Great table overall - a few edits/suggestions for the Damage Modifier Scripts from edit 13:
Ally/Enemy check:
Code: Select all
newmem:
//cmp byte ptr [rsi+54],FF //Original from v.13
cmp word ptr [rsi+56],FFFF // **Changed; looks at 2 byte value of equipped armor
je EnemyHit
//...
The values being compared are related to equipment, where FFFF seems to be empty (including allies if they are unequipped, but enemies don't "wear" armor). There was an edge case where I had something equipped to Vaan that ended in "FF" while playing around with the One-hit code on, and there was a hilarious amount of game overs whenever Vaan walked close to a wolf. This edit held through the entire game with no issue (as long as armor was equipped).
Hero Cannot Die code block:
Code: Select all
CheckHeroCannotDie:
cmp [HeroCannotDie],1
jne originalcode
push rax
movzx eax,word ptr [rsi+48] //**Changed
neg rdx
//...
For some reason (or maybe I haven't updated CE in a while),
movzx eax,[rsi+48]
was injecting as
movzx eax,byte ptr [rsi+48]
, and eventually the numbers would work out to where damage was nullified with ~3000HP left.
Chain/Chain Level seem a little finicky. They display as if they're working, but there's like another internal value that's tied to the game behavior. I tried messing with this a while ago on my first table and couldn't figure it out back then - I only remember crashing the game a lot in the process. It would be cool to see a code where different enemy types didn't break the chain, but more out of curiosity than anything else, as the other table features are more than sufficient to make up for the grinding otherwise spent on chain bonuses.