Hello Guys!
Included and attached to this post are the updated versions of the DLL by Silva, along with the demanded 'Charge Attack' feature requested so far.
There are three versions of the DLL. These are the DLLs intended for the original, no num-lock, and 2.0a versions. Users, please test these DLLs all-out, and let me know if there are any problems. I have not myself fully tested them.
Additionally, I have decided to upload the engines, or the EXEs for all of the three versions, prepared and ready to run the DLLs on click .
If you would like to modify a different Engine other than the one included at the bottom of this post, please refer to the instructions by Silva, which can be found here: >Patching EXE/Engine to Load DLL<.
Mods, please let this thread remain independent if it does not trouble you too much, because the official DLL thread is long dead.
The password for them all is LFE.
Personal Note to Current Hex-Coding "Pursuers":
Please try to not to burden this thread with DLL questions. Start up your own thread for this matter. The content in the DLL most likely works. If it doesn't, please ask someone else that possesses hex knowledge, and they will help you. I do not hold responsibility for Silva's nor Genevrier's old coding, and through my means of coding analysis I have yet to detect any errors (HP and MP are Genevrier, I think). If you insist on asking questions, again create a new thread in the 2.0 Editing section, and direct it at somebody else. I am now only present on LFE once a month, and only then to post any curious updates that I have stumbled upon during my own exploits of the LF2 engine, since I have a personal, LFCL-dedicated DLL that contains many other useless-ish features I stuff in for simply 'teh lulz' and don't include in the LFE version...
Basically, what I'm saying is, I am and will continue to ignore hex questions simply because I do not have the time to camp on this forum and answer them. If you haven't already noticed, then this is a confirmation. Please enjoy the features I posted, and not greedily add them to your mod simply because they exist and you've got to utilize them in order to make it appear unique and good . <- This often leads to a chain of never-ending "wants", since DC has a set, defined limit of impossibility, whereas Hex really does not. Please don't take any offense to this message, I am simply trying to explain my personal ignorance to the questions out there regarding the DLL ever since Silva rage quit. Thank you for reading, guys!
---
March 20, 2010 Update:
Fixed Holding Forward/Backward States (21 and 22)
Fixed 99.9% Time-Stop
Created Object-Oriented Itr/Kind 8 BETA
Time-Stop Explanation:
Nothing much, fixed some memory allocation issues, and funky memory access stuff that Silva errored in his version (that was still untouched from the last update).
Object-Oriented Itr/Kind 8 Explanation:
Well, it's been a long time since us DCers have had a horrible time getting objects to "stick" properly. The identical ID dilemma has been an unsolved problem since all the way back to the beginning of modding. As a result, in order to insure perfect execution, some DCers have limited the associated features to these "sticky objects" to stage mode, where they can restrict the number of simultaneous players down to only one. Yet the problem of identical AI characters still arises...
In order to attempt at combating this problem, I've managed to create a prototype version of an object number-oriented itr/kind 8 effect. By identifying characters by the Game Engine's object tags instead of the common ID numbers, I managed to create a "definitely-unique" itr/kind 8 effect. This means character Special Bars, Simon's Stamina Bar, Zxcv's Wall-Running "sticky", Ball Shields, etc. can execute perfectly without interference.
However, my code is currently only a prototype at most, which means there will definitely exist some bugs. A known one is that, even though the object only "sticks" to one character, the sticking object can still technically be "stopped" when the character passes another. The other character will not "pick up" the object, but the object will still "stop" in its movement. Hard to explain, you'll see when you try it out. In order to minimize this issue, still utilize "special coordinates" for your characters.
Now for the Itr numbers...
Itr/Kind 824: Object-Oriented Itr/Kind 8 for Type 0 Prototype
Itr/Kind 825: Object-Oriented Itr/Kind 8 for Type 3 Prototype
P.S. - Some stuff to look forward to...
Time-Stop In A Ball
TBD Exploits of State: 20
Download Links: Yay! They're permanent now.
>1.1.10 LF2 DLL Engines<
>20.3.10 LF2 v2.0 DLL<
>20.3.10 LF2 v2.0 No-Num DLL<
>20.3.10 LF2 v2.0a DLL<
Update 3/22/10: Perm Links loaded ftw!
New thing to look forward to next update!
- Hex "HP-Requirement" Fix!
Happy DCing! See you all next month!
~Solomon Leung
Included and attached to this post are the updated versions of the DLL by Silva, along with the demanded 'Charge Attack' feature requested so far.
There are three versions of the DLL. These are the DLLs intended for the original, no num-lock, and 2.0a versions. Users, please test these DLLs all-out, and let me know if there are any problems. I have not myself fully tested them.
Additionally, I have decided to upload the engines, or the EXEs for all of the three versions, prepared and ready to run the DLLs on click .
If you would like to modify a different Engine other than the one included at the bottom of this post, please refer to the instructions by Silva, which can be found here: >Patching EXE/Engine to Load DLL<.
Mods, please let this thread remain independent if it does not trouble you too much, because the official DLL thread is long dead.
The password for them all is LFE.
Personal Note to Current Hex-Coding "Pursuers":
Please try to not to burden this thread with DLL questions. Start up your own thread for this matter. The content in the DLL most likely works. If it doesn't, please ask someone else that possesses hex knowledge, and they will help you. I do not hold responsibility for Silva's nor Genevrier's old coding, and through my means of coding analysis I have yet to detect any errors (HP and MP are Genevrier, I think). If you insist on asking questions, again create a new thread in the 2.0 Editing section, and direct it at somebody else. I am now only present on LFE once a month, and only then to post any curious updates that I have stumbled upon during my own exploits of the LF2 engine, since I have a personal, LFCL-dedicated DLL that contains many other useless-ish features I stuff in for simply 'teh lulz' and don't include in the LFE version...
Basically, what I'm saying is, I am and will continue to ignore hex questions simply because I do not have the time to camp on this forum and answer them. If you haven't already noticed, then this is a confirmation. Please enjoy the features I posted, and not greedily add them to your mod simply because they exist and you've got to utilize them in order to make it appear unique and good . <- This often leads to a chain of never-ending "wants", since DC has a set, defined limit of impossibility, whereas Hex really does not. Please don't take any offense to this message, I am simply trying to explain my personal ignorance to the questions out there regarding the DLL ever since Silva rage quit. Thank you for reading, guys!
---
DLL Update History (Click to View)
March 20, 2010 Update:
Fixed Holding Forward/Backward States (21 and 22)
Fixed 99.9% Time-Stop
Created Object-Oriented Itr/Kind 8 BETA
Time-Stop Explanation:
Nothing much, fixed some memory allocation issues, and funky memory access stuff that Silva errored in his version (that was still untouched from the last update).
Object-Oriented Itr/Kind 8 Explanation:
Well, it's been a long time since us DCers have had a horrible time getting objects to "stick" properly. The identical ID dilemma has been an unsolved problem since all the way back to the beginning of modding. As a result, in order to insure perfect execution, some DCers have limited the associated features to these "sticky objects" to stage mode, where they can restrict the number of simultaneous players down to only one. Yet the problem of identical AI characters still arises...
In order to attempt at combating this problem, I've managed to create a prototype version of an object number-oriented itr/kind 8 effect. By identifying characters by the Game Engine's object tags instead of the common ID numbers, I managed to create a "definitely-unique" itr/kind 8 effect. This means character Special Bars, Simon's Stamina Bar, Zxcv's Wall-Running "sticky", Ball Shields, etc. can execute perfectly without interference.
However, my code is currently only a prototype at most, which means there will definitely exist some bugs. A known one is that, even though the object only "sticks" to one character, the sticking object can still technically be "stopped" when the character passes another. The other character will not "pick up" the object, but the object will still "stop" in its movement. Hard to explain, you'll see when you try it out. In order to minimize this issue, still utilize "special coordinates" for your characters.
Now for the Itr numbers...
Itr/Kind 824: Object-Oriented Itr/Kind 8 for Type 0 Prototype
Itr/Kind 825: Object-Oriented Itr/Kind 8 for Type 3 Prototype
P.S. - Some stuff to look forward to...
Time-Stop In A Ball
TBD Exploits of State: 20
Download Links: Yay! They're permanent now.
>1.1.10 LF2 DLL Engines<
>20.3.10 LF2 v2.0 DLL<
>20.3.10 LF2 v2.0 No-Num DLL<
>20.3.10 LF2 v2.0a DLL<
Update 3/22/10: Perm Links loaded ftw!
New thing to look forward to next update!
- Hex "HP-Requirement" Fix!
Happy DCing! See you all next month!
~Solomon Leung
<div style="background-image:url('http://f.imagehost.org/0086/Fill.png'); filter:alpha(opacity=70); border-top:1px solid #000000; border-right:1px solid #000000; border-left: 1px solid #000000; border-bottom: 1px solid #000000"> <table border="0" width="100%"><tr><td width="500"><img src=http://g.imagehost.org/0170/FORUM_SIGNATURE.png opacity="1" alt="Little Fighter Code Lyoko"></td><td width="30"><img src="http://www.antoninasdesigns.com/images/real-gray-square.gif" width="1" height="100"></td><td><font face=monotype corsiva><font color=#0A298F><font size="4"><b><i>~Solomon Leung</size><br><font size="2">P.S. I Just Lost <a href="http://www.losethegame.org" target="_blank" style="text-decoration: none"><font color=#0A298F>The Game</font></a></b></i></font></font></size></td></tr></table></div>