Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FomaX

Pages: [1]
1
Hellow Again!) :)

I have some progress to make unique all 12 characters with there own slots.
Now i can access to ALL 12 characters in the start of the game, (i have custom partymenu script) and shuffle all of them to make very interesting party combinations )


Without field scripts editing, all characters with there own slots have their corresponding unique abilities, default equips, stats and etc.


But i have a problem - first battle (and other in the same reason) cant start with party members (after battle swril - black screen), which have slot ids 9,10 and 11 (Cinna/Marcus/Blank). I also want to note that party formed correctly before battle start (i can access party menu any time by press f8 key). I test first battle with other party members (by editing field script), which slot ids less 9 (8,7,6 ... etc) - all work fine.

Edit 1:
Now i have new progress: Battle can start! With Cinna/Marcus/Blank. But... Now game crush before end of battle...

Edit 2:

O yeah, i solved the problem with it! Now i can start battle with full 12 slots, with cinna/marcus/blank and game don't crush after first battle ending. But there is still a lot of work!)

To fix some bugs with battle shadows, and there will be others, i think.

Thank's all for your moral support!  ;D

2
Thank you very much for answering, it's great.

1) What about field script vars, which global - is it global through all field scripts? Or only global through functions in current (one) field?
2) What about field script functions? They are somehow related to the AssemblyCSharp.dll ? Where the definitions of this functions?
3) And still no one has been able to expand slots from 9 to 12 to make all 12 characters unique?

4) The condition highlighted below will never be true? My reasoning: Function Main_Init triggered first and once, General_LoadedGame wasn't declared earlier with the value. Or not?
Code: [Select]
Function Main_Init
    set VAR_GlobBool_159 = 0
    set VAR_GlobUInt8_17 = 255
    set VAR_GenBool_191 = 0
    if ( General_LoadedGame == 1 ) {
        set General_FieldEntrance = 10000
    }

Code: [Select]
    set General_LoadedGame = 0

P.S. About DnSpy, i was talking about patched mono.dll, for real time debug. It's just unavailable at github for now. But it's ok, i found it on my other comp, downloaded some time ago.

3
Thanks, it seems this approach is not worth it.
Can you help me with some other things?

1) I have some troubles with searching binaries for dnspy unity mono, only for building, can you linked me for it? Or share from your archives?

2) Its possible to make free to play or continuation after original game ending?

4
Hello guys! I am new here, and full of enthusiasm, have a lot questions, but i need to start with something...
First of all for me, i want to understand some basicly things - in particular: how i can access to field scripts files from p0data7.bin, however without hades workshop (its great and amazing, honor and respect for it, Tirlititi!), i tried to do this with UnityEX, but that's all I got - encoded text instead of scripts...
Guide me - How to get scripts from extracted (and encoded?) files?

Pages: [1]