@edale Alright, attached a new file. I tried to clean up the cheats, fixed the xp min cheat since it wasn't being used at all, shrunk the if blocks to just the parts that needed to be affected to make the cheats work, added comments here and there, and also added a few more cheats I wrote for myself. Learning to modify existing stuff is a fun way to learn programming and has the benefit of instant gratification! It was one of the biggest ways I learned how code worked wayyyy back in the day. Modded Fallout 1/2, Jedi Knight 2/A, KotOR I/II, etc.
I'm also looking into the UI for the game to see if it would be possible to add an in-game menu where you could toggle the cheats. They're already stored in variables so I don't see why it wouldn't be possible to toggle them live, it's easy enough via the dev tools. Still stumbling around trying to learn the UI code though, so no promises
EDIT: The UI was tricky but very doable. Added a newer file that includes a cheat menu you can access from within the pause menu. It's a very spartan menu but even that was hard enough! It also has full keyboard support which I hope translates to full controller support but I didn't have any on hand to test with. You can even move the sliders more quickly if you're holding either the quick menu or dash buttons (different speeds) while pressing left and right. They don't save though, so unless you edit the js to suit your needs you'll be changing them each time you boot the game. Eventually it'd be nice to have them save but it's at least nice to be able to change stuff in-game and see how it all feels.
Still working on that CCLoader support. I got it to load in game but the UI for the menu is super weird... debugging...
EDIT2: Got the CCLoader implementation working. It was tricky but fun to rewrite all the cheats to work on a gray-box level. Uploaded to [Link]
if anyone wants to give that version a shot. Already sent a PR to get it added to [Link]
so hopefully it'll be there soon.