boost
CMemberFloat tuairimMaxBase; // For Bachram Boost
}
class CAction {
class CAnimatorContext {
class CFramework 0x200 {
Vector3 position @ 0xD0
}
CFramework* framework @ 0x8
}
CCharacter* character @ 0x48
CAnimatorContext* animatorContext
}
class CSkillMgr {
class CActiveSkill {
uint16_t skillID @ 0x18
uint8_t charges
uint8_t state +9
}
CActiveSkill* skillInfo @ 0x8
}
class CConditionMgr 0x50 {
class CCondition 0x25 {
int32_t statusCount @ 0x4
}
CCondition* condition @ 0x10
}
class CSummonMaster 0x38 {
uint64_t slaveEntityID @ 0x28
}
class CEquipmentItemInfo 0x58 {
uint32_t classID
uint32_t color1 + 0xC
uint32_t color2
uint32_t color3
uint32_t color4 + 0x14
uint32_t color5
uint32_t color6
}
class CEquipment {
CEquipmentItemInfo itemInfo[20] @ 0x6C
}
uint64_t* entityID @ 0x8
CParameter* parameter @ 0xD8
CAction* action
CSkillMgr* skill
CConditionMgr* condition +32
CSummonMaster* summonMaster @ 0x198
CEquipment* equipment @ 0x488
uint64_t targetID @ 0x538
uint64_t mouseTarget +8
}
class CItem {
struct SItemDBDesc {
CString* type @ 0x8
CString* displayName @ 0x38
CString* name +16
CString* description +8
CString* longDescription
uint16_t maxStackCount @ 0xcc
}
uint64_t* entityID @ 0x8
uint32_t inventoryID
uint32_t itemID
uint32_t color1
uint32_t color2
uint32_t color3
uint32_t color4 +4
uint32_t color5
uint32_t color6
uint32_t stackCount
uint32_t positionX + 4
uint32_t positionY
uint32_t price + 48
uint32_t sellPrice
uint32_t durability +4
uint32_t maxDurability
uint32_t originalDurability
SItemDBDesc* dbDesc @ 0x100
uint64_t ownerID @ 0x130
CString* name @ 0x170
}
class CEntityList 0x100 {
class CItemList {
class CItemListNode {
CItemListNode* next
CItem* item @ 0x18
}
CItemListNode** root @ 0x10
uint32_t count
}
class CCharacterList {
class CCharacterListNode 0x28 {
CCharacterListNode* next
CCharacter* character @ 0x18
}
CCharacterListNode** root @ 0x10
uint32_t count
}
CItemList items @ 0x8
CCharacterList characters @ 0x48
}
class CRenderer 0x100 {
class CCamera {
class CCameraState {
Vector3 target @ 0x10
Vector3 position +4
Vector4 forward +8
float znear
float zfar
float drawDistance
float fov
float screenWidth
float screenHeight
float aspectRatio +28
Matrix4x4 transformMatrix @ 0x14C
}
CCameraState* state;
}
CCamera* camera @ 0x38
}
class CWorld 0x200 {
uint64_t localPlayerID @ 0x160
}
class CAccount 0x50 {
}