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Description
Opted to make an issue so you can double check on your end before including the information
struct mon_flags0_t
{
uint8_t SpeciesFlag : 1; // 0x01
uint8_t unknown_0_1 : 1; // 0x02 (unused)
uint8_t InstinctFlag : 1; // 0x04
uint8_t Descriptor1Flag : 1; // 0x08
uint8_t Descriptor2Flag : 1; // 0x10
uint8_t unknown_1_1 : 1; // 0x20 (unused)
uint8_t unknown_1_2 : 1; // 0x40 (unused)
uint8_t unknown_1_3 : 1; // 0x80 (unused)
};
struct mon_data_t
{
uint8_t unknown00[6]; // 0x04-0x09
mon_flags0_t Flags0; // 0x0A
uint8_t unknown01; // 0x0B
uint16_t SpeciesIndex; // 0x0C-0x0D
uint16_t unknown02; // 0x0E-0x0F
uint16_t Slots[12]; // 0x10-0x27
uint8_t Descriptor1Index; // 0x28
uint8_t Descriptor2Index; // 0x29
uint8_t unused00[122]; // 0x2A onwards
};Names are made-up but follow naming conventions I've seen in this repository.
mon_flags0_t
As far as I can tell, only one flag can be set at a time
SpeciesFlagset when player is changing speciesInstinctFlagset when player is equipping or unequipping InstinctsDescriptor1Flagset when player changing name prefix in "Descriptor 1" menuDescriptor2Flagset when player changing name prefix in "Descriptor 2" menu
SpeciesFlag set
SpeciesIndex will contain the ID of the Monstrosity species the player is changing to, a value that ranges from 1 to 511 (values above 256 are variants of base species)
InstinctFlag set
Slots will contain 12 entries, either set to 0 when the player is not modifying that slot, 65535 when the player is unequipping, or the actual Instinct ID when equipping. Known instinct IDs are between 3 and 799.
Descriptor1Flag / Descriptor2Flag set
Descriptor1Index will be either 0, indicating the player is disabling the display of a descriptor, or a value between 1 and 248 (that's likely in the DATs but I don't have POLUtils installed right now)