I do it manually every time. Takes about 5 minutes. Making some kind of a universal bugless auto-patcher would take ... a lot more.
Here's all-in-one pack for v1.0.0-7.
It wasn't me. It was an obfuscator. Every update it randomly gives out names to variables and functions. If yours differ from the ones in mod, then you probably have a different version of the game.
MONEY_PLUS
. Next line would look like this.bf = this.bf + a;
. a
is the amount of money added from monster kill. So setting it to this.bf = this.bf + a * 100;
or this.bf = 9999999;
would give you the desirable effect.That won't be as easy to find as there are at least 2 point for that somewhere in script. I'm actually having more than enough credits with 100% drop rates (every mob drops one 750 credit gemstone).
This doesn't work with "Circuit Override" when I try to reset my circuit.wrote:Trades do not consume items
I'd say everything is possible. But there is a lot of guesswork with obfuscated scripts. There might be save editors already.der_bayer36 wrote: ↑Fri Sep 28, 2018 4:15 pmIs there a way to get a big amount of this one or any specific item?
Code: Select all
vC: function(b, c, d, f) {
if (!(b < 0)) {
this.Wc[b] = this.Wc[b] ? Math.min(this.Wc[b] + (c | 0), 99) : c | 0;
this.spb(b);
sc.ta.cc("items", "total", c);
sc.ta.cc("items", b, c);
a.id = b;
a.xc = c;
a.Gq = d;
a.Gvb = f;
sc.P.Ha(this, sc.td.oja, a)
}
},
c
seems to be a number of items obtained. But you can only guess what kind of event is this (quest, trade, monster drop, other or universal). You can add something like c = c * 10;
after the if (!(b < 0)) {
and see what happens. Just save the game before you do.
Code: Select all
f: function(b, d, f, i) {
this.parent(b, d, f, i);
this.b.type = ig.da.BLOCK;
this.b.F(32, 32, 32);
this.ay = a[i.blockType] || a.SQUARE;
this.b.shape = this.ay.shape;
this.eba = 50; //This is where you change the duration in seconds.
this.Kg = ig.navigation.WR(this, ig.CL.D9);
(b = ig.Rf.get("waterblock")) && this.Dd({
Code: Select all
{
"0": " ",
"label": {
"en_US": "Reset a Circuit (1 token)",
...............
"activeCondition": "", //remove the condition of having 1 token
"showCondition": "tmp.modeCnt > tmp.resetCnt"
}
Code: Select all
"GUARD": {
"steps": [{
"followUp": "guard",
"wait": false,
"viaWalkConfig": false,
"type": "SHOW_ANIMATION",
"anim": "preIdle"
}, {
"perfectGuard": false,
"type": "ADD_SHIELD",
"shield": {
"type": "PLAYER",
"settings": {
"baseFactor": 1,
"strength": "BLOCK_ALL",
"hitResist": "MASSIVE",
"stableOverride": "HEAVY",
"duration": -1,
"range": 1,
"back": false,
"noShieldDamage": true,
"effect": {
"sheet": "specials.neutral",
"name": "shieldTrail"
},
"noDefaultFX": false
}
}
}, {
"time": -1,
"type": "WAIT"
}]
},
It worked! Thank you!1096bimu wrote: ↑Sun Sep 30, 2018 12:36 pm
And if you want infinite rests, you can change the code for the terminal to activate without any requirement for items:
inner-info-ug-1.json:Code: Select all
{ "0": " ", "label": { "en_US": "Reset a Circuit (1 token)", ............... "activeCondition": "", //remove the condition of having 1 token "showCondition": "tmp.modeCnt > tmp.resetCnt" }
Nevermind it never happened, I just freaked myself up...Yakedo wrote: ↑Mon Oct 01, 2018 1:25 pmHey guys, can I ask you a request ? I'm on the 1.0.0 version, and as it was like an eternity since I played that game, I completely forgot that selling core drill was a really bad move. So is it possible to modify the inventory to add it in the save ? That would be great.
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