03-01-2009, 03:06 PM
Newest Version: [14/08/09]: http://www.mediafire.com/?nxmmnk0lnjj
EXE needed to get the dll to load : http://www.mediafire.com/?qzkzzvhfvdv
How to patch your exe to load the dll : http://www.lf-empire.de/forum/showthread.php?tid=2521
Tutorial for setting up the compiler: http://www.lf-empire.de/forum/showthread.php?tid=2265
EXE needed to get the dll to load : http://www.mediafire.com/?qzkzzvhfvdv
How to patch your exe to load the dll : http://www.lf-empire.de/forum/showthread.php?tid=2521
Tutorial for setting up the compiler: http://www.lf-empire.de/forum/showthread.php?tid=2265
Update 14/08/09 (Click to View)
Ok, don't know if anyone noticed, but the last version only worked with type 0 objects, it was a cheap fix on my part for a stupid bug which occurred.
Now it is fixed properly!!!!!!!!!!#@!$#@$#@ Timestop was really annoying, but I think I got 90% of the bugs out by now!
Now it is fixed properly!!!!!!!!!!#@!$#@$#@ Timestop was really annoying, but I think I got 90% of the bugs out by now!
Update 12/08/09 (Click to View)
Fixed timestop bugs, please report anymore bugs
Update 02/08/09 (Click to View)
*Split code into more include files + commented rarara.asm to show which proc is located in which file.
*Removed the generic AI (no point of it really)
*Fixed the Max HP bug (all objects o pointed with 10hp - just had to add a jump which was mistakenly deleted)
*Added the perspective tag
*Added new opoint kinds:
They are used to spawn weapons into your hand. Normally you used kind 2, but that made you hold the weapon like a type 1 weapon no matter what. Now it works like this:
kind 3 = hold it like type 2
kind 5 = hold it like type 4
kind 6 = hold it like type 5
kind 7 = hold it like type 6
etc etc. basically hold it like [kind - 1]. I plan to make new weapon types, so I decided to make it like that.
*Added timestop (all known bugs are now fixed) (uses state 1xxxx , xxxx = timer).
*Removed the generic AI (no point of it really)
*Fixed the Max HP bug (all objects o pointed with 10hp - just had to add a jump which was mistakenly deleted)
*Added the perspective tag
*Added new opoint kinds:
They are used to spawn weapons into your hand. Normally you used kind 2, but that made you hold the weapon like a type 1 weapon no matter what. Now it works like this:
kind 3 = hold it like type 2
kind 5 = hold it like type 4
kind 6 = hold it like type 5
kind 7 = hold it like type 6
etc etc. basically hold it like [kind - 1]. I plan to make new weapon types, so I decided to make it like that.
*Added timestop (all known bugs are now fixed) (uses state 1xxxx , xxxx = timer).
Update 01/08/09(genevrier) (Click to View)
Go here: http://lf-empire.de/forum/showthread.php...1#pid51711
and here: http://lf-empire.de/forum/showthread.php...5#pid51965
for info.
and here: http://lf-empire.de/forum/showthread.php...5#pid51965
for info.
Update 17/04/09(genevrier) (Click to View)
Generic AI (by Silva)
itr/effect 6 - Move the enemies to frame 150. State 150 immues to it.
itr/effect 7 - Hit the enemies without bringing them to the injured frame.
itr/effect 8 - Make the enemies fall immediately.
itr/effect 6xxx - Move the enemies to frame xxx (between 0 to 339). State 6xxx immues to it.
itr/effect 8xxx - Transform the enemies to ID xxx. State 80 immues to it. ID xxx immues to it.
itr/effect 1xxxyyyzzz - Move the enemies to frame xxx (between 0 to 339). Transform the enemies to ID yyy. Only enemies in state zzz will be affected by this effect. ID yyy immues to this effect. By putting 999 in xxx or yyy or zzz, the function of each part can separately be disabled. Putting 998 in zzz can affected only the enemies in state 11 and 16 (Dance of Pain).
itr/effect 6 - Move the enemies to frame 150. State 150 immues to it.
itr/effect 7 - Hit the enemies without bringing them to the injured frame.
itr/effect 8 - Make the enemies fall immediately.
itr/effect 6xxx - Move the enemies to frame xxx (between 0 to 339). State 6xxx immues to it.
itr/effect 8xxx - Transform the enemies to ID xxx. State 80 immues to it. ID xxx immues to it.
itr/effect 1xxxyyyzzz - Move the enemies to frame xxx (between 0 to 339). Transform the enemies to ID yyy. Only enemies in state zzz will be affected by this effect. ID yyy immues to this effect. By putting 999 in xxx or yyy or zzz, the function of each part can separately be disabled. Putting 998 in zzz can affected only the enemies in state 11 and 16 (Dance of Pain).
Update 16/04/09(genevrier) (Click to View)
3 things updated:
Hiding shadow
State 85 and state 86 ( http://www.lf-empire.de/forum/showthread...8#pid38338 )
Whole Davis AI (By Silva)
Hiding shadow
State 85 and state 86 ( http://www.lf-empire.de/forum/showthread...8#pid38338 )
Whole Davis AI (By Silva)
Update 10/04/09(genevrier) (Click to View)
3 things updated:
Sorcerer AI
Hp of opointed object
itr/effect for specific state
Sorcerer AI
Hp of opointed object
itr/effect for specific state
Update 28/3/09 (Click to View)
Loading text can be manipulated from dll
Range AI (thanks to genevrier)
Deep Ball AI(thanks to genevrier)
Range AI (thanks to genevrier)
Deep Ball AI(thanks to genevrier)
Update 21/3/09 (Click to View)
Added MP stuff ( thanks to genevrier)
fixed bug in the AI stuff ( thanks to genevrier)
Added state 8xxx - 4xxx
Added addresses.inc , I think it can be used to store static useful addresses (such as when the cheat is enabled, if the game is paused or not, which game mode you are in etc etc). Right now it only includes the address of the lf2.net cheat (if it is 1, then cheat is on, if it is 0 then cheat is off).
fixed bug in the AI stuff ( thanks to genevrier)
Added state 8xxx - 4xxx
Added addresses.inc , I think it can be used to store static useful addresses (such as when the cheat is enabled, if the game is paused or not, which game mode you are in etc etc). Right now it only includes the address of the lf2.net cheat (if it is 1, then cheat is on, if it is 0 then cheat is off).
Update 12/3/09 (Click to View)
Made more files to try and organize things better.
All the AI stuff is the in the AI.inc file. All the armor stuff is in the Armor.inc file etc. All uncategorized stuff goes into generic.inc.
So far, this exe includes AI of all main heros. Includes the generic D>A ball stuff. Includes all armor of louis, knight and julian... Currently working on a custom one . Includes the health thingy (which is in generic.inc).
All the AI stuff is the in the AI.inc file. All the armor stuff is in the Armor.inc file etc. All uncategorized stuff goes into generic.inc.
So far, this exe includes AI of all main heros. Includes the generic D>A ball stuff. Includes all armor of louis, knight and julian... Currently working on a custom one . Includes the health thingy (which is in generic.inc).