public static void MysteryCheat(IChapterSave chapterSave) { var timeMachine = new Model.NewGamePlus.TimeMachine(chapterSave); var randomizer = new Model.NewGamePlus.Randomizer(chapterSave); timeMachine.RemoveEveryoneButCorrin(); timeMachine.InsertCharacters(); randomizer.RandomizeClasses(); randomizer.EquipWeapons(); timeMachine.LevelUpAllUnits(); timeMachine.EmptyConvoy(); //timeMachine.ReturnToChapter7(); timeMachine.ReturnToPrologue(); }
public static void UnlockAllStatues(IChapterSave chapterSave) { // TODO: Verify values. Not all of these probably need to be 0xFF (there are more bits than statues) // This gives both Corrins and both Kanas. If that ends up problematic, we'll have to change this a bit. chapterSave.MyCastleRegion.StatuesPaidFor = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF }; chapterSave.MyCastleRegion.StatuesUnlocked = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF }; chapterSave.MyCastleRegion.StatuesMarkedAsRead = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF }; }