[XCX] Add some fixes from my repo

This commit is contained in:
lasyan3 2021-01-23 09:02:18 +01:00
parent b04550a2f3
commit b28960dde4
8 changed files with 115 additions and 76 deletions

View File

@ -14,3 +14,5 @@ _over:
blr blr
0x021BC904 = bla _over 0x021BC904 = bla _over
0x021E2020 = bla _over ; Skell Overdrive

View File

@ -11,6 +11,14 @@ $mult = 2
[Preset] [Preset]
name = Damage x 2 name = Damage x 2
[Preset]
name = Damage x 3
$mult = 3
[Preset]
name = Damage x 5
$mult = 5
[Preset] [Preset]
name = Damage x 10 name = Damage x 10
$mult = 10 $mult = 10

View File

@ -6,9 +6,6 @@ moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
; cfs::CfSocialManager::update((float)) ; cfs::CfSocialManager::update((float))
0x022879D0 = nop ; (network test?) allow call to cfs::CfSocialQuestManager::update((void)) 0x022879D0 = nop ; (network test?) allow call to cfs::CfSocialQuestManager::update((void))
; Autoriser accès aux missions d'escouade depuis la console réseau
0x02AC5C10 = li r3, 0 ; menu::CTerminalMenu_SquadQuest::offline
; cfs::CfSocialManager::refreshOrderQuestInfo (called when select an entry in the network console) ; cfs::CfSocialManager::refreshOrderQuestInfo (called when select an entry in the network console)
0x022C805C = nop ; network test : lwz r10, 0x1B0(r30) --> rlwinm. r9, r10, 0,30,30 0x022C805C = nop ; network test : lwz r10, 0x1B0(r30) --> rlwinm. r9, r10, 0,30,30
0x022C8060 = nop ; network test 0x022C8060 = nop ; network test
@ -80,8 +77,12 @@ moduleMatches = 0x30B6E091 ; 1.0.2U
.origin = codecave .origin = codecave
0x02AC5C00 = li r3, 0 ; menu::CTerminalMenu_SquadQuest::offline
0x02B9B0A0 = li r3, 1 ; Disable call to menu::MenuMultiQuestOrder::canOrderWorldEnemy 0x02B9B0A0 = li r3, 1 ; Disable call to menu::MenuMultiQuestOrder::canOrderWorldEnemy
;0x02BA0CE0 = bla _updateRP ; menu::MenuMultiQuestResult::updateEnemyBoss((menu::MenuObject *))
_single: _single:
li r3, 0 li r3, 0
blr blr

View File

@ -32,6 +32,7 @@ blr
_expTreasure: _expTreasure:
li r3, $mod li r3, $mod
mullw r3, r31, r3 mullw r3, r31, r3
mr r31, r3
blr blr
; ---------------------------------------------------------------------------- ; ----------------------------------------------------------------------------

View File

@ -23,7 +23,7 @@ Example, table loot for "Ultra Diamond Spatha":
| Special | Crush: Gain TP | 5 | | Special | Crush: Gain TP | 5 |
| | Night Vision | 10 | | | Night Vision | 10 |
In vanilla, 2 augments have 100% (Melee Accuracy Up and Soft Touch), which means you're guaranteed to always get **at least one of them** on the loot. That doesn't let much room for the others augments... In vanilla, 2 augments have 100% (Melee Accuracy Up and Soft Touch), which means you're guaranteed to always get **at least one of those two** on the loot. That doesn't let much space for the others augments...
Now with the mod, the table loot becomes: Now with the mod, the table loot becomes:
| Category | Augment | Rate (%) | | Category | Augment | Rate (%) |

View File

@ -4,9 +4,9 @@ moduleMatches = 0xF882D5CF, 0x30B6E091, 0xAB97DE6B ; 1.0.1E, 1.0.2U, 1.0.1U
.origin = codecave .origin = codecave
VarVelocityV: VarVelocityV:
.float $vert ; vertical velocity (default is 1.00, speedrun is 1.05) .float $vert
VarVelocityH: VarVelocityH:
.float $horz ; horizontal velocity (default is 1.00, speedrun is 2.0) .float $horz
_setVelocity: _setVelocity:
@ -16,16 +16,17 @@ fdivs f30, f1, f30
blr blr
_setHorizVelocity: _setHorizVelocity:
lis r12, VarVelocityH@ha lis r4, VarVelocityH@ha
lfs f31, VarVelocityH@l(r12) lfs f31, VarVelocityH@l(r4)
fdivs f31, f1, f31 fmuls f1, f1, f31
stfs f1, 0x18(r1)
blr blr
[XCX_MOONJUMP_ALL] [XCX_MOONJUMP_ALL]
moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
0x0264A700 = bla _setVelocity 0x0264A700 = bla _setVelocity
0x0264C0EC = bla _setHorizVelocity 0x0264AD40 = bla _setHorizVelocity
; chr::CIL_BaseJump::decideLandingType((void)) ; chr::CIL_BaseJump::decideLandingType((void))
0x024714E0 = li r3, 5 0x024714E0 = li r3, 5
@ -34,6 +35,6 @@ moduleMatches = 0xF882D5CF, 0x30B6E091 ; 1.0.1E, 1.0.2U
moduleMatches = 0xAB97DE6B ; 1.0.1U moduleMatches = 0xAB97DE6B ; 1.0.1U
0x0264A690 = bla _setVelocity 0x0264A690 = bla _setVelocity
0x0264C07C = bla _setHorizVelocity 0x0264ACD0 = bla _setHorizVelocity
0x02471470 = li r3, 5 0x02471470 = li r3, 5

View File

@ -10,81 +10,100 @@ $horz = 1.0
$vert = 1.0 $vert = 1.0
[Preset] [Preset]
name = "1.0 (default)" name = "Distance x1.0 (default)"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
[Preset] [Preset]
name = "1.5" name = "Distance x1.5"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 1.5 $horz = 1.5
[Preset] [Preset]
name = "1.6" name = "Distance x1.6"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 1.6 $horz = 1.6
[Preset] [Preset]
name = "1.7" name = "Distance x1.7"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 1.7 $horz = 1.7
[Preset] [Preset]
name = "1.8" name = "Distance x1.8"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 1.8 $horz = 1.8
[Preset] [Preset]
name = "1.9" name = "Distance x1.9"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 1.9 $horz = 1.9
[Preset] [Preset]
name = "2.0" name = "Distance x2.0"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 2.0 $horz = 2.0
[Preset] [Preset]
name = "2.5" name = "Distance x2.5"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 2.5 $horz = 2.5
[Preset] [Preset]
name = "3.0" name = "Distance x3.0"
category = Horizontal Velocity category = "Horizontal Velocity (distance reached)"
$horz = 3.0 $horz = 3.0
[Preset] [Preset]
name = "1.0 (default)" name = "Height x1.0 (default)"
category = Vertical Velocity category = "Vertical Velocity (height)"
[Preset] [Preset]
name = "1.02" name = "Height x1.05"
category = Vertical Velocity category = "Vertical Velocity (height)"
$vert = 1.02
[Preset]
name = "1.03"
category = Vertical Velocity
$vert = 1.03
[Preset]
name = "1.04"
category = Vertical Velocity
$vert = 1.04
[Preset]
name = "1.05"
category = Vertical Velocity
$vert = 1.05 $vert = 1.05
[Preset] [Preset]
name = "1.10" name = "Height x1.06"
category = Vertical Velocity category = "Vertical Velocity (height)"
$vert = 1.06
[Preset]
name = "Height x1.07"
category = "Vertical Velocity (height)"
$vert = 1.07
[Preset]
name = "Height x1.08"
category = "Vertical Velocity (height)"
$vert = 1.08
[Preset]
name = "Height x1.09"
category = "Vertical Velocity (height)"
$vert = 1.09
[Preset]
name = "Height x1.10"
category = "Vertical Velocity (height)"
$vert = 1.10 $vert = 1.10
[Preset] [Preset]
name = "2.0" name = "Height x1.20"
category = Vertical Velocity category = "Vertical Velocity (height)"
$vert = 2.0 $vert = 1.20
[Preset]
name = "Height x1.30"
category = "Vertical Velocity (height)"
$vert = 1.30
[Preset]
name = "Height x1.40"
category = "Vertical Velocity (height)"
$vert = 1.40
[Preset]
name = "Height x1.50"
category = "Vertical Velocity (height)"
$vert = 1.50

View File

@ -4,59 +4,64 @@
- **Enemy Statistics mod**: Apply a global percent modificator on all enemies stats (HP, Melee Attack, Melee Accuracy, Ranged Attack, Ranged Accuracy, Potential and Evasion). - **Enemy Statistics mod**: Apply a global percent modificator on all enemies stats (HP, Melee Attack, Melee Accuracy, Ranged Attack, Ranged Accuracy, Potential and Evasion).
- **Escape distance reducer**: Reduce escape distance needed to lose aggro from enemies. - **Escape distance reducer**: Reduce escape distance needed to lose aggro from enemies.
- **Ground Damage multiplicator**: Increase the ground damage dealt by your team (skells not impacted). - **Ground Damage multiplicator**: Increase the ground damage dealt by your team (skells not impacted).
- **Overdrive unlocked**: Overdrive can be used at the beginning of the game. - **Overdrive unlocked**: Overdrive is unlocked and can be used before Chapter 3.
- **Soul Challenges - AutoBattles**: The Soul Challenges QTE are hidden and automatically successful (only affect ground battles, not the QTE on Skell binding and destroying). - **Soul Challenges - AutoBattles**: The Soul Challenges QTE are hidden and automatically successful (only affect ground battles, not the QTE on Skell binding and destroying).
- **Soul Challenges - Difficulty**: The Soul Challenge's difficulty does not increase over time during a battle. - **Soul Challenges - Difficulty**: The Soul Challenge's difficulty (the time left for doing the QTE) does not increase over time during a battle.
- **Soul Challenges - Skell restored**: When your Skell is destroyed during battle, it is restored automatically (you may need to fast travel). - **Soul Challenges - Skell restored**: When your Skell is destroyed during battle, it is restored automatically (you may need to fast travel).
### BLADE mods ### BLADE mods
- **DLC quests unlocked**: DLC Support quests are unlocked and accessible as soon as you become a BLADE member. - **DLC quests unlocked**: DLC Support quests are unlocked and accessible as soon as you become a BLADE member.
- **Gain Reward Tickets from DLC or Time Attack missions**: Add Exchange Tickets in reward of completing Blade missions. There is 2 presets: one which adds tickets to Time Attack missions (same amount that the experience) and another which adds tickets to DLC missions (amount is money divided by 100). - **Gain Reward Tickets from DLC or Time Attack missions**: Add Exchange Tickets in reward for completing Blade missions.
> There are 2 presets:
> 1. Adds (exp) tickets to Time Attack missions
> 2. Adds (money/100) tickets to DLC missions
- **Lv60 skells unlocked (+cheat)**: Unlock the post-game skells and equipment as soon as you become a BLADE member (it also considers you have a Skell Flight License). The "Cheat" preset ignores all requirements for crafting, and also the level requirement to use a Skell. Yes, that means you can get an Ares 90 for free, right after Chapter 2! - **Lv60 skells unlocked (+cheat)**: Unlock the post-game skells and equipment as soon as you become a BLADE member (it also considers you have a Skell Flight License). The "Cheat" preset ignores all requirements for crafting, and also the level requirement to use a Skell. Yes, that means you can get an Ares 90 for free, right after Chapter 2!
- **More Reward Tickets**: Increase the amount of Tickets you get from Squad tasks and missions. Presets with "uncapped" means they ignore the max amount of Tickets you can have. - **More Reward Tickets**: Increase the amount of Tickets you get from Squad tasks and missions. Presets with "uncapped" means they ignore the max amount of Tickets you can have.
- **Offline Global Nemesis missions**: Global Nemesis (both Telethia Plume and Yggralith Zero) are available anytime in the BLADE console. You still need medals to start the battle. - **Offline Global Nemesis missions**: Global Nemesis (both Telethia Plume and Yggralith Zero) are available anytime in the BLADE console. You still need medals to start the battle.
- **Offline Squad tasks and missions**: Squad tasks and missions become available for offline play! When the game starts, a Squad quest is randomly selected (with "Random" preset) and the timer is stopped. - **Offline Squad tasks and missions**: Squad tasks and missions become available for offline play! When the game starts, a Squad quest is randomly selected (with "Random" preset) and the timer is stopped.
> Other presets allow to choose a specific tasks list. (c ) stands for collectible and (t) for Tyrant. > Other presets allow to choose a specific tasks list. (c ) stands for collectible and (t) for Tyrant.
> With "Random" preset, you can change the tasks list with the main menu, Social entry and "Select Squad" entry. > When "Random" preset is selected, you can randomly change the active mission by opening the main menu and select "Social entry" > "Select Squad" command.
### Collectibles mods ### Collectibles mods
- **Catch range mod**: Increase the distance from which you catch a collectible. - **Catch range mod**: Increase the distance from which you catch a collectible.
> By default, you'll get them just when you're close enough to see the blue gem (distance increased by 40.0). There are 3 kind of distances in the game, each with a value of "Range" and "Height": "Inner" (which means when you are at foot), "Doll" (when you have a Skell at land) and "Flight" (which I believe is when you flight, generally in a Skell). All values are editable in the file patches.txt. Also note that the rarity of items is untouched. > By default, you'll get them just when you're close enough to see the blue gem (distance increased by 40.0). There are 3 kind of distances in the game, each with a value of "Range" and "Height": "Inner" (which means when you are at foot), "Doll" (when you have a Skell at land) and "Flight" (which I believe is when you flight, generally in a Skell). All values are editable in the file patches.txt. Also note that the rarity of items is untouched.
- **Ignore 100th**: Prevent from catching a collectible when you already have 99 of them, and doesn't sell it. - **Ignore 100th**: Ignore a collectible if you already have 99 of them.
> This is for endgame runs in which you have plenty of money, many collectibles and doesn't want to be spammed with selling messages when you walk around in the world. > This is for endgame situation in which you have plenty of money, many collectibles and doesn't want to be spammed with selling messages when you walk around in the world.
### Equipment mods ### Equipment mods
- **Armors can have 3 augment slots**: Using L' shop, you can have a maximum of 3 augment slots on any of your **equipped** ground or skell armor (right now this won't work on unequipped). - **Armors can have 3 augment slots**: Using L' shop, you can have a maximum of 3 augment slots on any of your **equipped** ground or skell armor.
- **Unlimited augment upgrades**: Allow you to upgrade up to **15 times** all the augments inside a piece of equipment (as long as you have the resources of course). The "Cheat" preset ignores all requirements. - **Unlimited augment upgrades**: Allow you to upgrade up to **15 times** all the augments inside a piece of equipment (as long as you have the resources of course). The "Cheat" preset ignores all requirements.
- **Unlock all augments**: All augments are known in the BLADE shop. As usual, the "Cheat" preset ignores all requirements for crafing (useful for build testing). - **Unlock all augments**: All augments are known in the BLADE shop. As usual, the "Cheat" preset ignores all requirements for crafing (useful for build testing).
### Experience mods ### Experience mods
- **Battle Points X**: Increase the battle points gained when a new level (or class level) is reached, when completing missions or when exploring. - **Battle Points X**: Increase the battle points gained.
- **BLADE Points X**: Increase the Blade points gained in various situations. - **BLADE Points X**: Increase the Blade points gained.
- **Class Exp Points X**: Increase the class experience points gained in battles, missions, quests and exploration. - **Class Exp Points X**: Increase the class experience points gained.
- **Friend Points X**: Increase the friend points gained during Soul Voice activation in battles. - **Friend Points X**: Increase the friend points gained during Soul Voice activation in battles.
- **Inner Exp Points X**: Increase the experience points gained in battles, missions, quests and exploration. - **Inner Exp Points X**: Increase the experience points gained.
### FrontierNav mods ### FrontierNav Probes mods
- **Miranium income frequency**: Increase the frequency of the FrontierNav Miranium. - **Miranium income frequency**: Increase the frequency of the FrontierNav Miranium income.
- **Miranium income quantity**: Increase the quantity of Miranium gained using FrontierNav. - **Miranium income quantity**: Increase the quantity of Miranium gained using FrontierNav.
- **Money income frequency/quantity**: Those 2 mods do the same for money. - **Money income frequency/quantity**: same as Miranium, but for money.
- **Resources income frequency/quantity**: Those 2 mods do the same for the resources. - **Resources income frequency/quantity**: same as Miranium, but for resources obtained using FrontierNav Probes.
### Graphics mods ### Graphics mods
- **Camera distance mod**: Allow to change the default zoom (which is reset after most cutscenes and this was boring me). - **Camera distance mod**: Change the default zoom.
- **NPC info bubbles distance mod**: Increase the distance from which NPC's yellow speech bubbles are seen. I made this mod to get rid of the frustration not being able to get information from NLA people unless I get very close to each one of them. - **NPC info bubbles distance mod**: Increase the distance from which NPC's yellow speech bubbles are seen.
> I made this mod to get rid of the frustration not being able to get information from NLA people unless I get very close to each one of them.
### HUD mods ### HUD mods
- **Change time at will**: Allow to change time of the day from the eManual entry of the main menu. - **Change time anywhere**: Allow to change time of the day from the eManual entry of the main menu.
### Loot mods ### Loot mods
- **Equipment - Alternate random augments**: - **Equipment - Alternate random augments**: change the way augments are selected during loot generation.
> In vanilla, augments have a percent chance to be selected, some of them have 90 or 100%, while others have less than 10%. > In vanilla, augments have a default percent chance to be selected. For example, augment "Melee Accuracy Up" has 100%, while "Critical Chance Up" has only 5%.
> This mod applies following rule: everything above 80% is capped at 80%, and everything else is set to 20%. > This mod applies following rule: everything above 80% is capped at 80%, and everything else is set to 20%.
- **Equipment - Always best quality**: Equipment looted is always at best quality ("Prime" for ground gear and "Intergalactic" for Skells gear), with "X6X" variants and has always 3 augments and 3 extra free slots. - **Equipment - Always best quality**: Equipment looted is always at best quality ("Prime" for ground gear and "Intergalactic" for Skells gear), with "X6X" variants and has always 3 augments and 3 extra free slots.
- **Equipment - Force count**: Force the number of equipments looted in silver of gold treasures. - **Equipment - Force count**: Force the number of equipments looted in silver or gold treasures.
- **Equipment - Force type**: Force the type of equipment you loot. This mod is designed to make end-game equipment farming easier. **Doesn't work for Skells weapons!** - **Equipment - Force type**: Force the type of equipment looted.
> This mod is designed to make end-game equipment farming easier. **Doesn't work for Skells weapons!**
- **Equipment - Ignore broken**: Get rid of those broken equipments! - **Equipment - Ignore broken**: Get rid of those broken equipments!
- **Materials - Drop ratio mod**: Set a minimum drop ratio for materials. - **Materials - Drop ratio mod**: Set a minimum drop ratio for materials.
- **Treasure Quality**: Select the treasure quality you want to loot (bronze, silver, gold or no chest at all if you just want to kill a lot of monsters quickly without loot). - **Treasure Quality**: Select the treasure quality you want to loot (bronze, silver, gold or no chest at all if you just want to kill a lot of monsters quickly without loot).
@ -81,6 +86,8 @@
### Physics mods ### Physics mods
- **Jump to the Moon!**: Increases the horizontal and vertical velocity of the jump (vanilla values are 1.0 for both). - **Jump to the Moon!**: Increases the horizontal and vertical velocity of the jump (vanilla values are 1.0 for both).
> Horizontal velocity is the distance you reach when jumping.
> Vertical Velocity is the height of the jump (works while idle, walking and sprinting)
- **Run Forrest, run!**: Increases the speed of sprinting. - **Run Forrest, run!**: Increases the speed of sprinting.
### Weather mods ### Weather mods