Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improving Invincibility #417

Closed
Mister-Curious opened this issue Dec 30, 2022 · 10 comments
Closed

Improving Invincibility #417

Mister-Curious opened this issue Dec 30, 2022 · 10 comments

Comments

@Mister-Curious
Copy link

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:

  • dog attacks
  • novistador attacks
  • Bear traps
  • Errand Grenades (thrown from player)
  • Exploding ETM objects (barrels, fire extinguishers)
    -Type A AEV damage (Fire in r201)

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

@Mister-Curious Mister-Curious changed the title Improving Invinicibility Improving Invincibility Dec 30, 2022
@DarthxVoid
Copy link

@Mister-Curious I already liked it because I can test the range of my archers and in addition to testing my AEV damage

@Mister-Curious
Copy link
Author

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

@DarthxVoid
Copy link

@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

@nipkownix
Copy link
Owner

nipkownix commented Dec 30, 2022

Well, went ahead and analyzed what raz0r's trainer does for the invincibility:

  • em10AtkCk: ret at the start
  • em10TorchFrameAtkCk: ret at the start
  • em10DragonFireCk: ret at the start
  • em10_R1_NeckHang: ret at the start
  • em10_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 start
  • em10_R1_Backhold: ret at the start
  • em22_R1_JumpAtkHit: ret at the start
  • em22_R1_ParaAtkHit: ret at the start
  • em25_R1_Bite: ret at the start
  • em2a_R1_Trap1Bite: ret at the start
  • em2d_R1_JumpKickHit: ret at the start
  • em2d_R1_JumpAtkHit: ret at the start
  • em2d_R1_A_CatchKick: ret at the start
  • em2d_R1_A_CatchHit: ret at the start
  • em31_R1_CatchHit: ret at the start
  • em31_R1_StepCatchHit: ret at the start
  • em35_R1_CatchHit: ret at the start
  • em36_R1_CatchHit: ret at the start
  • em36_R1_SpineCatchHit: ret at the start
  • em39_R1_KnifeHit: ret at the start
  • em39_R1_Knife4Atk: ret at the start
  • em39_R1_br_T_Kick: ret at the start
  • em39_R1_br_T_LowKick: ret at the start
  • em3c_R1_AtkWait: nop call to j_SetPlDamage(pEm, em3c_plemSurprised)
  • sub_576900: ret at the start
  • sub_57A670: ret at the start
  • EmAtkSetDamagePL: ret at the start
  • PlBombHitCk: ret at the start
  • EmAtkHitCk: ret at the start
  • emBarrelRollHitCk: ret at the start
  • cPlayer::dmgCheck: ret at the start
  • cSubChar::dmgCheck: ret at the start
  • cSubChar::damageCheck: ret at the start
  • sceAtFunc_damage: ret at the start
  • Obj41AtkCk: ret at the start

Quite a lot, tbh. Trainer.cpp is quite big as is, maybe we should look into splitting that up before making any other changes...

@nipkownix
Copy link
Owner

@Mister-Curious, here's a build that implements everything I've mentioned above:

dinput8-Invincibility.zip

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.

@Mister-Curious
Copy link
Author

Wow man, THANK YOU ! THat was fast!

@Mister-Curious
Copy link
Author

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!

@nipkownix
Copy link
Owner

Ah, right, raz0r's trainer was doing something else that was a bit harder to spot.
Could you check if this fixes it?

dinput8-inv.zip

@Mister-Curious
Copy link
Author

Thank you so much. Everything seems to work well to keep the player invincible. Will this be included in future builds?

Cheers!

@nipkownix
Copy link
Owner

Sorry, forgot to answer you: I'm making a new release soon with these changes.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants