using System.IO; namespace FF8 { public partial class Kernel_bin { /// /// Magic Data /// /// public class Magic_Data { public const int id = 1; public const int count = 57; public FF8String Name { get; private set; } public FF8String Description { get; private set; } public override string ToString() => Name; //0x0000 2 bytes Offset to spell name //0x0002 2 bytes Offset to spell description public Magic_ID MagicID; //0x0004 2 bytes Magic ID public byte Unknown; //0x0006 1 byte Unknown public Attack_Type Attack_type; //0x0007 1 byte Attack type public byte Spellpower; //0x0008 1 byte Spell power(used in damage formula) public byte Unknown2; //0x0009 1 byte Unknown public Target Default_target;//0x000A 1 byte Default_target public Attack_Flags Attack_flags; //0x000B 1 byte Attack Flags public byte Draw_resist; //0x000C 1 byte Draw resist(how hard is the magic to draw) public byte Hit_count; //0x000D 1 byte Hit count(works with meteor animation, not sure about others) public Element Element; //0x000E 1 byte Element public byte Unknown3; //0x000F 1 byte Unknown public Statuses0 Statuses0; //0x0014 2 bytes Statuses 0 public Statuses1 Statuses1; //0x0010 4 bytes Statuses 1 public byte Status_attack; //0x0016 1 byte Status attack enabler public byte HP_J; //0x0017 1 byte Characters HP junction value public byte STR_J; //0x0018 1 byte Characters STR junction value public byte VIT_J; //0x0019 1 byte Characters VIT junction value public byte MAG_J; //0x001A 1 byte Characters MAG junction value public byte SPR_J; //0x001B 1 byte Characters SPR junction value public byte SPD_J; //0x001C 1 byte Characters SPD junction value public byte EVA_J; //0x001D 1 byte Characters EVA junction value public byte HIT_J; //0x001E 1 byte Characters HIT junction value public byte LUCK_J; //0x001F 1 byte Characters LUCK junction value public byte Elem_J_atk; //0x0020 1 byte Characters J - Elem attack public byte Elem_J_atk_val;//0x0021 1 byte Characters J - Elem attack value public byte Elem_J_def; //0x0022 1 byte Characters J - Elem defense public byte Elem_J_def_val;//0x0023 1 byte Characters J - Elem defense value public byte Stat_J_atk_val;//0x0024 1 byte Characters J - Status attack value public byte Stat_J_def_val;//0x0025 1 byte Characters J - Status defense value public byte[] Stat_J_atk; //0x0026 2 bytes Characters J - Statuses Attack public byte[] Stat_J_def; //0x0028 2 bytes Characters J - Statuses Defend public byte[] GF_Compatibility; //0x002A 1 byte Quezacolt compatibility //0x002B 1 byte Shiva compatibility //0x002C 1 byte Ifrit compatibility //0x002D 1 byte Siren compatibility //0x002E 1 byte Brothers compatibility //0x002F 1 byte Diablos compatibility //0x0030 1 byte Carbuncle compatibility //0x0031 1 byte Leviathan compatibility //0x0032 1 byte Pandemona compatibility //0x0033 1 byte Cerberus compatibility //0x0034 1 byte Alexander compatibility //0x0035 1 byte Doomtrain compatibility //0x0036 1 byte Bahamut compatibility //0x0037 1 byte Cactuar compatibility //0x0038 1 byte Tonberry compatibility //0x0039 1 byte Eden compatibility public byte[] Unknown4; //0x003A 2 bytes Unknown public void Read(BinaryReader br, int i) { Name = Memory.Strings.Read(Strings.FileID.KERNEL, id, i * 2); Description = Memory.Strings.Read(Strings.FileID.KERNEL, id, i * 2 + 1); br.BaseStream.Seek(4, SeekOrigin.Current); MagicID = (Magic_ID)br.ReadUInt16(); Unknown = br.ReadByte(); Attack_type = (Attack_Type)br.ReadByte(); Spellpower = br.ReadByte(); Unknown2 = br.ReadByte(); Default_target = (Target)br.ReadByte(); Attack_flags = (Attack_Flags)br.ReadByte(); Draw_resist = br.ReadByte(); Hit_count = br.ReadByte(); Element = (Element)br.ReadByte(); Unknown3 = br.ReadByte(); Statuses1 = (Statuses1)br.ReadUInt32(); Statuses0 = (Statuses0)br.ReadUInt16(); Status_attack = br.ReadByte(); HP_J = br.ReadByte(); STR_J = br.ReadByte(); VIT_J = br.ReadByte(); MAG_J = br.ReadByte(); SPR_J = br.ReadByte(); SPD_J = br.ReadByte(); EVA_J = br.ReadByte(); HIT_J = br.ReadByte(); LUCK_J = br.ReadByte(); Elem_J_atk = br.ReadByte(); Elem_J_atk_val = br.ReadByte(); Elem_J_def = br.ReadByte(); Elem_J_def_val = br.ReadByte(); Stat_J_atk_val = br.ReadByte(); Stat_J_def_val = br.ReadByte(); Stat_J_atk = br.ReadBytes(2); Stat_J_def = br.ReadBytes(2); GF_Compatibility = br.ReadBytes(16); Unknown4 = br.ReadBytes(2); } public static Magic_Data[] Read(BinaryReader br) { var ret = new Magic_Data[count]; for (int i = 0; i < count; i++) { var tmp = new Magic_Data(); tmp.Read(br, i); ret[i] = tmp; } return ret; } } } }