using System.Collections.Generic; using System.IO; namespace FF8 { public partial class Kernel_bin { /// /// Character Stats from Kernel /// /// /// public class Character_Stats { public const int id = 6; public const int count = 11; public const ushort MAX_HP_VALUE = 9999; public const byte MAX_STAT_VALUE = 255; private Characters char_id; public FF8String Name => Memory.Strings.GetName((Faces.ID)char_id); public override string ToString() => Name; //public ushort Offset; //0x0000; 2 bytes; Offset to character name //Squall and Rinoa have name offsets of 0xFFFF because their name is in the save game data rather than kernel.bin. /// /// Crisis level modifier /// /// public byte Crisis; //0x0002; 1 byte; Crisis level hp multiplier public Gender Gender; //0x0003; 1 byte; Gender; 0x00 - Male 0x01 - Female public byte LimitID; //0x0004; 1 byte; Limit Break ID public byte LimitParam; //0x0005; 1 byte; Limit Break Param used for the power of each renzokuken hit before finisher private byte[] _EXP; //0x0006; 2 bytes; EXP modifier private byte[] _HP; //0x0008; 4 bytes; HP private byte[] _STR; //0x000C; 4 bytes; STR private byte[] _VIT; //0x0010; 4 bytes; VIT private byte[] _MAG; //0x0014; 4 bytes; MAG private byte[] _SPR; //0x0018; 4 bytes; SPR private byte[] _SPD; //0x001C; 4 bytes; SPD private byte[] _LUCK; //0x0020; 4 bytes; LUCK public void Read(BinaryReader br, Characters char_id) { this.char_id = char_id; //Offset = br.ReadUInt16(); //0x0000; 2 bytes; Offset to character name //Squall and Rinoa have name offsets of 0xFFFF because their name is in the save game data rather than kernel.bin. br.BaseStream.Seek(2, SeekOrigin.Current); Crisis = br.ReadByte(); //0x0002; 1 byte; Crisis level hp multiplier Gender = br.ReadByte() == 0 ? Gender.Male : Gender.Female; //0x0003; 1 byte; Gender; 0x00 - Male 0x01 - Female LimitID = br.ReadByte(); //0x0004; 1 byte; Limit Break ID LimitParam = br.ReadByte(); //0x0005; 1 byte; Limit Break Param used for the power of each renzokuken hit before finisher _EXP = br.ReadBytes(2); //0x0006; 2 bytes; EXP modifier _HP = br.ReadBytes(4); //0x0008; 4 bytes; HP _STR = br.ReadBytes(4); //0x000C; 4 bytes; STR _VIT = br.ReadBytes(4); //0x0010; 4 bytes; VIT _MAG = br.ReadBytes(4); //0x0014; 4 bytes; MAG _SPR = br.ReadBytes(4); //0x0018; 4 bytes; SPR _SPD = br.ReadBytes(4); //0x001C; 4 bytes; SPD _LUCK = br.ReadBytes(4); //0x0020; 4 bytes; LUCK int hp = HP(8); } public static Dictionary Read(BinaryReader br) { Dictionary ret = new Dictionary(count); for (int i = 0; i < count; i++) { Character_Stats tmp = new Character_Stats(); tmp.Read(br, (Characters)i); ret[(Characters)i] = tmp; } return ret; } //public static Character_Stats[] Read(BinaryReader br) //{ // Character_Stats[] ret = new Character_Stats[count]; // for (int i = 0; i < count; i++) // { // Character_Stats tmp = new Character_Stats(); // tmp.Read(br, (Characters)i); // ret[i] = tmp; // } // return ret; //} private const int _percent_mod = 100; /// /// Experence to reach level /// /// Level /// public int EXP(sbyte lvl) => ((lvl - 1) * (lvl - 1) * _EXP[1]) / 256 + (lvl - 1) * _EXP[0] * 10; /// /// /// Level /// Bonus Value of Junctioned Magic /// Total amount of Magic in slot /// Bonus integer based HP /// 50% = 50, 100%=100, etc /// public ushort HP(sbyte lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = 0) { int value = (((MagicData[MagicID].HP_J * magic_count) + stat_bonus + (lvl * _HP[0]) - ((10 * lvl * lvl) / _HP[1]) + _HP[2]) * (percent_mod + _percent_mod)) / 100; return (ushort)(value > MAX_HP_VALUE ? MAX_HP_VALUE : value); } public byte STR(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod, int weapon = 0) => STR_VIT_MAG_SPR(_STR[0], _STR[1], _STR[2], _STR[3], lvl, MagicData[MagicID].STR_J, magic_count, stat_bonus, percent_mod, weapon); public byte VIT(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod) => STR_VIT_MAG_SPR(_VIT[0], _VIT[1], _VIT[2], _VIT[3], lvl, MagicData[MagicID].VIT_J, magic_count, stat_bonus, percent_mod); public byte MAG(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod) => STR_VIT_MAG_SPR(_MAG[0], _MAG[1], _MAG[2], _MAG[3], lvl, MagicData[MagicID].MAG_J, magic_count, stat_bonus, percent_mod); public byte SPR(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod) => STR_VIT_MAG_SPR(_SPR[0], _SPR[1], _SPR[2], _SPR[3], lvl, MagicData[MagicID].SPR_J, magic_count, stat_bonus, percent_mod); private byte STR_VIT_MAG_SPR(int a, int b, int c, int d, int lvl, int magic_J_val, int magic_count, int stat_bonus, int percent_mod = 0, int UNK = 0) { int value = ((UNK + (magic_J_val * magic_count) / 100 + stat_bonus + ((lvl * a) / 10 + lvl / b - (lvl * lvl) / d / 2 + c) / 4) * (percent_mod + _percent_mod)) / 100; return (byte)(value > MAX_STAT_VALUE ? MAX_STAT_VALUE : value); } public byte SPD(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod) => SPD_LUCK(_SPD[0], _SPD[1], _SPD[2], _SPD[3], lvl, MagicData[MagicID].SPD_J, magic_count, stat_bonus, percent_mod); public byte LUCK(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int percent_mod = _percent_mod) => SPD_LUCK(_LUCK[0], _LUCK[1], _LUCK[2], _LUCK[3], lvl, MagicData[MagicID].LUCK_J, magic_count, stat_bonus, percent_mod); private byte SPD_LUCK(int a, int b, int c, int d, int lvl, int magic_J_val, int magic_count, int stat_bonus, int percent_mod = 0, int UNK = 0) { int value = ((UNK + (magic_J_val * magic_count) / 100 + stat_bonus + lvl / b - lvl / d + lvl * a + c) * (percent_mod + _percent_mod)) / 100; return (byte)(value > MAX_STAT_VALUE ? MAX_STAT_VALUE : value); } public byte EVA(int lvl, int MagicID = 0, int magic_count = 0, int stat_bonus = 0, int spd = 0, int percent_mod = 0) { int value = (((MagicData[MagicID].EVA_J * magic_count) / 100 + spd / 4) * (percent_mod + _percent_mod)) / 100; return (byte)(value > MAX_STAT_VALUE ? MAX_STAT_VALUE : value); } public byte HIT(int MagicID = 0, int magic_count = 0, int weapon = 0) { int value = MagicData[MagicID].HIT_J * magic_count + weapon; return (byte)(value > MAX_STAT_VALUE ? MAX_STAT_VALUE : value); } } } }