Re: [REQUEST] Moonstone Island
Posted: Tue Oct 10, 2023 4:51 am
I'm still struggling to find anything that controls holo on owned or wild spirits right now.
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
You're a genius, thanks heaps +1 to you my friend.leegao wrote: ↑Tue Oct 10, 2023 1:41 amSo to create new items, you actually have to/get to specify the effects you get from the consumable.
To do this, you'll need to change the 3rd (index 2) item in the sdkInst arr.
For example, here's a way to turn your stack of stoneFruitCrops to be extra OP - not only will it grant you 500 stamina when consumed, but it'll give your spirit +20 of each stat, as well as heal them +100.
You can also do something similar with flax that has the opposite + negative effect on your enemies (including +200 tame)Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "inventoryArray" && i._sdkInst._arr && i._sdkInst._arr.length > 0) { i._sdkInst._arr[38][0][0] = 99; i._sdkInst._arr[38][1][0] = 'stoneFruitCrop'; i._sdkInst._arr[38][2][0] = 'Stamina:500,Speed:20,Vitality:20,Power:20,Armor:20,Hp:100'; break; } }
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "inventoryArray" && i._sdkInst._arr && i._sdkInst._arr.length > 0) { i._sdkInst._arr[38][0][0] = 99; i._sdkInst._arr[38][1][0] = 'flaxCrop'; i._sdkInst._arr[38][2][0] = 'Stamina:500,Speed:-20,Vitality:-20,Power:-20,Armor:-20,Tame:200'; break; } }
What file did you see it in? I was editing a file to upload to Nexus to make all Spirit spawning chances the same so people can catch Spirits like Ankylo above ground - I can upload a holographic spawn chance one while I'm at it.
Hello I found something idk if its what you'd need but in the game location folder i extracted the package.nw file and you'll see a data folder and a data JSON
[1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840],stepsisinadryer wrote: ↑Tue Oct 10, 2023 2:55 pmHello I found something idk if its what you'd need but in the game location folder i extracted the package.nw file and you'll see a data folder and a data JSON
the data JSON is where i found this: [1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840],
there's also this idk if it is relevant: [1,"shinyChance",0,1,false,false,528941603232161,false,1445]]
Finally got it working I think, the value seems to be tied to {SHINY_SPIRIT_CHANCE:0} in the c3runtime.js file in your scripts folder. Edit it in notepad and save. I'm not sure what the maximum number is, because raising it to 99 did not give me a 99% chance. It gave me more like a 5% chance. It did raise my holographic spawns significantly, just stating that I'm not sure where the number ceiling is because it's not 100. I believe 99 is as high as you can go.stepsisinadryer wrote: ↑Tue Oct 10, 2023 2:55 pmHello I found something idk if its what you'd need but in the game location folder i extracted the package.nw file and you'll see a data folder and a data JSON
the data JSON is where i found this: [1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840],
there's also this idk if it is relevant: [1,"shinyChance",0,1,false,false,528941603232161,false,1445]]
Yea it either was lucky for you or im having issues recreating this. I extracted the package.nw to a new package.nw folder. deleted the original. went into c3runtime.js and edit with notepad++ and changed the 0 to 99. did u change anything else? did u also change it in the data json? do you have dev mode enabled etc?rafpoop wrote: ↑Tue Oct 10, 2023 5:51 pmFinally got it working I think, the value seems to be tied to {SHINY_SPIRIT_CHANCE:0} in the c3runtime.js file in your scripts folder. Edit it in notepad and save. I'm not sure what the maximum number is, because raising it to 99 did not give me a 99% chance. It gave me more like a 5% chance. It did raise my holographic spawns significantly, just stating that I'm not sure where the number ceiling is because it's not 100. I believe 99 is as high as you can go.stepsisinadryer wrote: ↑Tue Oct 10, 2023 2:55 pmHello I found something idk if its what you'd need but in the game location folder i extracted the package.nw file and you'll see a data folder and a data JSON
the data JSON is where i found this: [1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840],
there's also this idk if it is relevant: [1,"shinyChance",0,1,false,false,528941603232161,false,1445]]
I'll keep trying, the point is that value appears to be raising my chances because I got three holographics in a few minutes after adjusting it but I'm having bad luck now.
I tried again too, I adjusted [1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840] to [1,"SHINY_SPIRIT_CHANCE",0,99.9,false,true,180232322977002,false,1840] in Data.json.stepsisinadryer wrote: ↑Tue Oct 10, 2023 7:14 pmYea it either was lucky for you or im having issues recreating this. I extracted the package.nw to a new package.nw folder. deleted the original. went into c3runtime.js and edit with notepad++ and changed the 0 to 99. did u change anything else? did u also change it in the data json? do you have dev mode enabled etc?rafpoop wrote: ↑Tue Oct 10, 2023 5:51 pmFinally got it working I think, the value seems to be tied to {SHINY_SPIRIT_CHANCE:0} in the c3runtime.js file in your scripts folder. Edit it in notepad and save. I'm not sure what the maximum number is, because raising it to 99 did not give me a 99% chance. It gave me more like a 5% chance. It did raise my holographic spawns significantly, just stating that I'm not sure where the number ceiling is because it's not 100. I believe 99 is as high as you can go.stepsisinadryer wrote: ↑Tue Oct 10, 2023 2:55 pm
Hello I found something idk if its what you'd need but in the game location folder i extracted the package.nw file and you'll see a data folder and a data JSON
the data JSON is where i found this: [1,"SHINY_SPIRIT_CHANCE",0,0.2,false,true,180232322977002,false,1840],
there's also this idk if it is relevant: [1,"shinyChance",0,1,false,false,528941603232161,false,1445]]
I'll keep trying, the point is that value appears to be raising my chances because I got three holographics in a few minutes after adjusting it but I'm having bad luck now.
Code: Select all
for(let i of runtime$jscomp$1._instancesByUid.values())
if(i._objectType._jsPropName == "wildSpirit") i._instVarValues[14] = 1; // 14 is isShiny
Hello sorry I am having some issues, im fairly new to all this so i apologize in advance and I am trying to figure out how to run this. I found what i thought were the instructions and either got it wrong but i am getting an error: ReferenceError: runtime$jscomp$1 is not definedleegao wrote: ↑Tue Oct 10, 2023 10:43 pmI'm going to keep digging into the global variable (SHINY_SPIRIT_CHANCE), I've tracked down where the game uses it, but I don't see it changing anything in the actual encounter rates, so I'll dig a bit deeper into how that's actually calculated
But this seems to work for me to force a wild encounter to be shiny
Only run this once you see the spirit spawn in your overworld map (you can also add it to the loop function I've posted about in the past to guarantee shiny encounter for every encounter)Code: Select all
for(let i of runtime$jscomp$1._instancesByUid.values()) if(i._objectType._jsPropName == "wildSpirit") i._instVarValues[14] = 1; // 14 is isShiny
definitely works, though that won't work for egg spirits I bet. if we have a way to change spirits we've got to shiny, that would help.leegao wrote: ↑Tue Oct 10, 2023 10:43 pmCode: Select all
for(let i of runtime$jscomp$1._instancesByUid.values()) if(i._objectType._jsPropName == "wildSpirit") i._instVarValues[14] = 1; // 14 is isShiny