for me the 'Get System' Pointers to Playtime and Gold are broken. Had a save with maxed gold from right before the update and while the value displayed correctly; going into the shop crashed the game. though getting money didn't cause it to crash and could enter the shop afterward.
Not sure if this would be the right place to ask, but I was wondering if it would be possible to create flags for what endings have been obtained/how many times the game has been finished?
I have clocked it once on my Switch copy and got the PC copy today (and holy crap the difference in graphics! ._. ), but don't really feel like playing through it all again to unlock the new modes.
Failing that, anyone got a save file they can upload for me to unlock the updated modes? Thanks in advance!
I'm able to get invincibility/HP/MP to work for Zangetsu mode. The one thing I noticed is the luck stat for Randomizer mode, the address is different so the 999999 luck script won't work. Actually found a weird way around it, had to change the float itself.
I've cleared the game like 8-9 times on PC but I actually have no idea where the save files are located though.
So does anyone else have the 999999 luck script lower their luck, and also they are not able to download the technique and familiar table. Have these tables been destroyed or just not kept up to date?
I'm able to get invincibility/HP/MP to work for Zangetsu mode. [S]The one thing I noticed is the luck stat for Randomizer mode, the address is different so the 999999 luck script won't work. [/S]Actually found a weird way around it, had to change the float itself.
[S]I've cleared the game like 8-9 times on PC but I actually have no idea where the save files are located though.[/S]
Found them. [USER=1284]@Baesty[/USER]
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Sorry it took so long for me to get back to you, thank you so much! I'll load it up and see if it unlocks the new modes for me. I REALLY appreciate it <3
Update8
- updated the table for the latest steam patch, specifically:
- updated enable script. updated the aobscans for gold base fetching, and updated the current bullet base fetching process.
- updated enemy drop mod script. updated almost all injection points mostly because of slight changes of registers. removed the id drop-down-list, as they were outdated, and I'm lazy to fetch them again or write a lua script to automate the process. just use the fetch id script and hot-keys to input ids, or use pox911's Item ID Generator.
- updated fetch id script. added a caller check to prevent a constant read from interfering when enemies are present.
note that not all scripts are tested.
and the scripts I tested are based on the main game only, yet to play any of the new mods...