hold SHIFT key and press the rage key when you are in rage already, instead of exiting rage, you would trigger rage again, stacking the rage effect at the same time. if you 're in rage when playing as Lucy, press "G" to exit rage. when you're in rage, press the rage key/button again to exit rage. you can stay in rage forever once you entered rage. you can enter rage anytime you want, regardless of your current rage bar (you still need to learn the rage skill first). or just don't mesh the relic key, even though you could. just a simple loading map would "fix" this though. NOTE that for the sustaining relics, you should not use it again when its effect is still intact, as the relic's effect aren't supposed to be stack-able, you may have some undesired results, like continues sfx for the electric relic, or you'd have an invisible damage barrier even if the game force remove the sfx after a cut-scene. divine relic would appear to be in cooldown state after usage, but you can actually use the relic again in the cooldown state. skill would appear to be in cooldown state after use, but you can actually use the skill again in the cooldown state. you can keep dashing/rolling even if the bar is emptied. added critical hit mod and sprint key Options: update most scripts with aobscans, as some of them may have a few bytes shifted if jit, results in possible crash. added ignore skill cooldown and ignore skill points. the added filter should have this isolate to the controlling play now. previously there are 2 address being written to the filter's pointer when you have 2 family members present on the map. added shoot speed mod, ignore gemstone, and ignore morv. made a mistake when I was changing the health filer, instead of cmp, I typed mov. updated ignore gemstone, it support the dungeon merchant now. it wont prevent the skill level from going up when learning skills with insufficient skill points now. added ignore skill reset egg and 100% drop rate. now the skill points on the bottom-left ui won't show negative value if you used more skill points than you have while you're in the dungeon. you can still choose to always have 100% enemy/destructible drop rate if you want. I end up with way too many gemstones with the script activated, so I implemented a mod key, so, that the "enemy/destructible drop" would only be affected if the key is being pressed. added a rage stacking function, read descriptions for details also refined the algorithm, took less lines and conditional jmps for the second injection point now. rune durability, and ignore obelisk duration. pick another injection for the "learnable" flag, so that it only manipultae the flag only when you're try to learn, and the ui won't show that you can learn something (with a ! sign) in a still-locked item now. the critical damage multiplier is now applied to the critical damage, instead of replacing the game's critical damage multiplier, so that it won't render the game's own critical damage buff useless. as you can't exit Lucy's Rage with the rage key/button, I made a key to exit the rage. added Mark primary attack range multiplier. added Linda secondary attack mod key and rune 100% activation. have to rewrite all the scripts for the patch, as it's changed from x86 to 圆4, updated the table for patch v1.0.6 (35309c). duplicate method name makes implementing a working aobscan for the caller check very annoying, got bored. updated critical hit mod, as the character's critical hit chance attribute doesn't actually contribute to the calculate process anymore, and using Unity Engine's own random value generator ALONE to determine the chance now, have to change one of the injection point as a result. updated ignore skill reset egg to ignore egg, as it supports using the egg for curing fatigue now. it's updated from the Update4 table, as the game revert back to x86 after patch v1.0.6. updated the table for the latest GOG version (patch 1.1.37 (414ad0)).
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