Updates:
Update12
- updated the table to work on game v5.0. specifically the [Raid Specific] scripts: Adjust Level Limit Removed, Skills Set Mod, and Always All Medals, all three should still work on game v4.* too.
- updated Aim / Point to Damage to Flashlight / Finger Point to Damage, it works in the Little Miss DLC again now.
- added Player Behaviour Mod
- added Universal Ammo and Reload With Full Clip to the [Items] scripts.
Update11.1
- another small update. added 2 scripts:
- added Aim / Point to Damage and Wet Mod (Sewers Only) under [Misc.] scripts.
Update11
- just a small update to make the table work on game v4.0, also adding a small script:
- added First Person Mod under Camera Mod.
Update10.1
- added Camera Move and Flashlight Camera to Camera Mod
- updated addon a under Universal Model Mod, now the fingerprint scanner in Episode 4 Barry & Natalia works as it should when you're using non-default characters; also it allows the character you chose to Natalia's slot in Barry Campaign to use all the sub-weapons (instead of just smoke bomb).
- added pointers to all Raid Characters' Lvl ([Characters' Level]). credits: clay65
- updated the pointers under [Raid Result], i.e., EXP gained and Money Gained
Update10
- added Evade In Water and Unlock Physical Attack Camera to [Misc.] scripts.
- added Remote Control to [Campaign Specific] scripts.
- added one more addon (addon b) under Universal Model Mod
- changed addon under Universal Model Mod to addon a
- updated Custom Moves and changed it to Moves Mod
- rewrote Lower Camera Height and changed it to Camera Mod
- forgot to credit FluffyQuack Arc Tools. it helped me to locate the moves file needed for the Moves Mod.
Update9
- added Custom Moves and Lower Camera Height to the [Misc.] scripts.
- added Enable Physical Attack for 2nd Character to the [Campaign Specific] scripts.
- updated addon of the campaign's Model Mod to fix Natalia's invisible leg.
- updated campaign's Voice Mod, it doesn't alter the voice when using campaign's default characters (Barry, Claire, Moira, and Natalia), and it doesn't have the voice of Claire, Moria and Natalia to choose from in the Female Voice list. they are fixed now.
- moved campaign's Model Mod and Voice Mod to [Misc.] scripts, as they both works on Raid mode too
- changed Model Mod to Universal Model Mod, as, again, it works on both Campaign and Raid.
Update8.1
- nothing new, just update the table to work on game v3.1. the only script updated is:
- updated [Scripts], the stack chk for the attack type is updated. Inf. Health and No Grab should work properly again.
Update8
- updated the table to work on game v3.0, and added support for the guns wielding behaviour of the 2nd character. in details:
-- updated an inject point in the Enable script to make it works on game v3.0.
-- removed 2 unnecessary injection point in the addon to make it works on game v3.0, also some tweak here and there for 2nd character's guns wielding behaviour.
-- updated Inf. Ammo Pouch, Adjust Level Limit Removed, Skills Set Mod, and Always All Medals to make them work on game v3.0.
-- added Enable Weapon Switching for 2nd Character to [Campaign Specific].
- some minor updates including:
-- changed Pick Up Anything to Enable Weapon Pick Up for 2nd Character, and moved it to [Campaign Specific].
-- moved Remote Torch to [Campaign Specific].
-- updated Accuracy Rank S to cover the 2nd character's accuracy.
Update7.3
- updated Instant Skill Cooldown, it affected the skill duration as well before this update. it works only on skill cooldown now.
- updated the addon script in the Model Mod, mainly to make the holstering weapons character-dependent, rather than chapter-dependent.
- separate the Voice Mod from Model Mod and refined its functionality -- it allows you to use the voice of the character you chose now.
- added Pick Up Anything script.
- added Adjust Level Limit Removed script.
- added pointer to Highlighted Character Lv. for Raid mode.
Update7.2
- added 2 options to the Model Mod for Campaign. check the script descriptions for details.
Update7.1
- updated Model Mod for Campaign. just made it much more stable (e.g. won't crash if a non-existing costume is chosen), but the model glitch you experienced before are still there.
Update7
- updated [Scripts]. the functionality of Inf. Health and No Grab Attack won't kick-in unless they are activated now.
- updated Clear Time S and changed the name to Clear Time Rank Mod, it also works in Campaign Countdown Mode now.
- moved Inf. Countdown to [Misc.] instead of [Raid Specific], as it works on Campaign Countdown Mode too.
- added Model Mod to [Campaign Specific]
EDIT:
forgot to change the description of Remote Torch...
Update6.1
- forgot to remove the two pointers to Blue Life Crystal and Red Life Crystal, as I read you need to pay money for red life crystals. these 2 pointers are removed in this update.
Update6
- changed the scripts layout, they're grouped in categories for easier navigation.
- updated Inf. Sub-Weapon / Skill. forgot to actually implement the script to manipulate the Sub-Weapon's quantity calculation. it works properly on Sub-Weapon now.
- added Accuracy S, Retries S, and Clear Time S for Campaign.
Update5
- updated Inf. Health, on top of blade trap instant kill, it prevent drill from instant kill you now too.
- updated Inf. Ammo Pouch. before this update, the shotguns, magnums, and one rifle would use only 1 ammo pouch to full reload. now fixed.
- merged Inf. Sub-Weapon and Inf. Skill to become Inf. Sub-Weapon / Skill, as suggested by justastic.
- added No Grab Attack, which separated from Inf. Health, as suggested by MisterMisfit.
- added Inf. Disinfectant
- added Remote Torch
- added Inf. Countdown
- added Damage Multiplier
- added Raid - Instant Skill Cooldown
- added Raid - Model Mod
- added Raid - Skills Set Mod
- added Raid - Always All Medals
- added some (but not all) pointers found by rapier (check the notes on the bottom of the post for the links to the posts).
- the table entries are now colored, check it out yourself..
Update4.1
- nothing new script-wise, just to fix some careless bugs and added some pointers and values.
- in the last update (Update4), I made a mistake in the Enable script when trying to comment out the pGP fetching script, that would make the script can't be deactivated once activated. although it won't affect the scripts themselves, I've fixed it anyway.
- re-enable the pSkillsBase fetching script, as I forgot the SP doesn't share between characters, thus the SP pointer on the previous update only shows the Claire's (first character in Raid mode) SP. the pointer to Claire's SP can still be found inside [Raid] though, just for reference.
- added the pointers and values found by rapier. many thanks again!
- note that I haven't test this update myself, the pointers are added remotely by my friend even. if you found the pointers are off, check rapier's post to fix it yourself for now.
Update4
- rewrote Inf. Health to enable the enemies' grab attack again, just don't want to prevent this animation entirely.
- added Inf. Skill
- changed pGP to pRaidBase.
- removed pSkillBase fetching scripts, as it's originate from pRaidBase and is not necessary.
- added a bunch of pointers to Raid mode, see the descriptions below for details.
Update3
- updated Inf. Health, it uses much less codes, and more reliable now.
- separated Inf. Ammo Pouch from Inf. Ammo and make it a standalone script, it also uses a different integrity check now (which should be more reliable too).
- added Inf. Sub-Weapon.
- added the IDs found by rapier to the dropdown list of the item and weapon Type.
- added a bunch of pointers, see the descriptions below for details.
Update2
(last update today before going home... and the game lag like hell on my friend's PC... probably would wait until there's a patch to fix this...)
- added Inf. Health
- added some health pointers
Update1
- rewrote some scripts with alternate injection point.
- added Inf. Herb and Inf. Tourniquet
- added pointers to Inventory
///
Scripts:
:::
[Misc.] scripts:
Inf. Health
- health won't drop below specified Min Health.
- Min Health default: 200.
- with this script activated, you won't die unless you got hit by the Blade Death Trap.
- for the script to work properly, set Min Health to 2 or above.
- works in both Campaign and Raid.
Quote:
in details:
- enemies' grab attack would be ignored if health is below 400 (a cheap precaution of grab attack from instant kill you).
- enemies' heavy attack still bleeds you.
- enemies' drill instant kill won't hurt you at all.
- enemies' attack won't kill you unless you set the Min Health to 2 or below.
- blade trap would still instant kill Claire, but WON'T kill Moira in Chapter 1.
No Grab Attack
- grab attack won't occurred at all with this script on. zombie won't even hurt you when they use grab attack on you.
- works in both Campaign and Raid.
Damage Multiplier
- multiply the damage deal to the enemies by the multiplier specified.
- note that in Raid mode, the on-screen damage won't show the multiplied value.
- multiplier default: x2
- works in both Campaign and Raid.
Flashlight / Finger Point to Damage
- as title says, point the flashlight/finger at enemies/breakables to damage/break them.
- useful when playing Little Miss DLC. have black Natalia point and kill the enemies so that white Natalia can just ran for the goal.
Evade In Water
- allows you to evade when you're walking in water or blood in Episode 3's Claire & Moira Campaign.
- I can't remember if there's a water stage in Raid. but as they both share the same game mechanics, it should works on both Campaign and Raid theoretically.
Inf. Countdown
- the Countdown stop when it reaches the Min Countdown specified.
- Min Countdown default: 60 (secs) (==1 minutes)
- won't affect the on-screen small timer in Campaign Countdown mode and Raid mode.
- made with rapier's findings
- works in both Campaign and Raid.
Player Behaviour Mod
- when activated, you can cycle through "Normal", "Hurt", "Breath Catching", and "Nervous" behaviour of the current controlling player by pressing G in-game.
- you can set it manually by using the dropdown manually via the table.
- works in both Campaign and Raid.
Wet Mod (Sewers Only)
- make the character always wet.
- unfortunately it works properly only when you're in the sewer stage. when in an area nowhere near the sewers, it would just generate some graphical glitch.
- a possible reason is that , this script is forcing ONLY the wet flag to always true when it's activated, and when you are in a place where character can't get wet normally, the game engine doesn't know what texture to toggle to even the script tells the game the character is wet.
- may look into it more later.
Universal Model Mod
- you may choose any character you want to play as and the costume he/she uses in both the Campaign mode and Raid mode.
- using this script would override the effect of [Raid Specific]'s Model Mod.
- choose the character and costume before you start the Campaign or a Raid mission, or choose to retry from the esc menu after you chose the character and costume.
- choosing a costume the game doesn't have would auto-set the costume to the default costume.
- choosing a default costume for a non-default character would use the first costume.
- activate addon a script together before you load a game (or retry the game if you're in game already) or start a mission. this should fix most problem.
- activate addon b together to show the holstered weapons on the back in Raid mode.
- works in both Campaign and Raid.
Quote:
known issues:
- in Campaign, when using Natalia on the first slot, you can't use physical attack properly. just use Custom Moves script to give her the moves would fix the problem.
- in Campaign, when using non-campaign character, they have no voice. which can be fixed by using the Voice Mod script.
- in Campaign, when using Natalia on the first slot, handgun / magnum aiming animation when crouching is messy, but you can still shoot properly. also the weapon changing animation when crouching is messy too.
- when using different character on Natalia slot in Barry's Campaign, to point out a hidden item you need to equip the character with a flashlight.
- when using different character on Natalia slot in Barry's Campaign, when you picked up a brick and attempt to point without a flashlight or gun, the animation would messed up and need to restart from checkpoint to fix that.
Voice Mod
- with this script activated, you can choose to use the default voice sets of the character, or choose a different voice sets for the character. the voice sets are gender-base, that means male character can only use a male voice sets, and a female character can only use a female voice sets.
- load a save after choosing a Voice Sets, or restart the game from last checkpoint if you're in-game already.
- dropdown lists are prepared for the voice sets changing, so you don't need to remember the character's ID.
- can't change to the voice of the characters added in game v4.0. you may still use other characters' voices on them though.
- in Campaign, if, for example, you used the Model Mod to play as Albert Wesker, you'll have to activate this Voice Mod script (just choose Default as his voice sets) for Wesker to have his voice.
- works in both Campaign and Raid.
Quote:
known issues:
- note that the non-Campaign character won't answer you when you tell them to follow, but they'd still answer if you tell them to stay. (with the exception of Evgeny as the game has prepare the "full" voice sets for him (for "the Struggle" DLC).)
Moves Mod
- allows you to change the moves the character uses, e.g., you can use Albert Wesker's moves when playing as Claire.
- if you want to have Natalia to use physical attack, you need to use this script to give her a unique moves.
- load a save after choosing a moves, or restart the game from last checkpoint if you're in-game already.
- the moves of the characters added in game v4.0 is just generic male/female moves, and using them on other characters doesn't gives proper animation anyway. so they are ignored from the ID list.
- works in both Campaign and Raid.
Quote:
known issues:
- the props in the unique moves won't show up though. i.e., the rifle won't show up when using Evgeny's moves; and the hidden blade / handgun won't show up when using Hunk's moves.
- in Raid mod, choose a different moves when playing as Moira doesn't change her moves at all. Moira in Campaign is working fine though.
- when giving Natalia moves, it'd make her change the ladder climbing animation as well, it would make the arm looks funny when she's climbing ladder. she can still climb the ladder normally though.
Camera Mod
- allows you to control the camera x, y, z.
- when x, y, z are zero, the camera would point at the ground right under your character.
- when use proportional y? is no, means, e.g., cam height would point at the area around the head of a female character (their height are 169) only when y is set to 1; cam height would point at the area around Natalia (her height is 138) only when y is set to 0.8; and so on.
- when use proportional y? is yes, means, e.g., when y is set to 1, cam height would point at the area around the character's head no matter how tall the character is.
- so, if you want to adjust the camera to take screenshots of the character, and/or still want to play the game normally, setting use proportional y? to yes would probably be a better idea; if you're just after the screenshots of the scene, you may want to set use proportional y? to no.
- use proportional y? default: yes
- works in both Campaign and Raid.
Aim Camera Mod
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when Aim Camera Mod is NOT activated, the camera behaviour would revert back to normal when you're aiming.
- when Aim Camera Mod is activated, you may set the values of x, y, and z for aiming cam.
- works in both Campaign and Raid.
First Person Mod
- needed to activate BOTH Camera Mod and Aim Camera Mod for this to work properly.
- you may change the camera coord manually to place it right in front of your character head to archive first person actually, just that without activating this script, your hand and the weapon would be hidden as the cam is too close to your character.
- what this script does, besides setting the camera coord to a first person view, is to prevent the game from hiding the character's model when it's too close to the character.
Camera Move
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when activated, it allows you to use the numpad to control the camera.
Quote:
keys:
numpad 8, 2 : move up, down
numpad 4, 6 : move left, right
numpad -, + : zoom in, out
numpad 0 : hold and press the keys above to speed up the movement.
numpad 0&5 : press together to point the camera to the controlling character (this one is a CE hot-key actually)
Flashlight Camera
- being a child script of Camera Mod, it would be available to use after you activate Camera Mod.
- when activated, you may have a different Camera X when you switch on the Flashlight.
- when activated, Camera X would be locked between the value you set before activating Flashlight Camera and the value you of Flashlight Camera X. in another words, you can't change the Camera X yourself when this script is activated.
- it's useful when you've set Camera X ([fCustomCamXYZ+0*4]) to 0 (center on character), and you want to see what you're pointing the Flashlight at when you switch on the Flashlight. otherwise you don't really need to use this script.
Unlock Physical Attack Camera
- allows you to rotate the camera freely when doing finishing moves on a dazed or downed enemy.
- works in both Campaign and Raid.
:::
[Items] scripts:
Inf. Ammo
- Ammo Clip won't drop below 1 (no reload).
- works in both Campaign and Raid.
Inf. Ammo Pouch
- Ammo Pouch won't drop below 1.
- every reload would be a full reload to the weapon's clip max, even if you've only 1 Ammo Pouch left.
- works in both Campaign and Raid.
Universal Ammo
- can reload any weapon with only one type of ammo. e.g., when the universal Ammo Type is set to "Handgun Ammo", you reload a Magnum with handgun ammo instead of magnum ammo.
- best used together with Inf. Ammo Pouch, then you only need to brings one ammo type with you.
- universal Ammo Type can be changed via the table.
- default universal Ammo Type type: Shotgun Ammo
Reload With Full Clip
- allows you to do the reload animation when the clip is full, as long as you've the corresponding ammo pouch with you.
Inf. Sub-Weapon / Skill
- quantity still drop but won't reach 0.
- works in both Campaign and Raid.
Inf. Herb
- quantity still drop but won't reach 0.
- works in both Campaign and Raid.
Inf. Tourniquet
- quantity still drop but won't reach 0.
Inf. Disinfectant
- quantity still drop but won't reach 0.
Inf. Torch
- touch fuel stays full.
:::
[Campaign Specific] scripts:
Enable Weapon Pick Up for 2nd Character
- it allows the 2nd character to pick up guns.
- activate Enable Weapon Switching for 2nd Character to let the 2nd character use guns properly.
- note that the weapons the 2nd character picked will be SAVED after you past a check point (or maybe finished the level, I'm not sure yet), and it can't be revert. so, use with caution. and you should backup your savegame first.
- just remember, backup your savegame first!!!
Enable Weapon Switching for 2nd Character
- allows you to switch weapon when playing the 2nd character.
- have to activate the addon script of the campaign's Model Mod if you want to edit the parts of the 2nd character weapons in the workbench.
- you may place your equipped weapon into the workbench, but beware NOT to add in weapons from the workbench or the game would crash when you tried to switch weapons afterwards, .
- the safe way to use the workbench: edit your 2nd character's weapon by just highlighting a equipped weapon in the workbench, then use CE to edit the highlighted weapon's parts manually (by using the pointers in CE)
- if you want to add a new weapon, use the inventory pointer to swap a useless item to a weapon you want, drop it on the floor and have the 2nd character to pick it up.
Quote:
known issues:
- many non-campaign weapons would be invisible when you first add them. see HeavyGrinder's post for more details. just proceed pass a checkpoint with the newly added weapon, then retry from the checkpoint. the previously invisible weapon's model would be loaded properly then.
- if you're trying to switch a equipped weapon of the 2nd character with a weapon on the floor, the same weapon slot of the 1st character would be dropped on the floor instead, and the weapon that's on your 2nd character originally would be lost and replaced with the weapon on the floor. remember to have your 1st character to pick that up again before you move on.
Enable Physical Attack for 2nd Character
- as title says.
- the 2nd Character still need a melee weapon in order to do a physical attack though. that means in Barry's Campaign, you need to give Natalia (or whichever character you're using to play at her character slot) a melee weapon in order for her to do a physical attack.
- Stealth Kill is consider a physical attack too. that means it allows the 2nd Character to use Stealth kill too.
Remote Control
- press and hold Caps Lock and an in-game action key to control your partner's action.
- that means, with Caps Lock pressed and holding, you can, for example, switch on/off your partner's flashlight, reload your partner's weapons, move your partner, etc..
- activate Sync Action together if you want to control both character at the same time when holding Caps Lock.
Remote Flashlight
- allows you to switch on/off your partner's torch.
- at day time or not-dark-enough place, you can only switch off your partner's torch.
- using Remote Control is a more reliable approach though. you should use that script instead.
Accuracy Rank S
- ensures 100% accuracy.
- works on both characters.
- if you activated it mid-game, and you've fired your weapons before you activate this script, just shoot once more and it would set your Accuracy to 100%.
Retries Rank S
- ensures 0 retires.
- if you've died once (or more) before you activate this script, just die once more (if there's no enemy around, just set your health to 0 via the table) and it would set the retries to 0.
Clear Time Rank Mod
- ensures Clear Time Rank to be the Rank Mod specified.
- Rank Mod default: S, you may choose between S or A.
- this script would set the Clear Time to the Rank S (or A if you changed the Rank Mod yourself)it threshold if your play time exceeded it to ensure a Rank S (or A) to the Clear Time. (that means if your Clear Time is actually faster than Rank S (or A) requirement already, the script won't temper with the Clear Time then.
- works in normal Campaign mode and Campaign Countdown mode
:::
[Raid Specific] scripts:
Adjust Level Limit Removed
- you can set to any level you want to play a mission as. e.g. you can set to lv. 60 for lv. 65 mission even if your character lv. is only 20.
- you may choose to set it in-game or via the table with a number directly.
Instant Skill Cooldown
- as title says.
Model Mod **
- activate and choose a model from the list, then start a mission, you will play as the model chose after the mission is loaded, while still using the weapons/skill sets of the actual character you're using.
- the effect of this script would be override by the Universal Model Mod in the [Misc.] scripts.
- this one is the more stable one as it choose between the existing models for Raid, while Universal Model Mod has more models like the campaign only customs (aka the dirty clothes), and Natalia to choose from.
Skills Set Mod **
- activate and choose a character name from the list, then start a mission, you will play with the skill sets of the character you chose after the mission is loaded, while still playing as the character you're using.
** an example usage of the above 2 scripts:
- choose Pedro in-game, then choose to play as Moira by using Model Mod (or Universal Model Mod if you want), then use the skills set of Leon by using Skills Set Mod, then start the mission. now you can play as Moira with the wave attack of Leon while the medals and exp you earned would count as Pedro's.
- both these 2 scripts are made with rapier's findings
Always All Medals
- with this activated, you'd obtained all medals when a Raid mission ended, even if you've given-up the mission.
- made with rapier's findings
- if you've never finished the mission before, and you gave up during that mission, the clear time would be messed up. just finish it normally and the clear time would back to normal then.
///
Pointers:
the pointers description is outdated, I'm too lazy to type anymore. check the table yourself if you're interested.
:::
for both [Campaign & Raid] mode:
some [Misc.] pointers including:
both players' Health and Max Health
equipped Herbs
some [Equipped Weapons] pointers including:
Type, Ammo Clip and Ammo Pouch of the Wielding Weapon
Type, Ammo and Capacity of the Equipped Weapons
- in Campaign, for the [Equipped Weapons] pointers to show the correct values, you need to access the workbench once first.
:::
for the [Campaign] mode:
BP
some [Workbench] pointers (need to access the workbench first) including:
Slot, Type, and all 6 Slots of Part(s) Equipped of the [Highlighted Weapon]
Type, and all 6 Slots of Part(s) Equipped of the first 2 [Weapon Box] Slots
- drop down list are prepared for the Part(s) Equipped, you can add or swap parts as you see fit.
- if you add a part to, for example, the 5th slot when the weapon has only 4 slot, the part's effect would still kick-in.
all [Parts]' quantity
pointers to all the Item Slots for both character's Inventory ([Inventory 1] and [Inventory 2]) including:
the item's Type, Parts Box Type, Quantity and the Stack Size
- you may change the item by using the drop down menu of the item Type.
- if the item Type is a Parts Box, you can change what the Part is by choosing from the dropdown list of Parts Box Type.
- to add new Weapons by using the Type pointer:
1. produce an item you don't need. e.g. transfer an extra herb to the other character so that the herb occupy an item slot alone.
2. change the Type to a Weapon you desire.
3. back to the game and discard the Weapon.
4. get the Weapon you've just dropped from the floor again, the new weapon will be added to a new weapon slot you have a free one.
5. if you don't have a free weapon slot and you've just switched a weapon you're wielding with the new weapon from the floor, the weapon you left on the floor would appear in the Workbench automatically, so just choose one you want to use currently and move on..
:::
for the [Raid] mode:
some [Misc.] pointers including:
GP, Claire's SP
some pointers for the [Current Character] including:
Character Using, SP, and Highlighted Skill's Lv.
- for the Character Using, it may generate un-wanted results if not used carefully, the results wont be save though, a simple re-enter the Raid mode would fix the problems caused by manipulating this pointer. if you only want to play with the different models, just used the script instead.
- for SP, you need to access the Skills menu once, or move the cursor inside the Skills menu once.
all Raid [Characters' Level]
some [Workbench] pointers including:
Type, Lv., Enhancement Type, # of Firepower Upgrades, # of Firing Rate Upgrades, # of Capacity Upgrades, # of Part Slots and all 6 Slots of Part(s) Equipped of the [Highlighted Weapon]
- drop down list are prepared for the Type, you should be able to swap weapons at will.
- drop down list are prepared for the Enhancement Type.
- drop down list are prepared for the Part(s) Equipped.
- if the pointers aren't showing the correct values, re-highlight the weapon you want to edit again.
all [Parts]' slot, and their Level and Quantity
- drop down list are prepared for all the [Parts]' slots, you can add or swap parts as you see fit.
- the slots are ordered by the time you obtained it, the order will be DIFFERENT than the order provided by the game.
pointers to all the Item Slots in the [Inventory] (works only during mission) including:
the item's Type Quantity and the Stack Size
- didn't test all the item type in Raid mode, some item type may crash the game. for example, changing an item to Parts Box would crash the game, so I've removed the 2 Parts Box IDs from the Type's dropdown list.
some pointers of the [Raid Result] including:
EXP gained and Money Gained
///
Notes:
- if a pointer is not showing the correct value, use your imagination to try some action to let the game access the value first. e.g., if the BP isn't showing the correct value, try access the Skill menu in Campaign mode first.
- many of the values of the item Types, Raid mode Parts' Types, some Raid weapon's pointers, the Raid Character's "Model" pointer, and some Raid mission result pointers are found by rapier, which can be found here, here, here, here, and here. you REALLY should thank rapier if you haven't already~
- the pointers of all the skills level in Raid mode can be found near the pointer to SP (you can use pRaidBase, pRaidBase2, or pSkillsBase to locate them).
- in fact, many Raid related addresses can be located with pRaidBase or pRaidBase2 (or pSkillsBase for current-character-specific info) , as suggested by MasterBuilder.
- this table is supposed to be used in offline gameplay only, any questions concerning online gameplay, online interaction, etc., would be ignored.
- if I'm lucky, no more updates until there are more DLCs (maybe...).
- forgot to credit FluffyQuack for the Arc Tools, I used the tools to view the character files to locate the moves file. without it I would have moved on already without making the moves script.
- well actually thanks FluffyQuack for the mod manager too. without it I'd probably got bored of the game already (I know my friend would. definitely) .0.
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1