Nevermind I got it working through the script change. Though I am getting the same can't progress bug as above. I wait till its my turn, switch on the cheat, change enemy health to 1, and disable it.
It also removes the stones on my side, and the hand still moves in place and I cannot progress.
Here is an example of it in action. When I set eneny health to "1" the Player health jumps to 3000+ randomly without me touching it.
Well that's weird. As i said before, this script is making mini games bugged
So always find a way to make it work by yourself, mine was like i explained in this thread
Leave the script disabled until it's your enemy's turn.
Then turn his value to zero and as soon as he finishes his turn, you win.
That's what I always do and am still doing, still works.
Original script had an error where it is showing the wrong injection point and it pulled the wrong instructions. Correct it with this for the time being until I've finished adding things to the next update I'm making.
Surprised it wasn't crashing and instead just messed the values up since it wasn't getting the right base address most of the time. My update will have a static pointer to the orlog minigame that will populate whenever you enter a city with the game so you won't have to use the script to get it.
Original script had an error where it is showing the wrong injection point and it pulled the wrong instructions. Correct it with this for the time being until I've finished adding things to the next update I'm making.
Surprised it wasn't crashing and instead just messed the values up since it wasn't getting the right base address most of the time. My update will have a static pointer to the orlog minigame that will populate whenever you enter a city with the game so you won't have to use the script to get it.
Now, that's nice to hear that you adding things to the table. Thank you very much for keeping it updated aSwedishMagyar.
And, yeah i was surprised too at first. I mean it's just a really quickdirtyfix just so the table can read the values in the table
Original script had an error where it is showing the wrong injection point and it pulled the wrong instructions. Correct it with this for the time being until I've finished adding things to the next update I'm making.
Surprised it wasn't crashing and instead just messed the values up since it wasn't getting the right base address most of the time. My update will have a static pointer to the orlog minigame that will populate whenever you enter a city with the game so you won't have to use the script to get it.
Hey buddy, back in Jan or Feb you had helped me fix this code snippet that implements the XP multiplier, and I was able to add this into all of the table updates that came out since then, it worked great for several game updates, but now with 1.3.0 it seems to be dead again. Would you be able to identify what needs to be changed? Here is the code:
One other thing.. does the hash ID table still work? I can't seem to get it running. I manually created the valhalla directory and also created empty text files for list_hash, list_name, and list_type because it throws an error if theyre missing. I found some old output files from January, so it looks like I did have it working in the past.., maybe?
I'd really love to learn how to dump all the hash IDs into a text file. It's something that used to be done and included with budabum's updates to the Inventory Editor table, but it's not being supported since 1.3.0 update. If anyone knows of a resource/reference that can help me learn the process, that would be very helpful