Wonder if fearlessrevolution will do an invulnerable option as I'm having a hard time figuring that out for my table.
I havn't played the game yet so I'm sorry for being ignorant here but how is "invulnerable" could be different to "infinite hp"? Are there mechanics that could still kills you?
Unless you mean your character doesnt react to an attack kind of way(invincibility?)
Yeah I mean getting not hit at all. With infinite health you still get hit by enemies and your combos get interrupted. Invul would make
it so that enemy attacks would just go through you and combos will not get interrupted.
Wonder if fearlessrevolution will do an invulnerable option as I'm having a hard time figuring that out for my table.
I havn't played the game yet so I'm sorry for being ignorant here but how is "invulnerable" could be different to "infinite hp"? Are there mechanics that could still kills you?
Unless you mean your character doesnt react to an attack kind of way(invincibility?)
Yeah I mean getting not hit at all. With infinite health you still get hit by enemies and your combos get interrupted. Invul would make
it so that enemy attacks would just go through you and combos will not get interrupted.
Wonder if fearlessrevolution will do an invulnerable option as I'm having a hard time figuring that out for my table.
I havn't played the game yet so I'm sorry for being ignorant here but how is "invulnerable" could be different to "infinite hp"? Are there mechanics that could still kills you?
Unless you mean your character doesnt react to an attack kind of way(invincibility?)
If we go by DMC4SE, the engine should have 3 different 'god modes' (assuming they kept it the same).
There's the normal 'take no damage' where you do not lose HP at all but you can still get hit and suffer combo breaks. Then there's the bit where you will take HP damage normally up until you reach 0 HP, but will not die... and finally there's the invulnerable which you cannot even get hit, you lose your hurtbox completely.
If there's a way to hook the 3rd option it would pretty much be ideal.
[ENABLE]
aobscanmodule(aobinvulnerable,DevilMayCry5.exe,83 BB B0 02 00 00 FF 0F 85 * * * * 80 BB * * 00 00 00 0F 85 * * * * 80 BB * * 00 00 00) // should be unique
alloc(newmem,$1000,"DevilMayCry5.exe"+1653498D)
label(code)
label(return)
newmem:
push rax
push rcx
mov rax,[rbx+A8]
test rax,rax
je short code
mov rax,[rax+10]
test rax,rax
je short code
mov rcx,0061006C0050002F //'/Pla'
cmp [rax+20],rcx
jne short code
mov rcx,002F007200650079 //'yer/'
cmp [rax+28],rcx
jne short code
cmp rsp,0
jmp short skipcode
code:
cmp dword ptr [rbx+000002B0],-01
skipcode:
pop rcx
pop rax
jmp return
aobinvulnerable:
jmp newmem
nop
nop
return:
registersymbol(aobinvulnerable)
[DISABLE]
aobinvulnerable:
db 83 BB B0 02 00 00 FF
dealloc(newmem)
unregistersymbol(aobinvulnerable)
Holy shit! Haven't tried this script yet, but if it works as intended (why wouldn't, right?), I think I'll jump out the window.
Thanks for another trainer update!
Just got home from class and it does not let me paste the script into my table haha
Not sure what the problem is, maybe I didn't declare the label "skipcode", but in CE 6+ it's not required to declare labels like that. Or maybe because I didn't include the xml data (can't paste into CE's main window without it. I just posted the raw script, which should be pasted into the auto assemble window)
I guess I should just upload the ct file.
I know this may be a bit of a stretch. But would it be possible to add in a function that allows players to attack but then unfinish the animation to attack immediately again?
So basically it wont finish the animation and then automatically go to the next button press. I think i might be referring to something like TAS. But the idea is just to skip the unfinished animation and straight to the next attack.
Not sure how difficult this is, But i was just curious if it's something that could be added in the future. Thanks in advance.