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[Beta] UPDATE Dust an elysian tail V2.0 by Hellboy v6 - Page 2
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  1. #9
    I C0z I

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    Thank Thugetha


  2. #10
    I C0z I

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6


  3. #11
    I C0z I

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    Level 60 = 1 Hit kill

  4. #12
    Haven Donator
    edu_pt is offline
    Join Date : Nov 2011
    Location : Lisbon, Portugal
    Posts : 132
    Array
    Twitter: @

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    Thanks for another excellent job hellboy v6.

  5. #13
    Senior Member
    desfunk is offline
    Join Date : Dec 2010
    Location : Canada
    Posts : 128
    Array

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    NICE WORK!!! I plan on snagging this game once i'm done with Darksiders 2. Awesome to know there's already an editor waiting :)

    Thanks!
    Downloads : 39 || Uploads : 0 || Rep Power : 3739 || Posts : 128 || Thanks : 152 || Thanked 20 Times in 13 Posts



  6. #14
    Reverse Engineer


    fairchild is offline
    Join Date : Jan 2011
    Location : Spain / Sweden
    Posts : 211
    Array

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    Perhaps there's more you could implement in the editor, here's the sourcecode of the class SaveGame :)

    Code:
    public class SaveGame
    {
        // Methods
        public void CheckMemory(BinaryReader reader, int slot)
        {
            reader.ReadSingle();
            long num = reader.ReadInt64();
            if ((Game1.menu.prompt != promptDialogue.Save) && (num >= Game1.menu.mostRecentTime))
            {
                Game1.menu.mostRecentTime = num;
                Game1.stats.saveSlot = Game1.menu.tempSaveSlot = (byte) slot;
            }
            Game1.menu.saveCompletion[slot] = reader.ReadInt32();
            if (reader.ReadBoolean())
            {
                Game1.menu.canNewGamePlus = true;
            }
            Game1.menu.saveRegionName[slot] = reader.ReadString();
            Game1.menu.saveHP[slot] = reader.ReadInt32();
            Game1.menu.saveMaxHP[slot] = (int) Math.Min((float) (reader.ReadInt32() * reader.ReadSingle()), (float) 9999f);
            Game1.menu.saveLevel[slot] = reader.ReadInt32();
            Game1.menu.saveGold[slot] = reader.ReadInt32();
            Game1.menu.saveDifficulty[slot] = reader.ReadByte();
            reader.ReadByte();
            Game1.menu.saveGameClock[slot] = reader.ReadSingle();
        }
    
        public int GetItemArrayID(List<SaveItem> itemList, int newID, string newUniqueID)
        {
            int num = -1;
            for (int i = 0; i < itemList.Count; i++)
            {
                if ((itemList[i].ID == newID) && ((newUniqueID == null) || (itemList[i].UniqueID == newUniqueID)))
                {
                    num = i;
                }
            }
            return num;
        }
    
        public SaveItem GetItemID(List<SaveItem> itemList, string newID)
        {
            try
            {
                int num = -1;
                for (int i = 0; i < itemList.Count; i++)
                {
                    if (itemList[i].UniqueID == newID)
                    {
                        num = i;
                        break;
                    }
                }
                return itemList[num];
            }
            catch
            {
                return null;
            }
        }
    
        public void Read(BinaryReader reader)
        {
            Character character = Game1.character[0];
            Game1.Build = reader.ReadSingle();
            reader.ReadInt64();
            Game1.stats.Completion = reader.ReadInt32();
            Game1.stats.gameComplete = reader.ReadBoolean();
            Game1.events.regionDisplayName = reader.ReadString();
            character.HP = character.pHP = character.HP = reader.ReadInt32();
            character.MaxHP = reader.ReadInt32();
            reader.ReadSingle();
            Game1.stats.LEVEL = reader.ReadInt32();
            Game1.stats.Gold = reader.ReadInt32();
            Game1.stats.gameDifficulty = reader.ReadByte();
            Game1.stats.startDifficulty = reader.ReadByte();
            Game1.stats.gameClock = reader.ReadSingle();
            Game1.stats.XP = reader.ReadInt32();
            Game1.stats.prevLevelXP = reader.ReadInt32();
            Game1.stats.nextLevelXP = reader.ReadInt32();
            Game1.stats.skillPoints = reader.ReadInt32();
            Game1.stats.canEarnAchievements = reader.ReadBoolean();
            string str = reader.ReadString();
            if ((Game1.GamerServices && (Game1.xblaManager.MeSignedInGamer() != null)) && (str != Game1.xblaManager.MeSignedInGamer().Gamertag))
            {
                Game1.stats.canEarnAchievements = false;
            }
            for (int i = 0; i < Game1.stats.upgrade.Length; i++)
            {
                Game1.stats.upgrade[i] = reader.ReadByte();
            }
            for (int j = 0; j < Game1.stats.upgradedStat.Length; j++)
            {
                Game1.stats.upgradedStat[j] = reader.ReadByte();
            }
            Game1.stats.projectileType = reader.ReadInt32();
            Game1.stats.curCharge = reader.ReadSingle();
            for (int k = 0; k < Game1.stats.Equipment.Length; k++)
            {
                Game1.stats.Equipment[k] = reader.ReadByte();
            }
            for (int m = 0; m < Game1.stats.EquipBluePrint.Length; m++)
            {
                Game1.stats.EquipBluePrint[m] = reader.ReadByte();
            }
            for (int n = 0; n < Game1.stats.shopEquipment.Length; n++)
            {
                Game1.stats.shopEquipment[n] = reader.ReadByte();
            }
            for (int num6 = 0; num6 < Game1.stats.Material.Length; num6++)
            {
                Game1.stats.Material[num6] = reader.ReadInt32();
            }
            for (int num7 = 0; num7 < Game1.stats.shopMaterial.Length; num7++)
            {
                Game1.stats.shopMaterial[num7] = reader.ReadInt32();
            }
            for (int num8 = 0; num8 < Game1.stats.StructureBuilt.Length; num8++)
            {
                Game1.stats.StructureBuilt[num8] = reader.ReadBoolean();
            }
            Game1.hud.shopRestockTime = reader.ReadSingle();
            Game1.stats.attack = reader.ReadInt32();
            Game1.stats.defense = reader.ReadInt32();
            Game1.stats.fidget = reader.ReadInt32();
            Game1.stats.luck = reader.ReadInt32();
            Game1.stats.attackEquip = reader.ReadInt32();
            Game1.stats.defenseEquip = reader.ReadInt32();
            Game1.stats.newFidgetEquip = reader.ReadInt32();
            Game1.stats.luckEquip = reader.ReadInt32();
            Game1.stats.newHealtRegen = reader.ReadInt32();
            Game1.stats.currentItem = reader.ReadInt32();
            Game1.stats.currentPendant = reader.ReadInt32();
            Game1.stats.currentAugment = reader.ReadInt32();
            Game1.stats.currentArmor = reader.ReadInt32();
            Game1.stats.currentRingLeft = reader.ReadInt32();
            Game1.stats.currentRingRight = reader.ReadInt32();
            for (int num9 = 0; num9 < Game1.cManager.challengeArenas.Count; num9++)
            {
                Game1.cManager.challengeArenas[num9].HighScore = reader.ReadInt32();
            }
            Game1.stats.enemiesDefeated = reader.ReadInt32();
            Game1.stats.longestChain = reader.ReadInt32();
            Game1.events.currentEvent = reader.ReadInt32();
            for (int num10 = 0; num10 < Game1.events.sideEventAvailable.Length; num10++)
            {
                Game1.events.sideEventAvailable[num10] = reader.ReadBoolean();
            }
            for (int num11 = 0; num11 < Game1.stats.villagerDialogue.Length; num11++)
            {
                Game1.stats.villagerDialogue[num11] = reader.ReadInt32();
            }
            for (int num12 = 0; num12 < Game1.events.regionIntroduced.Length; num12++)
            {
                Game1.events.regionIntroduced[num12] = reader.ReadBoolean();
            }
            for (int num13 = 1; num13 < Game1.character.Length; num13++)
            {
                Game1.character[num13].Exists = CharExists.Dead;
            }
            character.UnloadTextures();
            character.Location = new Vector2(reader.ReadSingle(), reader.ReadSingle() - 100f);
            Game1.map.transDir = TransitionDirection.None;
            Game1.map.path = reader.ReadString();
            string str2 = reader.ReadString();
            float time = reader.ReadSingle();
            int num15 = reader.ReadInt32();
            int num16 = reader.ReadInt32();
            float num17 = reader.ReadSingle();
            int num18 = reader.ReadInt32();
            try
            {
                Game1.questManager.ReadQuests(reader);
            }
            catch
            {
            }
            try
            {
                Game1.navManager.ReadSaveFile(reader);
            }
            catch
            {
            }
            Game1.pManager.Reset(true, true);
            Game1.map.SwitchMap(Game1.pManager, Game1.character, Game1.map.path, true);
            Game1.wManager.SetWeather((WeatherType) num15, true);
            Game1.wManager.randomType = (RandomType) num16;
            Game1.wManager.weatherTimer = num17;
            WeatherAudio.Play((WeatherAudioType) num18);
            Music.Play(null);
            Music.Play(str2);
            Sound.FadeMusicOut(time);
            this.ReadyCharacter();
        }
    
        private void ReadyCharacter()
        {
            Character character = Game1.character[0];
            if (character.HP < 1)
            {
                character.HP = 1;
            }
            if (Game1.stats.playerLifeState != 0)
            {
                Game1.stats.playerLifeState = 2;
            }
            character.LifeBarPercent = 0f;
            character.HPLossFrame = 0f;
            character.Trajectory = Vector2.Zero;
            character.State = CharState.Air;
            character.SetAnim("idle00", 0, 2);
            character.Floating = false;
            character.StatusEffect = StatusEffects.Normal;
            character.StatusTime = 0f;
            character.GroundCharacter();
            character.SetAnim("idle01", 0, 2);
            Game1.stats.inFront = true;
            Game1.events.skippable = SkipType.Skippable;
            Game1.events.eventType = EventType.None;
            Game1.events.anyEvent = Game1.hud.inBoss = false;
            Game1.hud.bossLife = Game1.hud.bossMaxLife = 0f;
            Game1.SlowTime = 0f;
            Game1.pManager.ResetFidget(Game1.character);
            for (int i = 0; i < Game1.character.Length; i++)
            {
                if (Game1.character[i].Exists == CharExists.Exists)
                {
                    Game1.character[i].Holding = false;
                    Game1.character[i].GrabbedBy = -1;
                }
            }
            Game1.map.leftBlock = Game1.map.rightBlock = 0f;
            Game1.worldScale = 1f;
            Game1.camera.ResetCamera(Game1.character);
            Game1.stats.projectileCost = Game1.stats.GetProjectileCost(Game1.stats.projectileType);
            Game1.cManager.ExitScoreBoard(true);
            Game1.stats.GetWorldExplored();
        }
    
        public void Write(BinaryWriter writer)
        {
            Character character = Game1.character[0];
            int num = (int) Math.Min((float) (character.MaxHP * Game1.stats.bonusHealth), (float) 9999f);
            int num2 = (int) Math.Max((float) (num * (1f - ((Game1.stats.gameDifficulty + 1) * 0.25f))), (float) (num * 0.125f));
            if (Game1.stats.gameDifficulty == 0)
            {
                num2 = num;
            }
            Vector2 location = character.Location;
            if (Game1.hud.savePos != Vector2.Zero)
            {
                location.X = Game1.hud.savePos.X;
            }
            writer.Write(Game1.Build);
            writer.Write(DateTime.Now.Ticks);
            writer.Write((int) Game1.stats.Completion);
            writer.Write(Game1.stats.gameComplete);
            writer.Write(Game1.events.regionDisplayName);
            writer.Write(Math.Max(character.HP, num2));
            writer.Write(character.MaxHP);
            writer.Write(Game1.stats.bonusHealth);
            writer.Write(Game1.stats.LEVEL);
            writer.Write(Game1.stats.Gold);
            writer.Write(Game1.stats.gameDifficulty);
            writer.Write(Game1.stats.startDifficulty);
            writer.Write(Game1.stats.gameClock);
            writer.Write(Game1.stats.XP);
            writer.Write(Game1.stats.prevLevelXP);
            writer.Write(Game1.stats.nextLevelXP);
            writer.Write(Game1.stats.skillPoints);
            string gamertag = "noname";
            if (Game1.GamerServices && (Game1.xblaManager.MeSignedInGamer() != null))
            {
                gamertag = Game1.xblaManager.MeSignedInGamer().Gamertag;
            }
            writer.Write(Game1.stats.canEarnAchievements);
            writer.Write(gamertag);
            for (int i = 0; i < Game1.stats.upgrade.Length; i++)
            {
                writer.Write(Game1.stats.upgrade[i]);
            }
            for (int j = 0; j < Game1.stats.upgradedStat.Length; j++)
            {
                writer.Write(Game1.stats.upgradedStat[j]);
            }
            writer.Write(Game1.stats.projectileType);
            writer.Write(Game1.stats.curCharge);
            for (int k = 0; k < Game1.stats.Equipment.Length; k++)
            {
                writer.Write(Game1.stats.Equipment[k]);
            }
            for (int m = 0; m < Game1.stats.EquipBluePrint.Length; m++)
            {
                writer.Write(Game1.stats.EquipBluePrint[m]);
            }
            for (int n = 0; n < Game1.stats.shopEquipment.Length; n++)
            {
                writer.Write(Game1.stats.shopEquipment[n]);
            }
            for (int num8 = 0; num8 < Game1.stats.Material.Length; num8++)
            {
                writer.Write(Game1.stats.Material[num8]);
            }
            for (int num9 = 0; num9 < Game1.stats.shopMaterial.Length; num9++)
            {
                writer.Write(Game1.stats.shopMaterial[num9]);
            }
            for (int num10 = 0; num10 < Game1.stats.StructureBuilt.Length; num10++)
            {
                writer.Write(Game1.stats.StructureBuilt[num10]);
            }
            writer.Write(Game1.hud.shopRestockTime);
            writer.Write(Game1.stats.attack);
            writer.Write(Game1.stats.defense);
            writer.Write(Game1.stats.fidget);
            writer.Write(Game1.stats.luck);
            writer.Write(Game1.stats.attackEquip);
            writer.Write(Game1.stats.defenseEquip);
            writer.Write(Game1.stats.newFidgetEquip);
            writer.Write(Game1.stats.luckEquip);
            writer.Write(Game1.stats.newHealtRegen);
            writer.Write(Game1.stats.currentItem);
            writer.Write(Game1.stats.currentPendant);
            writer.Write(Game1.stats.currentAugment);
            writer.Write(Game1.stats.currentArmor);
            writer.Write(Game1.stats.currentRingLeft);
            writer.Write(Game1.stats.currentRingRight);
            for (int num11 = 0; num11 < Game1.cManager.challengeArenas.Count; num11++)
            {
                writer.Write(Game1.cManager.challengeArenas[num11].HighScore);
            }
            writer.Write(Game1.stats.enemiesDefeated);
            writer.Write(Game1.stats.longestChain);
            writer.Write(Game1.events.currentEvent);
            for (int num12 = 0; num12 < Game1.events.sideEventAvailable.Length; num12++)
            {
                writer.Write(Game1.events.sideEventAvailable[num12]);
            }
            for (int num13 = 0; num13 < Game1.stats.villagerDialogue.Length; num13++)
            {
                writer.Write(Game1.stats.villagerDialogue[num13]);
            }
            for (int num14 = 0; num14 < Game1.events.regionIntroduced.Length; num14++)
            {
                writer.Write(Game1.events.regionIntroduced[num14]);
            }
            writer.Write(location.X);
            writer.Write((float) (location.Y - ((character.State == CharState.Grounded) ? ((float) 200) : ((float) 0))));
            writer.Write(Game1.map.path);
            writer.Write(Music.GetMusicName());
            writer.Write(Sound.fadeMusic);
            writer.Write((int) Game1.wManager.weatherType);
            writer.Write((int) Game1.wManager.randomType);
            writer.Write(Game1.wManager.weatherTimer);
            writer.Write((int) Game1.wManager.weatherAudioType);
            Game1.questManager.WriteQuests(writer);
            Game1.navManager.WriteSaveFile(writer);
        }
    }
    Downloads : 47 || Uploads : 4 || Rep Power : 4059 || Posts : 211 || Thanks : 71 || Thanked 737 Times in 108 Posts


    If you feel like donating some bit coins, please do so to address "1DNcjKhrVTGnKTyQYbjx8yTRoenTSySeoP", if you are interested in other projects visit www.chipit.se or www.baeckstrom.com, thanks!

  7. #15
    WantedDeadorAlive

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    having a problem with this, some of the values edit correctly and others don't, also it set my difficulty from hardcore to casual, so..yeah

  8. #16
    I C0z I

    Re: UPDATE Dust an elysian tail V2.0 by Hellboy v6

    thank you fairchild

 

 
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