#!/usr/bin/env perl use v5.34.1; use strict; use warnings; use feature 'signatures'; use Rsaves qw/read_save check_correct_size get_saves find_current_save_index check_correct_size find_pokemon_substruct change_gender read_pc_storage save_pc_changes enable_eon_ticket save_changes pokemon_set_shiny read_pkm_file_box enable_mirage_island_for_pokemon parse_version_name/; use Rsaves::Constants::Global qw/$MOVE_SPIKES $MOVE_DRILL_PECK $MOVE_HIDDEN_POWER $MOVE_TAUNT $MOVE_THUNDERBOLT $MOVE_ROAR $MOVE_THUNDER_WAVE $ITEM_LEFTOVERS $MOVE_DRAGON_DANCE $MOVE_ROCK_SLIDE $MOVE_EARTHQUAKE $MOVE_TAUNT $MOVE_FLAMETHROWER $MOVE_WILL_O_WISP/; use Rsaves::Constants::Ruby::Global qw/$MALE $FEMALE/; my $input = $ARGV[0] or die "No input save"; my $output = $ARGV[1] or die "No output save"; my $version = parse_version_name( $ARGV[2] ) // parse_version_name('ruby'); sub start { my ( @saves_raw, $extra ); ( @saves_raw[ 0, 1 ], $extra ) = read_save($input); check_correct_size( @saves_raw, $extra ); my @saves = get_saves( @saves_raw, $version ); my $current_save_index = find_current_save_index(@saves); my $save = $saves[$current_save_index]; my $pc = read_pc_storage($save); my $skarmory = $pc->{boxes}[0][5]; my $jolteon = $pc->{boxes}[0][4]; my $moltres = $pc->{boxes}[0][3]; my $larvitar = $pc->{boxes}[0][2]; modifySkarmory($skarmory); modifyJolteon($jolteon); modifyLarvitar($larvitar); modifyMoltres($moltres); save_pc_changes( $save, $pc ); save_changes( @saves, $extra, $output ); } sub modifyMoltres($pokemon) { print Data::Dumper::Dumper $pokemon; $pokemon->{personality} = 0x336E4D34; my $ivs_egg_status_and_ability = $pokemon->{substructures}[3]{ivs_egg_status_and_ability}; my $ability = $ivs_egg_status_and_ability >> 31 & 1; my $egg = $ivs_egg_status_and_ability >> 30 & 1; my $iv_special_defense = $ivs_egg_status_and_ability >> 25 & 0x1F; my $iv_special_attack = $ivs_egg_status_and_ability >> 20 & 0x1F; my $iv_speed = $ivs_egg_status_and_ability >> 15 & 0x1F; my $iv_defense = $ivs_egg_status_and_ability >> 10 & 0x1F; my $iv_attack = $ivs_egg_status_and_ability >> 5 & 0x1F; my $iv_hp = $ivs_egg_status_and_ability >> 0 & 0x1F; ( $iv_hp, $iv_attack, $iv_defense, $iv_special_attack, $iv_special_defense, $iv_speed, $ability ) = ( 30, 18, 31, 30, 31, 31, 0 ); $ivs_egg_status_and_ability = 0; $ivs_egg_status_and_ability |= ( ( $ability & 1 ) << 31 ); $ivs_egg_status_and_ability |= ( ( $egg & 1 ) << 30 ); $ivs_egg_status_and_ability |= ( ( $iv_special_defense & 0x1F ) << 25 ); $ivs_egg_status_and_ability |= ( ( $iv_special_attack & 0x1F ) << 20 ); $ivs_egg_status_and_ability |= ( ( $iv_speed & 0x1F ) << 15 ); $ivs_egg_status_and_ability |= ( ( $iv_defense & 0x1F ) << 10 ); $ivs_egg_status_and_ability |= ( ( $iv_attack & 0x1F ) << 5 ); $ivs_egg_status_and_ability |= ( ( $iv_hp & 0x1F ) ); $pokemon->{substructures}[3]{ivs_egg_status_and_ability} = $ivs_egg_status_and_ability; $pokemon->{substructures}[2]{hp_ev} = 0; $pokemon->{substructures}[2]{attack_ev} = 0; $pokemon->{substructures}[2]{defense_ev} = 0; $pokemon->{substructures}[2]{speed_ev} = 0; $pokemon->{substructures}[2]{special_attack_ev} = 0; $pokemon->{substructures}[2]{special_defense_ev} = 0; $pokemon->{substructures}[1]{movements}[0] = $MOVE_FLAMETHROWER; $pokemon->{substructures}[1]{movements}[1] = $MOVE_HIDDEN_POWER; $pokemon->{substructures}[1]{movements}[2] = $MOVE_WILL_O_WISP; $pokemon->{substructures}[1]{movements}[3] = $MOVE_ROAR; $pokemon->{substructures}[0]{held_item} = $ITEM_LEFTOVERS; print Data::Dumper::Dumper $pokemon; } sub modifyLarvitar($pokemon) { $pokemon->{personality} = 0x9CF2063B; my $ivs_egg_status_and_ability = $pokemon->{substructures}[3]{ivs_egg_status_and_ability}; my $ability = $ivs_egg_status_and_ability >> 31 & 1; my $egg = $ivs_egg_status_and_ability >> 30 & 1; my $iv_special_defense = $ivs_egg_status_and_ability >> 25 & 0x1F; my $iv_special_attack = $ivs_egg_status_and_ability >> 20 & 0x1F; my $iv_speed = $ivs_egg_status_and_ability >> 15 & 0x1F; my $iv_defense = $ivs_egg_status_and_ability >> 10 & 0x1F; my $iv_attack = $ivs_egg_status_and_ability >> 5 & 0x1F; my $iv_hp = $ivs_egg_status_and_ability >> 0 & 0x1F; ( $iv_hp, $iv_attack, $iv_defense, $iv_special_attack, $iv_special_defense, $iv_speed, $ability ) = ( 31, 30, 30, 23, 30, 31, 0 ); $ivs_egg_status_and_ability = 0; $ivs_egg_status_and_ability |= ( ( $ability & 1 ) << 31 ); $ivs_egg_status_and_ability |= ( ( $egg & 1 ) << 30 ); $ivs_egg_status_and_ability |= ( ( $iv_special_defense & 0x1F ) << 25 ); $ivs_egg_status_and_ability |= ( ( $iv_special_attack & 0x1F ) << 20 ); $ivs_egg_status_and_ability |= ( ( $iv_speed & 0x1F ) << 15 ); $ivs_egg_status_and_ability |= ( ( $iv_defense & 0x1F ) << 10 ); $ivs_egg_status_and_ability |= ( ( $iv_attack & 0x1F ) << 5 ); $ivs_egg_status_and_ability |= ( ( $iv_hp & 0x1F ) ); $pokemon->{substructures}[3]{ivs_egg_status_and_ability} = $ivs_egg_status_and_ability; $pokemon->{substructures}[2]{hp_ev} = 0; $pokemon->{substructures}[2]{attack_ev} = 0; $pokemon->{substructures}[2]{defense_ev} = 0; $pokemon->{substructures}[2]{speed_ev} = 0; $pokemon->{substructures}[2]{special_attack_ev} = 0; $pokemon->{substructures}[2]{special_defense_ev} = 0; $pokemon->{substructures}[1]{movements}[0] = $MOVE_DRAGON_DANCE; $pokemon->{substructures}[1]{movements}[1] = $MOVE_ROCK_SLIDE; $pokemon->{substructures}[1]{movements}[2] = $MOVE_EARTHQUAKE; $pokemon->{substructures}[1]{movements}[3] = $MOVE_TAUNT; $pokemon->{substructures}[0]{held_item} = $ITEM_LEFTOVERS; } sub modifyJolteon ($pokemon) { $pokemon->{personality} = 0x46F43BCA; my $ivs_egg_status_and_ability = $pokemon->{substructures}[3]{ivs_egg_status_and_ability}; my $ability = $ivs_egg_status_and_ability >> 31 & 1; my $egg = $ivs_egg_status_and_ability >> 30 & 1; my $iv_special_defense = $ivs_egg_status_and_ability >> 25 & 0x1F; my $iv_special_attack = $ivs_egg_status_and_ability >> 20 & 0x1F; my $iv_speed = $ivs_egg_status_and_ability >> 15 & 0x1F; my $iv_defense = $ivs_egg_status_and_ability >> 10 & 0x1F; my $iv_attack = $ivs_egg_status_and_ability >> 5 & 0x1F; my $iv_hp = $ivs_egg_status_and_ability >> 0 & 0x1F; ( $iv_hp, $iv_attack, $iv_defense, $iv_special_attack, $iv_special_defense, $iv_speed, $ability ) = ( 31, 22, 30, 31, 31, 31, 0 ); $ivs_egg_status_and_ability = 0; $ivs_egg_status_and_ability |= ( ( $ability & 1 ) << 31 ); $ivs_egg_status_and_ability |= ( ( $egg & 1 ) << 30 ); $ivs_egg_status_and_ability |= ( ( $iv_special_defense & 0x1F ) << 25 ); $ivs_egg_status_and_ability |= ( ( $iv_special_attack & 0x1F ) << 20 ); $ivs_egg_status_and_ability |= ( ( $iv_speed & 0x1F ) << 15 ); $ivs_egg_status_and_ability |= ( ( $iv_defense & 0x1F ) << 10 ); $ivs_egg_status_and_ability |= ( ( $iv_attack & 0x1F ) << 5 ); $ivs_egg_status_and_ability |= ( ( $iv_hp & 0x1F ) ); $pokemon->{substructures}[3]{ivs_egg_status_and_ability} = $ivs_egg_status_and_ability; $pokemon->{substructures}[2]{hp_ev} = 0; $pokemon->{substructures}[2]{attack_ev} = 0; $pokemon->{substructures}[2]{defense_ev} = 0; $pokemon->{substructures}[2]{speed_ev} = 0; $pokemon->{substructures}[2]{special_attack_ev} = 0; $pokemon->{substructures}[2]{special_defense_ev} = 0; $pokemon->{substructures}[1]{movements}[0] = $MOVE_THUNDERBOLT; $pokemon->{substructures}[1]{movements}[1] = $MOVE_HIDDEN_POWER; $pokemon->{substructures}[1]{movements}[2] = $MOVE_THUNDER_WAVE; $pokemon->{substructures}[1]{movements}[3] = $MOVE_ROAR; $pokemon->{substructures}[0]{held_item} = $ITEM_LEFTOVERS; } sub modifySkarmory ($pokemon) { $pokemon->{personality} = 0x845BABD6; my $ivs_egg_status_and_ability = $pokemon->{substructures}[3]{ivs_egg_status_and_ability}; my $ability = $ivs_egg_status_and_ability >> 31 & 1; my $egg = $ivs_egg_status_and_ability >> 30 & 1; my $iv_special_defense = $ivs_egg_status_and_ability >> 25 & 0x1F; my $iv_special_attack = $ivs_egg_status_and_ability >> 20 & 0x1F; my $iv_speed = $ivs_egg_status_and_ability >> 15 & 0x1F; my $iv_defense = $ivs_egg_status_and_ability >> 10 & 0x1F; my $iv_attack = $ivs_egg_status_and_ability >> 5 & 0x1F; my $iv_hp = $ivs_egg_status_and_ability >> 0 & 0x1F; ( $iv_hp, $iv_attack, $iv_defense, $iv_special_attack, $iv_special_defense, $iv_speed ) = ( 31, 31, 29, 30, 22, 31 ); $ivs_egg_status_and_ability = 0; $ivs_egg_status_and_ability |= ( ( $ability & 1 ) << 31 ); $ivs_egg_status_and_ability |= ( ( $egg & 1 ) << 30 ); $ivs_egg_status_and_ability |= ( ( $iv_special_defense & 0x1F ) << 25 ); $ivs_egg_status_and_ability |= ( ( $iv_special_attack & 0x1F ) << 20 ); $ivs_egg_status_and_ability |= ( ( $iv_speed & 0x1F ) << 15 ); $ivs_egg_status_and_ability |= ( ( $iv_defense & 0x1F ) << 10 ); $ivs_egg_status_and_ability |= ( ( $iv_attack & 0x1F ) << 5 ); $ivs_egg_status_and_ability |= ( ( $iv_hp & 0x1F ) ); $pokemon->{substructures}[3]{ivs_egg_status_and_ability} = $ivs_egg_status_and_ability; $pokemon->{substructures}[2]{hp_ev} = 0; $pokemon->{substructures}[2]{attack_ev} = 0; $pokemon->{substructures}[2]{defense_ev} = 0; $pokemon->{substructures}[2]{speed_ev} = 0; $pokemon->{substructures}[2]{special_attack_ev} = 0; $pokemon->{substructures}[2]{special_defense_ev} = 0; $pokemon->{substructures}[1]{movements}[0] = $MOVE_SPIKES; $pokemon->{substructures}[1]{movements}[1] = $MOVE_DRILL_PECK; $pokemon->{substructures}[1]{movements}[2] = $MOVE_HIDDEN_POWER; $pokemon->{substructures}[1]{movements}[3] = $MOVE_TAUNT; $pokemon->{substructures}[0]{held_item} = $ITEM_LEFTOVERS; } start;