pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,35 @@
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do
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local s=_G.__gacPeakNativeData1 or {phase=1,index=0};_G.__gacPeakNativeData1=s
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_PEAK_NATIVE_DATA] '..tostring(v))end
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if s.phase<=3 then
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local ok,err=pcall(function()
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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if s.phase==1 then
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local obj=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic
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local methods=obj:GetType():GetMethods(flags)
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for i=s.index,math.min(s.index+31,methods.Length-1)do log('STATS_METHOD '..tostring(methods[i]))end
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s.index=s.index+32;if s.index>=methods.Length then s.phase=2;s.index=0 end
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elseif s.phase==2 then
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if not s.obj then
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s.obj=CS.RPG.Client.GlobalVars.s_ModuleManager.ChallengePeakModule:GetChallengePeakBoss(104)
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s.type=s.obj:GetType();s.fields=s.type:GetFields(flags);log('PEAK_TYPE '..tostring(s.type))
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end
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for i=s.index,math.min(s.index+15,s.fields.Length-1)do
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local f=s.fields[i];log('PEAK_FIELD '..f.Name..' '..tostring(f.FieldType))
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if not f.IsStatic and (f.Name:lower():find('target')or f.FieldType.IsPrimitive)then
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local good,v=pcall(function()return f:GetValue(s.obj)end);if good then log('PEAK_VALUE '..f.Name..' '..tostring(v))end
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end
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end
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s.index=s.index+16;if s.index>=s.fields.Length then
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if s.type.BaseType and s.type.BaseType.Name=='ChallengePeak' then s.type=s.type.BaseType;s.fields=s.type:GetFields(flags);s.index=0;log('PEAK_BASE '..tostring(s.type))else s.phase=3;s.index=0 end
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end
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else
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local t=typeof(CS.RPG.GameCore.ChallengePeakTargetConfigRow)
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local fields=t:GetFields(flags);for i=0,math.min(fields.Length-1,23)do log('TARGET_FIELD '..fields[i].Name..' '..tostring(fields[i].FieldType))end
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s.phase=4;log('END')
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end
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end)
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if not ok then s.phase=4;log('ERROR '..tostring(err))end
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end
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end
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