This is the actionscript code of the hacked function in player (REMEMBER THIS IS 4.3 !!)
Code:
public function _-Pz():void{
var _local1:Square = map_.getSquare(x_, y_);
if (_local1.props_._-0lZ){
_-0Zl = Math.min((_-0Zl + 1), Parameters._-0NN);
this._-oe = (0.1 + ((1 - (_-0Zl / Parameters._-0NN)) * (_local1.props_.speed_ - 0.1)));
} else {
_-0Zl = 0;
this._-oe = _local1.props_.speed_;
};
if (map_.name_ == "Sprite World"){
this._-oe = 1.5; <our hack
};
}
This code set the _-oe value to a speed factor based on the speed factor of the Square (local1) where is the player...
I've just forced the 1.5 factor after all the checks
This _-oe value is used in the following function , always in the player class
Code:
private function _-hK():Number{
if (_-0HV()){
return ((_-2M * this._-oe));
};
var _local1:Number = (_-2M + ((this.speed_ / 75) * (_-6O - _-2M)));
if (((_-4W()) || (_-dk()))){
_local1 = (_local1 * 1.5);
};
return ((_local1 * this._-oe));
The interesting part is that this code use our _-oe factor AND the player speed (this.speed). And this code returns a number..
I think the game use a value which is NOT player speed but which IS BASED ON PLAYER SPEED AND TILE TYPE to actually let the character move faster or slower
The reason why i've choosed to modify the first method is because this method is easier to locate
and because the good return value to set in the other method is quite strange : ive tried with 1 and it was always too fast.. 0.5 too... A good value would have been 0.01, which is harder to figure for brains..
People can understand 1.5x or 2x boost, but 0.01 oO
