Post by kariyajr on Oct 14, 2022 18:49:25 GMT 10
by this thread, tutorial-change-items-boxes. you can know how to spawned any items in breakable boxes.
but for Game's hardcode (maybe?). you can't spawned Firearms in breakable boxes. it'll crash you. BUT consumable weapons like grenades still OK.
If you want to spawned you own choices of firearms BADLY, now I found that you can spawned them in Treasure Boxes.
**BUT out of their own weapon set Can't be saves in their storylines. If you resetted at checkpoint, they gone. If you cleared stage, they gone.
So, Its just for fun only.
how to do?
STEP-1 extracted any stage .arc that you want. I'll choose s0503Soft.arc (Chris 1-4 Tenement) It has 2 treasure boxes in stage. easy to find.
STEP-2 I'll go to folder [ s0503Soft\soft\stage\s0503\ ] looks for s0503_it00.lot.xml that contains item coordinates in stage.
now you'll see these lines.
those lines is Metal treasure box on 6th floor (Skill point 2000 = code 1033). before Chris and Piers go into elevator.
before that, I'll explained a bit :
----> : should not touch
set type 0 is on the floor. / not in any containers.
set type 1 is loots from enemies.
set type 4 is In breakable boxes.
set type 5 is In treasure boxes.
--- refers layout in other files only : should not touch
set type 0 will always -1 (not refers to anything)
set type 1 is refers to s0503_em0x.lot.xml.
set type 4,5 will refers to s0503_k0x.lot.xml.
--- refers to "mID" value : should not touch
Now STEP-3 :
looks in these lines.
-----> choose ANY Firearms ID (except their normal set weapons, It'll crash when box opened). even Lightning Hawk can spawned in Chris's story.
I'll change value="1033" to "260" (Leon's Shotgun item ID)
------> -1 is DEFAULT Quantity in their own story route. useables will always 1 piece. guns will at max capacity.
test on my 2nd NG+ "mItemNum" value= more than "-1" crash my game EVERY LOADING. So leave it -1 like the original value. dont touch it. (sorry for earlier.)
then saved. repacked and tested.
now Chris and Piers can got Pump-up Shotgun from 6th Floor. It'll shoot and reload smoothly as It'll be your tempolary slots. just don't died or resetted. It'll be gone.
**always backup files before anything. It'll very confused to fixed when all in messes.
but for Game's hardcode (maybe?). you can't spawned Firearms in breakable boxes. it'll crash you. BUT consumable weapons like grenades still OK.
If you want to spawned you own choices of firearms BADLY, now I found that you can spawned them in Treasure Boxes.
**BUT out of their own weapon set Can't be saves in their storylines. If you resetted at checkpoint, they gone. If you cleared stage, they gone.
So, Its just for fun only.
how to do?
STEP-1 extracted any stage .arc that you want. I'll choose s0503Soft.arc (Chris 1-4 Tenement) It has 2 treasure boxes in stage. easy to find.
STEP-2 I'll go to folder [ s0503Soft\soft\stage\s0503\ ] looks for s0503_it00.lot.xml that contains item coordinates in stage.
now you'll see these lines.
<classref type="1637199632">
<s32 name="mID" value="0"/>
<string name="mInfoClass" value="cSetInfoItem"/>
<string name="mUnitClass" value="uItem"/>
<classref name="mpInfo" type="381867577">
<string name="mName" value="uIt0409"/>
<u32 name="mOrder" value="4"/>
<vector3 name="mPosition" x="321.7480468750" y="1830.2248535156" z="-1890.4055175781"/>
<vector3 name="mAngle" x="0.0000000000" y="0.0000000000" z="1.5707960129"/>
<vector3 name="mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/>
<class name="mFSM" type="732046243">
<class name="mData" type="1897090369">
<bool name="mAutoDelete" value="false"/>
<classref name="mpArray"/>
</class>
</class>
<vector3 name="mUserPos"/>
<array name="mUserS32" type="s32" count="4">
<s32 value="0"/>
<s32 value="0"/>
<s32 value="0"/>
<s32 value="0"/>
</array>
<array name="mSetInfoFreeS32" type="s32" count="4">
<s32 value="0"/>
<s32 value="0"/>
<s32 value="0"/>
<s32 value="0"/>
</array>
<array name="mSetInfoFreeF32" type="f32" count="4">
<f32 value="0.0000000000"/>
<f32 value="0.0000000000"/>
<f32 value="0.0000000000"/>
<f32 value="0.0000000000"/>
</array>
<bool name="mSetEmStatus" value="false"/>
<u32 name="mEmStatus" value="0"/>
<bool name="MotionCalcOff" value="false"/>
<class name="mCreateInfo" type="970569006">
<vector3 name="mPos" x="321.7480468750" y="1830.2248535156" z="-1890.4055175781"/>
<vector3 name="mAng" x="0.0000000000" y="0.0000000000" z="1.5707960129"/>
<u32 name="mParentNo" value="255"/>
<u32 name="mSetAttr" value="0"/>
<u32 name="mHitAttr" value="0"/>
<vector3 name="mOffsetPos" x="0.0000000000" y="0.0000000000" z="0.0000000000"/>
<vector3 name="mOffsetAng" x="0.0000000000" y="0.0000000000" z="0.0000000000"/>
<classref name="Shape" type="1531104150">
<string name="Name" value=""/>
<f32 name="CheckAngle" value="0.0000000000"/>
<f32 name="CheckRange" value="0.0000000000"/>
<f32 name="CheckToward" value="0.0000000000"/>
<bool name="AngleFlag" value="false"/>
<bool name="TowardFlag" value="false"/>
<classref name="mpZone" type="407683536">
<bool name="mIsNativeData" value="false"/>
<f32 name="mDecay" value="1.0000000000"/>
<vector3 name="mPos" x="0.0000000000" y="-180.0000000000" z="0.0000000000"/>
<f32 name="mHeight" value="270.0000000000"/>
<f32 name="mTopRadius" value="220.0000000000"/>
<f32 name="mBottomRadius" value="20.0000000000"/>
</classref>
</classref>
<s16 name="mItemFlagNo" value="-1"/>
<u16 name="mItemId" value="1033"/>
<s32 name="mItemNum" value="-1"/>
<s32 name="mItemBulletId" value="0"/>
<u16 name="mSetType" value="5"/>
<s16 name="mTargetLayoutNo0" value="0"/>
<s16 name="mTargetLayoutNo1" value="2"/>
<u8 name="mEffType" value="0"/>
<vector3 name="mEffOffset" x="0.0000000000" y="0.0000000000" z="0.0000000000"/>
<u8 name="mLevelPower" value="0"/>
<u8 name="mLevelFireSpeed" value="0"/>
<u8 name="mLevelReloadSpeed" value="0"/>
<u8 name="mLevelBulletMax" value="0"/>
<u8 name="mLevelBulrRate" value="0"/>
<u8 name="mLevelCritical" value="0"/>
<u8 name="mLevelThrough" value="0"/>
<u8 name="mLevelRange" value="0"/>
<u8 name="mLevelScope" value="0"/>
</class>
<class name="mTarget" type="1030379247">
<class name="mArray" type="1897090369">
<bool name="mAutoDelete" value="false"/>
<classref name="mpArray" type="836054253">
<u8 name="mType" value="3"/>
<s32 name="mNo0" value="0"/>
<s32 name="mNo1" value="2"/>
<u16 name="mDtiId" value="65535"/>
</classref>
</class>
</class>
</classref>
</classref>
those lines is Metal treasure box on 6th floor (Skill point 2000 = code 1033). before Chris and Piers go into elevator.
before that, I'll explained a bit :
<u16 name="mSetType" value="5"/>
----> : should not touch
set type 0 is on the floor. / not in any containers.
set type 1 is loots from enemies.
set type 4 is In breakable boxes.
set type 5 is In treasure boxes.
<s16 name="mTargetLayoutNo0" value="0"/>
--- refers layout in other files only : should not touch
set type 0 will always -1 (not refers to anything)
set type 1 is refers to s0503_em0x.lot.xml.
set type 4,5 will refers to s0503_k0x.lot.xml.
<s16 name="mTargetLayoutNo1" value="2"/>
--- refers to "mID" value : should not touch
Now STEP-3 :
looks in these lines.
<u16 name="mItemId" value="1033"/>
-----> choose ANY Firearms ID (except their normal set weapons, It'll crash when box opened). even Lightning Hawk can spawned in Chris's story.
I'll change value="1033" to "260" (Leon's Shotgun item ID)
<s32 name="mItemNum" value="-1"/>
------> -1 is DEFAULT Quantity in their own story route. useables will always 1 piece. guns will at max capacity.
test on my 2nd NG+ "mItemNum" value= more than "-1" crash my game EVERY LOADING. So leave it -1 like the original value. dont touch it. (sorry for earlier.)
then saved. repacked and tested.
now Chris and Piers can got Pump-up Shotgun from 6th Floor. It'll shoot and reload smoothly as It'll be your tempolary slots. just don't died or resetted. It'll be gone.
**always backup files before anything. It'll very confused to fixed when all in messes.
