Cee-lo: player always gets triple-1, opponents are less lucky If the script does not work in other scenarios, I'd be glad to know of it. Note: the chase script was only tested with Mack's training (starting in chapter 9), since that was what I had short-term access to. Chase: opponent starts with low stamina Sea Fishing: fishing line does not break from tension Note: also made some small improvements to existing entries. Darts: Cricket/Count-up, player wins in one round Billiards: Rotation, player gets all points Billiards: pocket multiple balls at once Update 3: added values for all hostess trainees. Update 1: added a do-more-damage (TM) script under Experimental cleaned up the table to decrease file size. Values: Hostesses, Karaoke, Health, Heat, XP, Yen, some misc. I was not able to attach a debugger to anything in this game without it crashing - and I'm a noob - so that's it. This is merely a collection of static addresses and the occasional pointer I picked up while playing Yakuza 3, just in case someone can find a use for it. #Yakuza 3 shiori codeI did not find working addresses for Treasure Hunts those probably require map items to be present in the inventory, too.ĭon't know if you're still maintaining these, but could you edit the Yakuza 5 code with options for Mahjong and Shogi like in Y3 & Y4 please? And maybe something for the Gunrhein completion list? Please read the notes included in the table before use. Notes: "Kamiyama WORKS: invested items" is a value in - Misc - that can be set to "all" this should make the process of crafting equipment a little more straightforward.Īdded a new category named - Completion - which contains a number of addresses that reflect the completion state of side activities in the game. Kamiyama WORKS: invested items (see notes) Batting Center: finish standard course in one hit Darts: Cricket, only player score increases Darts: Count-up, only player score increases Timers do not run out (tested mainly with Ultimate battles) Added values for the final hostess, Hinata Updated Multiply XP gain script to accommodate for change in Finale chapters Pool: Rotation, only player score increases Koi Koi: player starts with 2000 points Sea Fishing: tension stays balanced when reeling (crank it!) Added essentials and inventory for Shinada Notes: I replaced or removed a number of erratic pointers and removed the broken Count-Up darts script. Added inventory and essential values for Shun Akiyama Sotenbori Love Check Quiz: every answer counts as correct Comedy skit: max out the laughter gauge Air Hockey: only player goals are counted Notes: the scripts category became quite unwieldy, so I put minigame-related ones into their own group. Added values for hostesses: Riku, Kaguya Added essential values for Saejima, Haruka Added dance-related values (Haruka): stats, training, battle Dance Training: great ratings only (basically auto-play mode) Dance Battle: player consecutive count does not reset on miss Dance Battle: opponent's score does not increase Chase sequence: opponent health is drastically reduced Taiko No Tatsujin: always clear spirit gauge Currently drawn weapon's ammo does not decrease Prevent usable items from being decreased Background: since there does not seem to be an event that fires when a memory record value is changed by the user, I have to make the user trigger the needed change manually (sorry). Please switch to the most recent version of this table.Įssentially, when inserting or removing an item with the - Inventory - editor, hit the activation check box on the same row as the item slot afterwards. Important: Added inventory scripting and usage rules to address a bug where an item inserted with the editor would become invisible and immovable once added to the item box. Updated no-hit function to be player character-agnostic Darts: every throw in Count-Up is valued as 60 Player may equip any weapon regardless of skill Currently drawn weapon has infinite health Player may order food items without restriction (activate before talking to the vendor) Player can not be hit (no grabbing or hit animations) Player does more damage (1000 pts fixed damage on every hit) Player takes no damage (still can be grabbed and suffers hit animations) Please let me know if you encounter problems with it. I started playing Yakuza 5 and made a preliminary table more functions will be added as I proceed in the game.
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