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生化危机5MOD修改

生化危机5雇佣兵修改

Here's some reference information I've been working with:
[spoiler=Reference]em00 = Enemies who spawn on the map instantly.
Mercs em##:
em00 = Enemies who spawn on the map instantly.
em01->em05 = Enemies who continously spawn
em09 = Bosses

I think the max limit for EMs is around em30

敌人(血量)列表:
em10 (cSetInfoEm10) - 马基尼 (血量 = 20 03)
em11 (cSetInfoEm10) - 女马基尼 (血量 = BC 02)
em12 (cSetInfoEm10) - 土著 (血量 = BC 02)
em13 (cSetInfoEm10) - 黑胖子 (血量 = A0 0F) (default weapon = 00)
em14 (cSetInfoEm10) - 军人 (血量 = 20 03) (with rocket launcher, 血量 = E8 03)
em20 (cSetInfoEnemy) - 黑斧男 (血量 = 40 1F)
em21 (cSetInfoEm10) - 话筒马基尼 (血量 = 78 05) (mModelType = 00)
em22 (cSetInfoEm22) - 电锯 (血量 = 58 1B. berserk (blue pants) 血量 = 98 3A)
em23 (cSetInfoEm10) - 机枪男 (血量 = A0 0F, 00 model type is blue) (red JJ = 70 17, 01 model type is red)
em24 (cSetInfoEm10) - 土著酋长 (血量 = A0 0F) (needs a normal uEm10 majini in the same map, otherwise will crash when trying to load a file)
em26 (cSetInfoEnemy) - 红斧男 (血量 = 20 4E)
em30 (cSetInfoEm30) - 狗-普通 (血量 = 58 02 or 90 01)
em31 (cSetInfoEm31) - 狗-大狗 (血量 = 58 02 or 90 01)
em32 (cSetInfoEm32) - 主线舔食者 (血量 = 84 03)
em34 (cSetInfoEm34) - 收割者 (血量 = DC 05)
em40 (cSetInfoEm10) - 杂酱面
em42 (cSetInfoEm10) - 女BOSS本体
em44 (cSetInfoEm44) - 大蝙蝠
em45 (cSetInfoEm45) - 巨人
em46(cSetInfoEm10) - 巡逻船BOSS
Em52 (cSetInfoEm52) - 摩托车马基尼
em60(cSetInfoEnemy) 羊(实验室)
Em61 (cSetInfoEm61) - 乌鸦
em62 (cSetInfoEm62) - 鸡 (血量 = 01 00)
Em65 (cSetInfoEm65) - 蛇(崩溃)
em63(cSetInfoEnemy) - 鱼
em66 (cSetInfoEnemy) - 鳄鱼 (不可见)
Em6c (cSetInfoEm6c) - 老鼠 (血量 = 01 00)
Em6d (cSetInfoEm6d) - 小蝙蝠
Em70 (cSetInfoEm70) - 大蜘蛛(装饰)
Em71 (cSetInfoEm71) - 小鸟
em80 (cSetInfoEm80) - 战斗服Wesker(血量 = 30 75)
em81 (cSetInfoEm81) - 风衣Wesker (血量 = 30 75)
em82 (cSetInfoEm82) - 终极Wesker
em83 (cSetInfoEm83) - 战斗服Jill (血量 = 88 13)
em84 (cSetInfoEm84) - 控制器Jill (血量 = DC 05)
uEm92 (cSetInfoEm10) - 金发女 (血量 = 28 0A) (needs uEm11 in same stage otherwise game will crash
when trying to find a file,I think allyson+dogs+coop will cause crash)

敌人武器列表: XX 01 07
(全是十六进制)

村民类敌人:

50 斧头
51 镰刀
55 弯刀
5A 酒瓶子
72 木棒
59 钢管
73 扳手
71 锄头
53 铲子
6C 燃烧瓶
54 炸药
52 弓箭枪
75 喇叭或者扩音器

土著类敌人:

5F 长矛
60 盾牌(63 盾牌+长矛)
62 弓
64 流星锤(em24--土著酋长专用武器)
74 炸弹
6F 长矛(动作把主角向上挑起

)
5E 火把


军队类敌人:

65 电击棒
68 火箭筒
6A 机关枪
61 盾牌+电棒
5D 格林机关枪(em23--军曹机枪大叔专用武器)
6D 军人手雷 (特定环境下有用)
6E 军人闪光雷 (特定环境下有用)

军队敌人模型列表:

00 - default?
16 - no armor, grenades on chest
18 - no armor, grenades on chest (hat)
20 - armor on chest, head and legs
23 - armor on chest and legs (beret)
24 - armor on chest and legs
28 - armor on head and legs
2A - armor on chest and head
30 - armor on chest (bold)
32 - armor on chest
34 - armor on legs

FFFF - random---


敌人爆虫情况:

爆虫 :武器后第33字节当数字是04时表示百分之百爆虫,00表示不爆虫。

从爆虫可能性数字(04或者00)向后第7个字节 01是长虫 02大头虫 04飞虫


第7什么类型的虫子
04是100%爆虫 01是长虫 02大头虫 04飞虫

solo 模式中一次最多爆出4个虫 no mercy模式中一次最多爆出12个虫

敌人产生情况:?
The value after the health is the mJumpInit value. This is usually 00. If it's 01, then that enemy will spawn on the map instantly after the map loads. VERY handy to know. Although note that since each enemy is unique, then that enemy can't be spawned from a script (since he already spawned).---


---AB (hex) after the uEm10 is the variable is the mSearchForward variable. Not sure how it works.---

---D1 (hex) after the uEm10 is the "mFindPL" variable. 00 makes the enemy stand still. 01 makes the enemy start to actively search for the player.---

---D6 (hex) after the uEm10 is "mIsGoto", which defines whether or not the enemy will follow his goto coordinate.---

---DB (hex) after the uEm10 is "mIsGotoAng", which defines whether or not the enemy will follow his gotoAng coordinate.---

---E0 (hex) after uEm10 is the "goto" coordinate for the enemy---

---F4 (hex) after uEm10 is the "gotoAng" angle for the enemy---

---B9 (hex) after uEm10 is the boolean which I think defines whether or the enemy will stand still at Goto coordinate.---

敌人钻墙问题:?
What you're changing is probably the spawn coordinate, which is fine. But many enemies also have a goto coordinate (it's easy to find since it's the only other value for enemies which is as long as the spawn coordinate). If you replace that with "00 00 00 00 00 00 00 00 00 00 00 00", I think that'll do. You can also turn off the value which toggles whether or not the enemies will follow his goto, I can't remember right away where that value is.

---FSM info:

"Last part StartEmSet is an array with all the enemies to be spawned from an em##.

Here's an example of several full array items (from s407\startemset)
15 00 0C 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 01 00 00 00 00
15 00 0D 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 00
15 00 0E 00 1E 00 00 00 01 00 00

00 02 01 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 01 00 00 00 00
15 00 0F 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 00 00 00 00 01 00 00 00 03 00 00 00 01 00 00 00 00

As you can see, 2 parts of the array item ticks with 1. And the entire length of one array item is 22 (hex) bytes.

After the last item in the array is 3A (hex) bytes until the end of file. Like this (from s407\startemset):
01 00 00 00 03 00 16 00 32 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01 01 00 00 00 00 00 00 00 01 00 00 00 FE FF 00 00 01 00 00 00 00 00 00 00 00 00 00 00

1 of those bytes are relevant to the size of the array. Which is 16 (in this case, the amount of enemies in em00 is 10). That byte is 7 bytes after the last item in the array. (I am thinking this byte might actually be near the start of the array instead, 3 bytes before the first item in the array)

I think I figured out where the em## is referenced in a FSM file. I think it's in the actual array itself. For instance, here's one item from s401\EmSetArea0:
13 00 6E 00 1E 00 00 00 01 00 00 00 02 01 00 00 00 02 00 00 00 01 00 00 00 11 00 00 00 01 00 00 00 00

If you move 12 (C in hex) bytes after "1E" you'll get 02. I've been checking several different FSM and that seems to match up to the em##. Like the rats in s104 are in em05, and the byte is 05. And in EmSetStart, that one is always 00." (after some testing, I think there's a limit of how high the em## can go. 40 doesn't work. 29 does work)

-If you go to the next value after that, you'll have the value which refers to the specific enemy inside the em## file. You can't re-use the same enemies multiple times.

-Here's an easier way of replacing the one byte in array which links to the em##. Search for this"1E 00 00 00 01 00 00 00 02 01 00 00 00 01" and replace the last byte with whatever the em## the spawn array originally links to and then replace with a similar string just with the last byte being the new em##, for instance: "1E 00 00 00 01 00 00 00 02 01 00 00 00 1D" which is for em29.

-There seems to be 2 types of enemy arrays. The ones which start with emset_p0001 (for instance), and the indicator for how many entries in that array is always 3 bytes before the first entry. And array which start with something like emset00~copy_p0001 which I'm not sure how to read.---


武器列表(16进制)

Wp01 - Kamasu Kissaki knife (Don't know who uses this, someone in mercs.)
Wp02 - Beretta M92FS
Wp03 - Maybe the Vz61
Wp04 - Ithaca
Wp05 - Sako S75
Wp06 - HE Grenade
Wp07 - Thermite (Incendiary Grenade)
Wp08 - Flashbang again
Wp0a - Proximity Mine
Wp0b - S&W Model 29 Revolver
Wp0c - Grenade Launcher
Wp0d - Rocket Launcher
Wp0e - Kukri Knife
Wp0f - Longbow (don't know who's)
Wp3e = gold egg
Wp10 - H&K P8
Wp11 - Sig Sauer P226
Wp13 - H&K MP5A3
wp15 - gatling gun
Wp16 - Benelli M3 Super 90
Wp17 - Striker shotgun, possibly
Wp19 - Hydra
Wp1a - L.Hawk
Wp1b - S&W Model 500 Revolver
Wp1c - PSG-1
Wp1d

- AK-74
Wp1e - Beretta 93R
Wp1f - Px4
Wp2d - PKM Light Machine Gun
Wp2e - Minigun parts
Wp20 - Dragunov
Wp22 - Stun Rod
Wp23 - Silver tipped combat knife (mercs?)
Wp24 - Carbon black combat knife (mercs?)
Wp29 - S.T.A.R.S. Samurai Edge (extracted folder, arc is 89)
Wp30 - Latern
Wp34 = LTD
Wp34 - Minigun pack maybe
Wp50 - Majini Axe
Wp51 - Majini Sickle
Wp53 - Medieval Shield
Wp53 - Broom
Wp55 - Kukri
Wp58 - Executioner's axe
Wp5b - Chainsaw
Wp61 - Tactical Shield
Wp62 - Longbow again
Wp63 - Black mask
Wp64 - Skull thing
Wp6a - AK-74
Wp6d - Stielhandgranate
Wp6e - Flashbang
Wp72 - Something spiky with chicken feet
Wp74 - Tribal shield maybe
Wp77 - Executioner's axe again
Wp78 - Rock
Wp7a - Red drum
Wp89 - S.T.A.R.S. Samurai Edge


常用武器列表
A few examples:
0D 01 = rocket launcher
06 01 = grenade
08 01 = flash grenade
10 02 = electric rounds for the grenade launcher
09 02 = magnum ammo
06 02 = explosive rounds for the grenade launcher
04 03 = first aid spray
01 03 = green herb




武器列表 (10进制要转换为16进制)

000 - Hand-to-hand
001 - Knife 白色刀子A
002 - M92F
003 - VZ61
004 - Ithaca M37
005 - S75
006 - Hand grenade
007 - Incendiary grenade
008 - Flash grenade
009 - SIG 556
010 - Proximity bomb
011 - S&W M29
012 - Grenade launcher 炸弹
013 - Rocket launcher
014 - Knife 白色刀子B
015 - Longbow
016 - H&K P8
017 - SIG P226
018 - (dummy_wp12)
019 - H&K MP5
020 - (dummy_wp14)
021 - Gatling gun
022 - M3
023 - Jail Breaker
024 - (dummy_wp18)
025 - Hydra
026 - L. Hawk
027 - S&W M500
028 - H&K PSG-1
029 - AK-74
030 - M93R
031 - Px4 (works for Chris and Sheva, but Chris holds it wrong)
032 - Dragunov SVD
033 - Flamethrower (works correctly, although deals *very* little damage)
034 - Stun rod
035 - Knife 威斯克刀子
036 - Knife 吉尔刀子
037 - G. launcher (EXP) 炸弹
038 - G. launcher (ACD) 硫酸
039 - G. launcher (ICE) 冰冻
040 - (dummy_wp28)
041 - Samurai Edge (works for Chris and Sheva, but Sheva holds it wrong)
042 - (dummy_wp2a)
043 - (dummy_wp2b)
044 - (dummy_wp2c)
045 - (dummy_wp2d)
046 - (dummy_wp2c)
047 - Gun turret
048 - Lantern (holds incorrectly, always points it upwards)
049 - (dummy_wp31)
050 - (dummy_wp32)
051 - (dummy_wp33)
052 - L.T.D. (only works during the bossfight in 6-2)
053 - RPG-7 NVS
054 - Egg (Rotten)
055 - Hand-to-hand
056 - (dummy_wp38)
057 - G. launcher (FLM) 燃烧
058 - G. launcher (FLS) 闪光
059 - G. launcher (ELC) 电弹
060 - Egg (White)
061 - Egg (Brown)
062 - Egg (Golden)
063 - (dummy_wp3f)
064 - (dummy_wp40)
065 - (dummy_wp41)
066 - (dummy_wp42)
067 - (dummy_wp43)
068 - (dummy_wp44)
069 - (dummy_wp45)
070 - (dummy_wp46)
071 - (dummy_wp47)
072 - (dummy_wp48)
073 - (dummy_wp49)
074 - (dummy_wp4a)
075 - (dummy_wp4b)
076 - (dummy_wp4c)
077 - (dummy_wp4d)
078 - (dummy_wp4e)
079 - (dummy_wp4f)
080 - Adze (hurts self) (51)
081 - Sickle (hurts s

elf) (52)
082 - Bow gun (thrown) (52)
083 - Shovel (thrown)
084 - Dynamite (throws as object, but only detonates if shot, instakills most enemies but deals very little damage to bosses)
085 - Machete (hurts self)
086 - Shotgun (disappears when adding to inventory after quitting)
087 - Grenade launcher
088 - Giant ax (thrown) (holds correctly)
089 - Steel pipe (thrown)
090 - Bottle (thrown, deals damage to your teammate but not to enemies) (5A)
091 - Chainsaw (thrown)
092 - (dummy_wp5c)
093 - Gatling gun (thrown)
094 - Torch (thrown)
095 - Spear (hurts self) (5F)
096 - Wooden shield (thrown)
097 - Metal shield
098 - Bow (thrown)
099 - Shield
100 - Morning Star (thrown) (holds correctly)
101 - Stun rod (crashes the game)
102 - Knife (disappears)
103 - Handgun
104 - Rocket launcher (thrown) (68)
105 - Adze
106 - Machine gun (thrown) (6A)
107 - Rifle (disappears)
108 - Molotov Cocktail (functions!)
109 - Hand grenade (works, but only detonates if shot, deals no damage)
110 - Flash Grenade (works, but only detonates if shot, doesn't actually stun you or the enemies)
111 - Spear
112 - Chair (disappears)
113 - Pickax (thrown)
114 - Club
115 - Wrench
116 - Bomb (thrown, detonates if shot, instakills most enemies and has VERY big blast radius, but deals very little damage to bosses)
117 - Megaphone (hurts self)
118 - Machine gun
119 - (dummy_wp77)
120 - (dummy_wp78)
121 - (dummy_wp79)
122 - (dummy_wp7a)
123 - (dummy_wp7b)
124 - (dummy_wp7c)
125 - (dummy_wp7d)
126 - (dummy_wp7e)
127 - (dummy_wp7f)
128 - (dummy_wp80)
144 - none
145 - Handgun ammo
146 - Machine gun ammo
147 - Shotgun shells
148 - Rifle ammo
149 - (dummy)
150 - Explosives rounds
151 - Acid rounds
152 - Nitrogen rounds
153 - Magnum ammo
154 - Rocket
155 - Arrow
156 - (dummy)
157 - (dummy)
158 - Flame rounds
159 - Flash rounds
160 - Electric rounds
161 - RPG round
162 - Nothing
163 - Herb (green)
164 - Herb (red)
165 - Herb (X)
166 - First aid spray
167 - Herb (Green)
168 - Herb (Red)
169 - Herb (G+G)
170 - Herb (G+G+G)
171 - Herb (G+R)
172 - Herb (G+X)
173 - Herb (G+R+X)
174 - Egg (White)
175 - Egg (Brown)
176 - Egg (Gold)
177 - Nile perch
178 - Nile perch (Big)
179 - Water
180 - Herb (X)
181 - Nothing
182 - Gold (Large)
183 - Gold (Small)
184 - Gold bars
185 - Sapphire
186 - (dummy)
187 - (dummy)
188 - (dummy)
189 - (dummy)
190 - (dummy)
200 - (dummy)
221 - (dummy)

uIt020e = flame rounds
uIt0210 = electric rounds
uIt0201 = pist0l ammo
uIt0202 = mg ammo
uIt0203 = shotgun ammo
uIt0204 = rifle ammo
uIt0206 = explosive rounds
uIt0209 = magnum ammo
uIt0211 = rocket round (11 02)
uIt0301 = G herb
uIt0304 = F aid
uIt0402 = a bag of money
uIt0453 = topaz oval
uIt0477 = diamond marquise (5000)
uIt0608 = combo bonus

一:敌人武器修改

前言:
敌人武器一般是3个字节,经常以01 07结尾,比如:50 01 07 就是一种武器。
51 01 07又是一种武器,敌人武

器的区别就是第一个字节的区别,第一个字节不同,武器就不同。

敌人武器修改:打开任意一个EM文件。
在16进制中,搜索“XX 01 07”,全部替换成你想替换的“YY 01 07”武器。
当然了修改时要注意有些武器敌人可以通用,但是有些不可以通用(如果替换不合适的武器游戏直接关闭)。
比如村民马基尼就只可以用村民马基尼的武器等。


二:场景中武器的修改

场景中武器的修改比如说手雷,RPG,草药等等。
修改方法:
打开ITEM文件,一般武器都是3个字节,常以01 01结尾,比如01 01 01就是一种武器,
02 01 01就是一种武器,不同之处在第一个字节(和敌人武器有点像)。

用uWp06(手雷)举例子吧:
uWp06(手雷),对应在16进制表中的地址就是06 01 01
我们先把手雷修改为uWp07(燃烧弹),在16进制中搜索"06 01 01" ,把其替换为"07 01 01"就行了。

ITEM文件:

时间柱 s400\soft\merce\s400_IDF01_Ins uOm0100 时间长短和敌人血一样
木桶移动 uOm0890
正方形形木头箱子 uOm0889
时间盒子 但是里面的combo没有移动 uOm088a
梯子(隐形) uOmf201
铁箱子 uOm088d
长方形箱子 uOm08bd


汽油桶 uOm0886
氧气管 uOm08ba



uIt020e = flame rounds
uIt0210 = electric rounds
uIt0201 = pist0l ammo
uIt0202 = mg ammo
uIt0203 = shotgun ammo
uIt0204 = rifle ammo
uIt0206 = explosive rounds
uIt0209 = magnum ammo
uIt0211 = rocket round (11 02)
uIt0301 = G herb
uIt0304 = F aid
uIt0402 = a bag of money
uIt0453 = topaz oval
uIt0477 = diamond marquise (5000)
uIt0608 = combo bonus

uOm0017 = wire trap (2 sets of positions and angles, first is the bomb, second is the end of the wire. Second pos is actually rotated 90 degrees to the left with the wire trap as anchor) (based on s104, wiretraps are usually +117 above the ground)
uOm0823 = small basic box (can be destroyed for items)
uOm0886 = Explosive red barrel
uOm0889 = rectangular small box, basic design (can be destroyed for items)
uOm088a = Treasure chest (usually has combo bonuses)
uOm088b = Tribal treasure chest (usually has combo bonuses)
uOm088d = Modern safe (usually has combo bonuses) (combo bonus has same coordinate except for Z being +9)
uOm0890 = Round tall barrel (can be destroyed for items)
uOm08ba = Explosive canister from chapter 1-2 boss fight area (you can push it to the ground, which has clipping issues near walls)
uOm08bd = rectangular tall box (can be destroyed for items)
uOm08f1 = Shiny briefcase with weapon
uOm08f2 = key?
uOm08fa = Shiny blue BSAA emblem (the collectibles)
uO

m092d = mirror for puzzle in chapter 4-2
uOm0100 = time bonus
uOm1304 = Jeep
uOmf201 = Ladder (purely for gameplay, invisible)
uOmde9a = Dead body (from 1-2 boss fight area)
uOm1316_BackupHeli2 = Helicopter from chapter 2-1 at the docks (s113)
OM08E9A_IDo00_U006 = laser goal for puzzles in chapter 4-2

武器角度:

mAngle

simple angles (turning left and right):
00 00 00 00 00 00 00 00 (north)
00 00 00 00 D8 0F C9 3F (east)


for player chars:
00 00 00 00 D8 0F C9 3F = Facing east
00 00 00 00 37 8D 27 40 = facing north?
00 00 00 00 2B 18 10 C0 = Facing west (northwest?)
00 00 00 80 D6 E0 7D BE = facing south?
00 00 00 00 CA FD 3B 40 = facing north/northeast
00 00 00 00 56 29 3E C0 = facing north/northwest
00 00 00 00 41 82 A6 BF = facing west/southwest
00 00 00 00 4E 43 8A 3F = facing east/southeast
00 00 00 00 39 9A E1 3F = facing north (very very slightly off)
00 00 00 00 B8 EA CA 3F = facing east (very slightly off)
00 00 00 00 D5 EB 46 C0 = facing north (slightly to the west)
00 00 00 00 B7 5F C6 BF = facing west
00 00 00 00 D0 EC 14 40 = facing northeast
00 00 00 00 F4 16 C3 3F = facing east (slightly to the south)
00 00 00 00 9C FD 61 BE = facing south/southwest

based on puzzle mirrors:
00 00 00 00 D8 0F 49 3F = northwest
00 00 00 00 80 DF ED AF = northeast
00 00 00 00 E2 CB 16 40 = southwest
00 00 00 00 D2 53 7B 40 = southeast

based on puzzle goals:
D8 0F C9 3F = east

based on valves and zip lines from s207:
00 00 00 80 D8 0F C9 BF = directly west?
00 00 00 00 DC 0F 49 40 = directly south?

mAngles with rocket launcher as reference:
B5 87 4D BF 0C 05 AC 3F 00 00 00 00 00 00 00 00 = horizontal, slightly twisted. Pointing south-southwest
00 00 00 00 00 00 00 00 D0 7C B0 BF 00 00 00 00 = almost vertical, slightly leaning on its flat side
00 00 00 00 96 0A 86 BF C9 92 81 3F 00 00 00 00 = upside down, leaning on an almost 45 degree angle
D8 0F C9 3F 1E 36 91 3F 1E FA 8E 3D 00 00 00 00 = lying flat. Pointing southwest. (not perfect for rocket launcher since the handle is on the bottom side, it shouldn't be able to balance like that)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = lying flat. Pointing west. (rocket launcher lying flat on its side, so it looks balanced)
---


---There's 2 variables per item entry which ticks with 1. A few bytes before the item name (start of entry in other words), and some bytes after the item names. It's the same thing with enemies in em## files.---

---When using player coordinates from Cheat Engine, those coordinates seems to be slightly above the gruond. For the Teeny Weetle mod it seems the barrels and time bonuses are -25 below player coordinate. I tried to edit rocket launchers on storage facility mod to be on ground, and -25 is overkill. Although -10 seems to work well for rocket launchers. (update: I use new memory addresses now which gives the exact correct location)---

--I think 15A (hex) after uWp3e is the variable which links the it

em to a specific enemy (it counts from 00 as first enemy). There's probably another variable which defines whether it should be dropped from an enemy.

Combo bonuses are linked to treasure chests the same way. Not sure which variables controls that.---

---To get the correct position for wiretraps get the 2 coordinates for where you want it and then you have to change the second coordinate. Calculate the difference between the coords which should be the same (afterwards, make them the same), and then add that difference to the other axis.---

无限弹药:

It's just after the variable defining which type of item it is. In that example look for "07 01" and after that you'll see a value which is "FF FF FF FF". That's the value. A series of FF means it'll gets the default value. Replace those with anything you want. (example, if you replace it with "BC 7F 00 00" you'll get 32,700 ammo which I think is the highest you can go)

雇佣兵灯光:
About the IDF thing, you are copying the items from Versus Survivor, and maybe the versus survivor item files simply doesn't have any unique items in the combo chests for those stages?

About the graphics, that's a bug with the arctool. It doesn't recompress the cubemaps properly. Here's how to fix it:
-For facility, go to stage\s303\light\env, and copy the tex files from there to your RE5 install directory, they should be in a similar location (which is nativepc\stage\s303\light\env)
-Then delete everything in stage\s303\light\env from the stage archive. Now it should work.

Do the same thing for Missile Area. In that case, the files should be in stage\s307\light\env

STP问题:

If you look into coreresource.arc and look at all of the .stp files in stages/. Those files define the spawn position for the player. The very first variable (after the list of strings) which is of 12 length (C hex) is the position where the player spawns. Second variable (for the mercs maps) define the second spawn point, while the others probably define versus spawn points). For normal stages there's usually 2 spawn points, obviously for Chris and Sheva.

s503.stp
24 55 D1 C2 94 A3 38 40 52 80 E4 BF - Sheva's spawn point

-One full entry in stp should be 40 (hex) length

跑动的敌人:
A few random discoveries. There's one magical value for majini (156 (hex) after uEm10 in em## files) which can affects lots of various behavior. Like one thing I just discovered. If the value is "80 00" then the majini will run almost all the time. Ie, every majini in ship deck has this value and they almost never stop running unless they're right next to the player. I'm surprised I never noticed this before now.
Also, one random core mechanic I stumbled on which I'm not sure if people are aware of. Critical head shots increase the chances of a majini turning into a las plagas with around 50% (only if that enemy has a las plagas defined to it though).


制作雇佣兵新图:

And this shows another tr

icky part with doing stuff like this, which is with random scripts failing to work and this case you end up with a door not working. To fix problems like this you need to remove the script disabling the door (scripts are in stage\s400\soft\merce\fsm\) or remove the door itself (which is usually somewhere in stage\s100\scr\scr00\s100_IDo00_Ins.15302ef4). Unfortunately fixing stuff like this requires a lot of trial and error. Although if you're lucky, you won't run into problems like this at all with certain stages. If you simply wanna start from scratch with the gameplay files, you can delete everything in stage\s400\soft\merce\ and you'll end up with a clean stage without items, enemies and interactive objects.

One extra optional step is to add one time bonus to the stage so you can explore it without running out of time. I've set up a simple object file for this (this object file contains one single item, which is a time bonus worth 74 minutes). Download this: https://www.wendangku.net/doc/cc18859155.html,/RE5/txt/tutorial...01_Ins.15302ef4

In your new stage, copy that file to stage\s400\soft\merce\ and open it in a hex editor. Find this value and replace it with the spawn position of the player (which you found in the stp file): https://www.wendangku.net/doc/cc18859155.html,/RE5/txt/tutorial...eswap/idf01.png

Recompress the s400.arc again and now you should have a time bonus giving you plenty of time to explore the stage.

A few more things to note...
-I'll try to write a new tutorial later about changing information about enemies and items on a map. Which is the most important step for editing stages.

-If you wanna test my own stage variants, I've got a bunch of mercs mods here: https://www.wendangku.net/doc/cc18859155.html,/Resident_Evil_4...showtopic=11878 and here: https://www.wendangku.net/doc/cc18859155.html,/Resident_Evil_4...showtopic=13120

-I've got a huge resource of various stuff I've discovered ingame in text files here: https://www.wendangku.net/doc/cc18859155.html,/RE5/txt/

1:抽取s505.arc文件
2:把s505文件改成s407,在s505的effecs\efl\stage\新建文件s407,移动 effect\efl\stage\s505\auto到s407,改auto里面的s505为s407
3:把s505里面effect\sdl改成s407 把s505里面的sound\bgm改为s407
4:在s505\stage新建文件s407 在s407文件里面新建 light map scr se soft\merce空文件
5:移动s505\stage里面的havok文件到s407的stage里面,改名
6:复制s505里面light文件里面的s505.19a59a91文件到s407的light文件,改名
7:复制s505里面map的s505_360.lsp 到 s407的map里面,改名
8:复制s505里面se的se_s505.38f66fc3 和 se_s505.39d71f2文件到s407里面se,改名
9:复制s505\scr的sdl文件到s407\scr,并改名
10:复制s505\soft的s505.4ef19843 和 s505.5898749c文件到s407\soft,改名
11:移动s505\soft\剩下的文件到s407\soft\merce改名
12:删除stage\s407\soft\merce\文件


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