Vampire Survivors

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kor
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Re: Vampire Survivors

Post by kor »

hello, sir.
First of all, thank you very much for the data
But the magnet doesn't work T.T


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kor
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Re: Vampire Survivors

Post by kor »

Rydian wrote: Fri Aug 18, 2023 10:51 pm

Updated for 1.6, was mainly some offset changes.

hello, sir.
First of all, thank you very much for the data
But the magnet doesn't work T.T


hazeck
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Re: Vampire Survivors

Post by hazeck »

does it work with 1.6.109?


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Rydian
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Re: Vampire Survivors

Post by Rydian »

kor wrote: Sat Sep 02, 2023 12:29 pm

hello, sir.
First of all, thank you very much for the data
But the magnet doesn't work T.T

Magnet doesn't work like other stats and I've never found anything to make it work like other stats. It's just inherently janky and always has been. if anybody has any info on how it works internally I'm open to it.

hazeck wrote: Fri Sep 15, 2023 9:03 am

does it work with 1.6.109?

Looks like yeah.

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Alex Darkside
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Re: Vampire Survivors

Post by Alex Darkside »

Rydian wrote: Thu Sep 21, 2023 2:07 pm

Magnet doesn't work like other stats and I've never found anything to make it work like other stats. It's just inherently janky and always has been. if anybody has any info on how it works internally I'm open to it.

(Google translation)

For the "magnet" to work, you need to change several game values in the "body" structure, not just "_radius". If you have an early version of CE 7.5, then when you enable the "Activate mono features" option, some values in "Structure dissect" that the game uses when the "magnet" is working may be hidden. Add these values manually or deactivate the "Activate mono features" option when creating the structure.


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Rydian
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Re: Vampire Survivors

Post by Rydian »

I checked out the character's _body and messed with _radius, _size, and _halfsize (including treating both _size and _halfsize as a set of two floats each since they seemed to work like that) but no improvement to pickup range.

Updated for 1.7.0.

  • Fixed the egg value offsets (for real this time).
  • Timer search fixed.
  • Re-added the previously-missing _magnet structure info (and a bunch of new things in there) just in case anybody else wants to fiddle with it, it still doesn't work like other stats.

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Alex Darkside
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Re: Vampire Survivors

Post by Alex Darkside »

(Google translation)

To increase the radius of the "magnet", you need to change several values at once (I changed 5 different values) in the "body" structure. Then the player collects trophies from all over the screen at the maximum distance.
As I said before, when enabling "Activate mono features" in an early version of CE 7.5, some of the values that need to be changed for "magnet" are not visible in the structure. You need to either turn off "Activate mono features" when creating a structure, or use the latest version of Cheat Engine, where this bug is fixed.


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Rydian
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Re: Vampire Survivors

Post by Rydian »

Updated for 1.8.208.
(I haven't messed with adventures yet.)

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Re: Vampire Survivors

Post by Rydian »

Played with adventures a little but they have their own sets of stats and I haven't made anything for them yet.

  • Added some hidden stats to the main stat list.

    • Shroud/Shields (Laurel I assume).

    • Charm (enemy spawn counts).

    • Defang. Set Defang to 1 and normal enemies will spawn unable to deal damage. Random event enemies appear to still deal damage however, probably a dev oversight.

  • Added AlwaysCoinBag, AlwaysRoast, and AlwaysRandomLimitBreak to the end of the charactercontroller list. Unsure how well the game uses these.

  • Made the player options collapsed by default to keep it out of the way.

  • Removed selectedCharacter and selectedMaxWeapons because they were just info.

  • Added maxWeaponCount and maxAccessoryCount lower in the list since those appear to actually function in-game which is what I assume people want. Can set them higher and stack up all sorts of stuff.

Image

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Re: Vampire Survivors

Post by mrnyoom »

Recent update broke the table, update pls?


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