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""" |
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This script manipulates the SCUM database for the single player mode to |
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increase the level of all skills and attributes to max (or the value of |
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your choice). |
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Edit the constants below to change the target values for the skills and |
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attributes. Default is maxed out. |
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|
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Tested with Python 3.11 on August 5th, 2023 with SCUM Build 0.9.101.72873 |
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""" |
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from dataclasses import dataclass |
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import datetime as dt |
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import os |
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from pathlib import Path |
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import shutil |
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import sqlite3 |
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import struct |
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import traceback |
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from typing import Literal |
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|
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#### Configuration #### |
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|
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## Main attributes ## |
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SET_ATTRIBUTES = { |
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"BaseStrength": 8.0, # 1.0 to 8.0 |
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"BaseConstitution": 5.0, # 1.0 to 5.0 |
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"BaseDexterity": 5.0, # 1.0 to 5.0 |
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"BaseIntelligence": 5.0, # 1.0 to 5.0 |
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} |
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|
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## Skills ## |
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""" |
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You can remove skills from the list below and they will not be changed. |
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If a new skill is added to the game, you can add it to the list below. |
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The first number in each line is the skill level (0 - 3) |
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The second number is the skill experience (0 - 10000000) |
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""" |
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SET_SKILLS = { |
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"BoxingSkill": (3, 10000000), |
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"AwarenessSkill": (3, 10000000), |
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"RiflesSkill": (3, 10000000), |
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"SnipingSkill": (3, 10000000), |
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"CamouflageSkill": (3, 10000000), |
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"SurvivalSkill": (3, 10000000), |
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"MeleeWeaponsSkill": (3, 10000000), |
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"HandgunSkill": (3, 10000000), |
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"RunningSkill": (3, 10000000), |
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"EnduranceSkill": (3, 10000000), |
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"TacticsSkill": (3, 10000000), |
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"CookingSkill": (3, 10000000), |
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"ThieverySkill": (3, 10000000), |
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"ArcherySkill": (3, 10000000), |
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"DrivingSkill": (3, 10000000), |
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"EngineeringSkill": (3, 10000000), |
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"DemolitionSkill": (3, 10000000), |
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"MedicalSkill": (3, 10000000), |
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"MotorcycleSkill": (3, 10000000), |
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"StealthSkill": (3, 10000000), |
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"AviationSkill": (3, 10000000), |
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"ResistanceSkill": (3, 10000000), |
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"FarmingSkill": (3, 10000000), |
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} |
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# Other constants |
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USER = os.getlogin() |
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DB_PATH = Path(f"C:/Users/{USER}/AppData/Local/SCUM/Saved/SaveFiles/SCUM.db") |
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BODY_SIM_KEY_PADDING = 5 |
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BODY_SIM_VALUE_PADDING = 10 |
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@dataclass |
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class PropertyType: |
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"""Just a small class to define property types as they occur in the body simulation blob.""" |
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name: bytes |
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width: int # in bytes |
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# Used for converting with Python types |
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struct_type: Literal["<d", "<f", "<?"] |
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DoubleProperty = PropertyType(name=b"DoubleProperty", width=8, struct_type="<d") |
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FloatProperty = PropertyType(name=b"FloatProperty", width=4, struct_type="<f") |
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BoolProperty = PropertyType(name=b"BoolProperty", width=1, struct_type="<?") |
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def load_prisoner(con: sqlite3.Connection, id: int): |
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"""Load prisoner from database.""" |
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cur = con.execute("SELECT * FROM prisoner WHERE id = ?", (id,)) |
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result = {desc[0]: val for desc, val in zip(cur.description, cur.fetchone())} |
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return result |
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def save_prisoner(con: sqlite3.Connection, prisoner: dict): |
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"""Updates prisoner in database. Currently only sets body_simulation.""" |
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return con.execute( |
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"UPDATE prisoner SET body_simulation = ? WHERE id = ?", |
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(prisoner["body_simulation"], prisoner["id"]), |
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) |
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def update_body_sim(body_sim: bytearray, key: bytes, value: float, property_type: PropertyType): |
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# Find the key in the body simulation blob |
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key_offset = body_sim.index(key) |
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|
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# Make sure we are using the correct property type |
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assert ( |
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body_sim[ |
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key_offset |
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+ len(key) |
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+ BODY_SIM_KEY_PADDING : key_offset |
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+ len(key) |
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+ BODY_SIM_KEY_PADDING |
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+ len(property_type.name) |
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] |
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== property_type.name |
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) |
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# Calculate offset of actual value |
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value_offset = ( |
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key_offset |
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+ len(key) |
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+ BODY_SIM_KEY_PADDING |
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+ len(property_type.name) |
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+ BODY_SIM_VALUE_PADDING |
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) |
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# Convert value to bytes |
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value_bytes = struct.pack(property_type.struct_type, value) |
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# Update value in body sim blob |
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body_sim[value_offset : value_offset + property_type.width] = value_bytes |
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def update_skills(con: sqlite3.Connection, prisoner: dict): |
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"""Sets all skills to max level in the database.""" |
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for (name,) in con.execute( |
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"SELECT name FROM prisoner_skill WHERE prisoner_id = ?", (prisoner["id"],) |
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): |
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if name not in SET_SKILLS: |
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continue |
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new_level, new_experience = SET_SKILLS[name] |
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# Finally, update the XML and other fields in the database |
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con.execute( |
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"UPDATE prisoner_skill SET level = ?, experience = ? WHERE prisoner_id = ? AND name = ?", |
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(new_level, new_experience, prisoner["id"], name), |
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) |
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def choose_prisoner(con: sqlite3.Connection): |
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"""Choose prisoner to update.""" |
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cur = con.execute( |
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"SELECT prisoner.id, user_profile.name FROM prisoner LEFT JOIN user_profile ON prisoner.user_profile_id = user_profile.id WHERE user_profile.authority_name is ?", |
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(None,), |
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) |
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print("\nFound prisoners in local single player:\n") |
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for id, name in cur: |
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print(f'"{name}" with ID {id}') |
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return int(input("\nEnter prisoner ID: ")) |
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def main(): |
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print("Backing up database... ") |
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filename_safe_iso = dt.datetime.now().isoformat().replace(":", "-") |
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backup_path = DB_PATH.with_name(f"SCUM-bak-{filename_safe_iso}.db") |
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shutil.copy(DB_PATH, backup_path) |
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print(f"Backed up to: {backup_path}") |
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print("\nConnecting to database...") |
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con = sqlite3.connect(DB_PATH) |
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# Choose prisoner interactively |
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prisoner_id = choose_prisoner(con) |
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print(f"Loading prisoner with ID {prisoner_id}...") |
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prisoner = load_prisoner(con, prisoner_id) |
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print("\nUpdating attributes... ", end="") |
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body_sim = bytearray(prisoner["body_simulation"]) |
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for attribute, value in SET_ATTRIBUTES.items(): |
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update_body_sim( |
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body_sim, |
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attribute.encode("ascii"), |
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value, |
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DoubleProperty, |
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) |
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prisoner["body_simulation"] = bytes(body_sim) |
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save_prisoner(con, prisoner) |
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print("Success!") |
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print("Updating skills... ", end="") |
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update_skills(con, prisoner) |
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print("Success!") |
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con.commit() |
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input("\nAll done! Press enter to exit.") |
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if __name__ == "__main__": |
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try: |
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main() |
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except KeyboardInterrupt: |
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print("\nExiting...") |
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except Exception: |
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print("\n\nSomething went wrong...\n\n") |
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traceback.print_exc() |
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input("\n\nPress enter to exit.") |
@FoxMulder13 Glad to hear it!