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JJT to JJTime
The introduction of JJT has always been annoying, because it eliminates any scripted cheatcodes that starts with a T. For example, in HH24 we had to deviate from traditional difficulty cheats. Instead of JJTurbo it had to become JJNightmare, creating inconsisencies with how the game presents itself. Technically I don't think any script uses JJT currently, or JJTime, so this should be a good change imo.
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I think they went for jjt, because it already exists as a cheat code in vanilla jj2.
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It's certainly possible to change the lengths of cheat codes, it would just take more work. And I'm hesitant to take away players' ability to replace cheat codes by hex editor (except for JJGRAV). |
Good points, I also just realised jjk exists with an even bigger issue, because this cheat code code is certainly used quite often through jjChat scripting by now. I suppose I will just have to accept the horrendous jj2 cheat commands now as the jj2 devs thought of them.
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You can't use cheat codes through jjChat, only chat commands--indeed there's no scripting API for triggering specific cheat codes at all. The closest is AngelScript functions that are directly named after cheat codes (jjNxt). Amusing though it would be to force players to use JJQ.
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Thanks for clarifying, since it's possible to make a new reference for custom cheatcodes, I somehow thought current cheatcodes were linked to the API.
Having thought about this again: I 100% believe the sole reason people hex edit default cheatcodes is because they accidentally type them (jjq, jjk, jjt) and not for anything else. Just like what you have linked. Any other use case seems like change for the sake change. Maybe fun for someone geeking out on the ability to edit their .exe, but I can't see practical use. I'm not convinced keeping hex editing is a necessary block to changing codesr, especially if renaming also takes away the sole practical reason to ever do that. |
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