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Show Actual Hit/Crit Roll Values

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Jul 7th, 2015
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  1. // Show Actual Hit/Crit Roll Values - eclipse666
  2. // The actual value rolled for each hit/crit calc is now displayed on screen
  3. // The format is ROLLED/HIT CHANCE
  4. // HIT CHANCE is the regular % chance to hit
  5. // ROLLED is the actual random value from 0 to 100 generated by the system. To hit, ROLLED must be less than or equal to HIT CHANCE.
  6. // You want to see low values here (if you're attacking), and high values when the aliens are shooting at you.
  7. // Spoiler alert: The values are displayed just before the animations, so you'll know what's about to happen!
  8.  
  9. //This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool
  10. UPK_FILE = XComGame.upk
  11. OBJECT = XGTacticalGameCore.RollForHit : AUTO
  12. [REPLACEMENT_CODE]
  13. /*(0x0000/0x0000)*/ 0F 48 <.fRoll> 12 20 <Class.XComEngine> [@] <XComEngine.SyncFRand.ReturnValue> 00 ( 1C <XComEngine.SyncFRand> A8 A8 38 57 01 <Core.Object.Name> 38 57 61 1C 16 16 38 57 1C <Core.Object.GetFuncName> 16 16 16 )
  14.  
  15. 19 19 2E <Class.XComPresentationLayer> 19 2E <Class.XComPlayerController> 19 01 <Engine.Actor.WorldInfo> [@]
  16. <Engine.Actor.GetALocalPlayerController.ReturnValue> 00 ( 1C <Engine.Actor.GetALocalPlayerController> 16 ) [@]
  17. <XComPlayerController.m_Pres> 00 ( 01 <XComPlayerController.m_Pres> ) [@]
  18.  
  19. <XComPresentationLayerBase.GetMessenger.ReturnValue> 00 ( 1B <GetMessenger> 16 ) [@] <UIMessageMgr.Message.ReturnValue> 00 ( 1B <Message>
  20. 70
  21. 70
  22. 1f <%t "Hit Roll: ">
  23. 38 53
  24. 38 44
  25. ab // *
  26. 48 <.fRoll>
  27. 1e <%f 100>
  28. 16
  29. 16
  30.  
  31. 70
  32. 1f <%t "/">
  33. 38 53
  34. 38 44
  35. ab // *
  36. 00 <.fChance>
  37. 1e <%f 100>
  38. 16
  39. 16
  40. 16
  41.  
  42. 24 04
  43. 24 01
  44. 1E <%f 5>
  45. 4A
  46. 4A
  47. 4A 16 )
  48.  
  49.  
  50. /*(0x0049/0x0031)*/ 04 B2 48 <.fRoll> 00 <.fChance> 16
  51. /*(0x005E/0x003E)*/ 04 3A <.ReturnValue>
  52. /*(0x0068/0x0044)*/ 53
  53.  
  54.  
  55. //This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool
  56. UPK_FILE = XComGame.upk
  57. OBJECT = XGTacticalGameCore.RollForCrit : AUTO
  58. [REPLACEMENT_CODE]
  59. /*(0x0000/0x0000)*/ 07 [@label_0x007A] 82 77 19 1C <Engine.Actor.GetALocalPlayerController> 16 [@] <Engine.PlayerController.CheatManager> 00 ( 01 <Engine.PlayerController.CheatManager> ) 2A 16 18 [@] ( 19 2E <Class.XComTacticalCheatManager> 19 1C <Engine.Actor.GetALocalPlayerController> 16 [@] <Engine.PlayerController.CheatManager> 00 ( 01 <Engine.PlayerController.CheatManager> ) [@] <XComTacticalCheatManager.bForceCriticalWound> 00 ( 2D 01 <XComTacticalCheatManager.bForceCriticalWound> ) 16 )
  60. /*(0x0068/0x0044)*/ 0F 48 <.fRoll> 1E <%f 0>
  61. /*(0x0077/0x004F)*/ 06 [@label_0x00C3]
  62. /*(0x007A/0x0052)*/ [#label_0x007A]
  63. /*(0x007A/0x0052)*/ 0F 48 <.fRoll> 12 20 <Class.XComEngine> [@] <XComEngine.SyncFRand.ReturnValue> 00 ( 1C <XComEngine.SyncFRand> A8 A8 38 57 01 <Core.Object.Name> 38 57 61 1C 16 16 38 57 1C <Core.Object.GetFuncName> 16 16 16 )
  64.  
  65. 19 19 2E <Class.XComPresentationLayer> 19 2E <Class.XComPlayerController> 19 01 <Engine.Actor.WorldInfo> [@]
  66. <Engine.Actor.GetALocalPlayerController.ReturnValue> 00 ( 1C <Engine.Actor.GetALocalPlayerController> 16 ) [@]
  67. <XComPlayerController.m_Pres> 00 ( 01 <XComPlayerController.m_Pres> ) [@]
  68.  
  69. <XComPresentationLayerBase.GetMessenger.ReturnValue> 00 ( 1B <GetMessenger> 16 ) [@] <UIMessageMgr.Message.ReturnValue> 00 ( 1B <Message>
  70. 70
  71. 70
  72. 1f <%t "Crit Roll: ">
  73. 38 53
  74. 38 44
  75. ab // *
  76. 48 <.fRoll>
  77. 1e <%f 100>
  78. 16
  79. 16
  80.  
  81. 70
  82. 1f <%t "/">
  83. 38 53
  84. 38 44
  85. ab // *
  86. 00 <.fChance>
  87. 1e <%f 100>
  88. 16
  89. 16
  90. 16
  91.  
  92. 24 04
  93. 24 01
  94. 1E <%f 5>
  95. 4A
  96. 4A
  97. 4A 16 )
  98.  
  99. /*(0x00C3/0x0083)*/ [#label_0x00C3]
  100. /*(0x00C3/0x0083)*/ 04 B2 48 <.fRoll> 00 <.fChance> 16
  101. /*(0x00D8/0x0090)*/ 04 3A <.ReturnValue>
  102. /*(0x00E2/0x0096)*/ 53
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