pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,41 @@
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do
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local s=_G.__gacServantProbe1 or {phase=0,index=0}; _G.__gacServantProbe1=s
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if s.phase<3 then
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local function log(v) CS.UnityEngine.Debug.Log('[GAC_SERVANT] '..tostring(v)) end
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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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local live=_G.__GAC_DAMAGE_ANALYST_LIVE_V7
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local owner=live and live.statComponent
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if s.phase==0 then
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local final=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic
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if final then
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local field=final:GetType():GetField('servantBattleInfoList',flags)
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local list=field and field:GetValue(final)
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if list then
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log('FINAL_COUNT '..list.Count)
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for i=0,math.min(list.Count-1,15) do log('FINAL '..CS.System.Convert.ToBase64String(CS.Google.Protobuf.MessageExtensions.ToByteArray(list[i]))) end
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end
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end
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if not owner then return end
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local dict=owner:GetType():GetField('_ServantStt',flags):GetValue(owner)
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log('COUNT '..dict.Count)
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local it=dict:GetEnumerator()
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if it:MoveNext() then s.value=it.Current.Value end
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s.type=dict:GetType():GetGenericArguments()[1]
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log('TYPE '..tostring(s.type.FullName))
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s.phase=1
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end
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local fields=s.type:GetFields(flags)
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for i=s.index,math.min(s.index+11,fields.Length-1) do
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local f=fields[i]; local v=s.value and f:GetValue(s.value)
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log('FIELD '..f.Name..' '..tostring(f.FieldType)..' '..tostring(v))
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if v and tostring(f.FieldType):find('HFALLFOEHKN',1,true) then
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log('PROTO '..CS.System.Convert.ToBase64String(CS.Google.Protobuf.MessageExtensions.ToByteArray(v)))
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end
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end
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s.index=s.index+12
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if s.index>=fields.Length then s.phase=3; s.value=nil end
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end)
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if not ok then log('ERROR '..tostring(err)); s.phase=3 end
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end
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end
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