Closed Mister-Curious closed 1 year ago
@Mister-Curious I already liked it because I can test the range of my archers and in addition to testing my AEV damage
I'm not sure I understand what you mean @DarthxVoid . Are you saying you like semi-invincibility? If so, maybe there could be an option for semi-protection vs full protection. The name is misleading, as the player is certainly not invincible. LOL
@Mister-Curious it would be interesting to have 2 types anyway, and yes I like semi-immortality to test the positioning of my archers And it's not total immortality, I noticed that when we take damage from novistadores or wolves the life bar goes down and dps fills up
Well, went ahead and analyzed what raz0r's trainer does for the invincibility:
em10AtkCk
: ret
at the startem10TorchFrameAtkCk
: ret
at the startem10DragonFireCk
: ret
at the startem10_R1_NeckHang
: ret
at the startem10_R1_NeckHang_Ashley
: ret
at the start (em10_R1_NeckHang_Luis
exists, but it seems raz0r's trainer doesn't touch it?)em10_R1_Bombhold
: ret
at the startem10_R1_Backhold
: ret
at the startem22_R1_JumpAtkHit
: ret
at the startem22_R1_ParaAtkHit
: ret
at the startem25_R1_Bite
: ret
at the startem2a_R1_Trap1Bite
: ret
at the startem2d_R1_JumpKickHit
: ret
at the startem2d_R1_JumpAtkHit
: ret
at the startem2d_R1_A_CatchKick
: ret
at the startem2d_R1_A_CatchHit
: ret
at the startem31_R1_CatchHit
: ret
at the startem31_R1_StepCatchHit
: ret
at the startem35_R1_CatchHit
: ret
at the startem36_R1_CatchHit
: ret
at the startem36_R1_SpineCatchHit
: ret
at the startem39_R1_KnifeHit
: ret
at the startem39_R1_Knife4Atk
: ret
at the startem39_R1_br_T_Kick
: ret
at the startem39_R1_br_T_LowKick
: ret
at the startem3c_R1_AtkWait
: nop
call to j_SetPlDamage(pEm, em3c_plemSurprised)
sub_576900
: ret
at the startsub_57A670
: ret
at the startEmAtkSetDamagePL
: ret
at the startPlBombHitCk
: ret
at the startEmAtkHitCk
: ret
at the startemBarrelRollHitCk
: ret
at the startcPlayer
::dmgCheck
: ret
at the startcSubChar
::dmgCheck
: ret
at the startcSubChar
::damageCheck
: ret
at the startsceAtFunc_damage
: ret
at the startObj41AtkCk
: ret
at the startQuite a lot, tbh. Trainer.cpp
is quite big as is, maybe we should look into splitting that up before making any other changes...
@Mister-Curious, here's a build that implements everything I've mentioned above:
Please let me know if everything works fine. I'd appreciate it if you could do some extensive testing, since this touches quite a bit of code.
Wow man, THANK YOU ! THat was fast!
So after some testing I found a couple of strange things going on. The enemies actually freeze in place once they attack you if invincibility is turned on. The other thing about enemies too is that they wont spawn again if you retry once they are frozen.
Another thing I noticed too was that my shortcut key for changing player speed stopped working with this build. I just thought I would mention all this in case you didn't have time to test it out. I'd really like to test this out some more if there is a chance to get this working.
Thank you!
Ah, right, raz0r's trainer was doing something else that was a bit harder to spot. Could you check if this fixes it?
Thank you so much. Everything seems to work well to keep the player invincible. Will this be included in future builds?
Cheers!
Sorry, forgot to answer you: I'm making a new release soon with these changes.
Describe the feature you'd like to see added
Greetings friends. I'm wiring in hopes to get the Trainer Invincibility mode to be a little more functional, as presently there are numerous ways to still take damage when Invincibility is turned on. Some things that could be added:
I am sure there are more I haven't thought of, but that's kind of the gist of it. I believe that Raz0r's trainer covers all these bases so perhaps just looking at what is going on while that is turned on might be helpful.
Thanks