@Kefka: Yes, it is possible with dnSpy again. In the "btl_calc::CalcMain", you need to put the line "btl_calc.CalcSub_15E(cALC_VAR);" a bit everywhere ^^'
Again, having a look at this file makes it easier to read the spell effects before editing the real thing (that has idiotic names and is harder to read).
For example, go to the "case 19" (Physical Strike effect) and change it to this:
case 19:
btl_calc.CalcSub_13A(cALC_VAR);
btl_calc.CalcSub_141(cALC_VAR);
btl_calc.CalcSub_143(cALC_VAR);
btl_calc.CalcSub_159(cALC_VAR);
if (btl_calc.CalcSub_152(cALC_VAR))
{
btl_calc.CalcSub_15E(cALC_VAR);
btl_calc.CalcSub_203(cALC_VAR);
btl_calc.CalcSub_270(cALC_VAR);
}
break;
You should put the line before the "CalcSub_20X" ("DoSetDamage_..." in the readable version).
Hi Tirlititi, sorry for the late reply to the Ipsen Curse topic, but it took me a while to play up to that point in the game (my first playthrough with the Steam version). Plus, I've never used dnSpy before so I also had to learn debugging and stuff (still more of a beginner, lol..).
Anyway, I've found the btl_calc::CalcMain and tried to edit it like you told me (thanks for the easier to read version of the Btl_calc function, by the way), however afterwards when I click on 'compile' I get several entries of the following message:
"CS0266: Cannot implicitly convert type 'int' to 'byte'. An explicit conversion exists (are you missing a cast?)"
and in one case also the following:
"CS1503: Argument2: Cannot convert type 'int' to 'byte'."
The strange thing is, these error messages refer to places in the code that I didn't even edit. It also happens when I try to compile again without editing anything, so these errors must be in the vanilla code already. And because of this I can't seem to save my changes. Do you know what's going on?
On a related note, you said to always insert the line "btl_calc.CalcSub_15E(cALC_VAR);" right above the "DoSetDamage..." line. This works for Physical Strike, Magic Weapon, Throw, Spear & Trance Spear, and Sword Magic. However, there are other physical skills like Dark Side and Lancer which don't have a "DoSetDamage..." line, so I'm unsure of where I should add the "btl_calc.CalcSub_15E(cALC_VAR);" in these cases.