存放P1的位置为X
X+1152		全局PauseTime
X+1188		全局SuperPauseTime
X+1244		RoundState

P		Name地址
P+28		IsHelper
P+80		Const(data.life)
P+84		Const(data.power)
P+88		Const(data.attack)
P+92		Const(attack.z.width.front)
P+96		Const(attack.z.width.back)
P+100		Const(data.airjuggle)
P+104		Const(size.attack.dist)
P+108		Const(size.proj.attack.dist)
P+116		Def
P+120		Const(fall.defence_mul)
这部分往下都不太确定，所以没写。。。
P+ 		Const(data.liedown.time)
P+ 		Const(x.scale)
P+ 		Const(y.scale)
P+ 		Const(size.ground.back)
P+ 		Const(size.ground.front)
P+ 		Const(size.air.back)
P+ 		Const(size.air.front)
P+ 		Const(size.height)
P+ 		Const(size.proj.doscale)
P+ 		Const(size.head.pos.x)
P+ 		Const(size.head.pos.y)
P+ 		Const(size.mid.pos.x)
P+ 		Const(size.mid.pos.y)
P+ 		Const(size.shadowoffset)
P+ 		Const(velocity.walk.fwd)
P+ 		Const(velocity.walk.back)
P+ 		Const(velocity.walk.up)
P+ 		Const(velocity.walk.down)
P+ 		Const(velocity.run.fwd.x)
P+ 		Const(velocity.run.fwd.y)
P+ 		Const(velocity.run.back.x)
P+ 		Const(velocity.run.back.y)
P+ 		Const(velocity.run.down.x)
P+ 		Const(velocity.run.down.y)
P+ 		Const(velocity.run.up.x)
P+ 		Const(velocity.run.up.y)
P+ 		Const(velocity.jump.neu.y)
P+ 		Const(velocity.jump.neu.x)
P+ 		Const(velocity.jump.fwd)
P+ 		Const(velocity.jump.back)
P+ 		Const(velocity.jump.up)
P+ 		Const(velocity.jump.down)
P+ 		Const(velocity.runjump.fwd.y)
P+ 		Const(velocity.runjump.fwd.x)
P+ 		Const(velocity.runjump.back.x)
P+ 		Const(velocity.runjump.up)
P+ 		Const(velocity.runjump.down)
P+ 		Const(velocity.airjump.num)
P+ 		Const(velocity.airjump.height)
P+ 		Const(velocity.airjump.neu.y)
P+ 		Const(velocity.airjump.neu.x)
P+ 		Const(velocity.airjump.fwd)
P+ 		Const(velocity.airjump.back)
P+ 		Const(velocity.airjump.up)
P+ 		Const(velocity.airjump.down)
P+ 		Const(movement.yaccel)
P+ 		Const(movement.stand.friction)
P+ 		Const(movement.crouch.friction)
P+ 		Const(data.sparkno)
P+ 		Const(data.guard.sparkno)
P+ 		Const(data.KO.echo)
P+ 		Const(data.draw.offset.x)
P+ 		Const(data.draw.offset.y)
P+ 		Const(data.IntPersistIndex)
P+ 		Const(data.FloatPersistIndex)
P+ 		Const(movement.air.gethit.groundrecover.x)
P+ 		Const(movement.air.gethit.groundrecover.y)
P+ 		Const(movement.air.gethit.airrecover.mul.x)
P+ 		Const(movement.air.gethit.airrecover.mul.y)
P+ 		Const(movement.air.gethit.airrecover.add.x)
P+ 		Const(movement.air.gethit.airrecover.add.y)
P+		Const(movement.air.gethit.airrecover.back)
P+ 		Const(movement.air.gethit.airrecover.fwd)
P+ 		Const(movement.air.gethit.airrecover.up)
P+ 		Const(movement.air.gethit.airrecover.down)
P+ 		Const(movement.stand.friction.threshold)
P+ 		Const(movement.crouch.friction.threshold)
P+ 		Const(movement.air.gethit.groundlevel)
P+ 		Const(movement.air.gethit.groundrecover.ground.threshold)
P+ 		Const(movement.air.gethit.groundrecover.groundlevel)
P+ 		Const(movement.air.gethit.airrecover.threshold)
P+ 		Const(movement.air.gethit.airrecover.yaccel)
P+ 		Const(movement.air.gethit.trip.groundlevel)
P+ 		Const(movement.down.bounce.offset.x)
P+ 		Const(movement.down.bounce.offset.y)
P+ 		Const(movement.down.bounce.yaccel)
P+ 		Const(movement.down.bounce.groundlevel)
P+ 		Const(movement.down.friction.threshold)
P+432		Player-enable-set---(为0时自身会不存在,为1时代表存在,效果和键盘按ctrl+alt+P侧的效果是一样的)
P+436		暂停标志---(为0时不暂停,为1时会暂停自身)
P+440		Life
P+444		LifeMax
P+552		Pausemovetime---(当此处的值小于或等于全局PauseTime的时候,才有解除暂停的效果)
P+556		Supermovetime---(当此处的值小于或等于全局SuperPauseTime的时候,才有解除暂停的效果)
P+3252		默认Cns地址
P+3276		StateNo
P+3280		PrevStateNo
P+3796		Time---(此处的值-1才是游戏中debug下显示的Time)
P+3800		StateType---(1=S,2=C,3=A)
P+3804		MoveType---(0=I,1=A,2=H)
P+3840		Alive
P+4268		SysVar(0)
P+4288		SysFVar(0)
P+4312		Hitby1
P+4316		Hitby2
P+4320		Hitby和Nothitby的持续时间
P+5436		PalNo---(此处的值+1才是真实的P数)
P+5504		显示上的色表---(更改之后只会影响人物的颜色,实际上还是原本的P数,并且每次开局都会复原)


其他的话，懒得找了，就靠你们了