![]() ![]() If you're curious with how to unlock certain things, some things are locked behind the character's rank so you'll need to adjust that when needed. Other than that, I've relabeled certain values how I saw fit and have also kept certain values labeled with their variable name so you can just play around with it and get a feel for how the table works. You'll need to experiment with when you can adjust the value. as the value will just update itself back to what it was. You'll also noticed, in certain circumstances, you won't be able to edit certain values if something is equipped, on screen, or etc. However, if you add or remove a gun, you'll want to reactivate the gun index selecting script so it can readjust itself. The thing you'll need to know, for them, is, for example, the guns' values are mixed together, intersecting may be a better word, and I've set it up so you can select which gun, by index, and the values will be distanced accordingly. Dunno if that's the accurate thing to call them, but it felt good to me. So, in this case, I have an address item underneath called Alt Value Type so you'll still be able to edit it.Īnother thing that's a little tricky is the list of guns (Weapons), parts (Attachments), and ATPT (Artifacts) is that there in a list located elsewhere and I called them "Value Pools". All values should be a Double value type, but I've noticed, when loading the save data, the values can be 4 bytes if they haven't been accessed yet. in the Object Instances -> obj_User area. You can find your general stuff like unlocked skins, characters, orbs, and crystals in the Global Variables area and your items, guns, etc. Critadel.zip Password: geo Compressed with 7-Zip-zstd (8.67 KiB) Downloaded 166 timesĮdit: Changed internal code of table and added more alt value type address items. ![]()
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