Atelier Ryza - Ever Darkness & The Secret Hideout

gahqm

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add "Work Buff (atk, def, spd)" and "Change Role(Offence, Defense, Support)" into V3 table "Hightlight item editor"
 

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KS212

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Is it possible to have a Ignore Synthesize Materials cheat? That way we don't need to worry about having the mats...
 

Martijn1234

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Martijn1234 said:
Possible to add all the quest items to the highlighted item editor or something??
reason im asking for this is cause for some reason i need fresh goat milk for a request and i cant get it mabye i messed with this cheat table or something or not sure what do how to get it
 

Noire Blackheart

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Martijn1234 said:
Martijn1234 said:
Possible to add all the quest items to the highlighted item editor or something??
reason im asking for this is cause for some reason i need fresh goat milk for a request and i cant get it mabye i messed with this cheat table or something or not sure what do how to get it
Just break some boxes in the farm, has fresh goat milk in.
 

Valatros

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Noire Blackheart said:
Martijn1234 said:
Martijn1234 said:
Possible to add all the quest items to the highlighted item editor or something??
reason im asking for this is cause for some reason i need fresh goat milk for a request and i cant get it mabye i messed with this cheat table or something or not sure what do how to get it
Just break some boxes in the farm, has fresh goat milk in.
Actually the "Fresh" goat milk is a different item, think a key item. It's just for that quest, different from the regular "goat milk" you get smashing boxes. I already had regular goat milk when I got the quest and still had to go get the "fresh" one.

Unfortunately I'm way past that quest so I have no idea how to go about finding the ID to add it back. It's not in the list of ID's but I'm not sure key items are stored the same way.

Also, in what appears to be a modern miracle, my add-all-items container LUA monstrosity actually works as intended without testing or bugs. so gvargas you're good to go, other'n finding the first container slot to modify the beginning of the container instead of a little past. (errr, it doesn't add the fresh goat milk though. actually that's weird... I'll take a look into that real quick).

Edit: Hah! Got it. The ID list we have intentionally excludes key items. Did a batch add with dummies and all and found your fresh goat milk. Use the highlighted item editor on an item you don't want anymore with no effects and change the id to "574" no quotes. That's the Fresh Goat Milk.
 

TheNeru

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Updated my Gathered Items Always Max Quality script.
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>339</ID>
<Description>"Gathered Items Always Max Quality &amp; Unlocked Traits"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>FF8000
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Atelier_Ryza.exe
Version: Maximumer
Date : 2019-11-02
Author : TheNeru

This item quality, is... MAXIMUMER!
}

[ENABLE]

aobscanmodule(BaskQ,Atelier_Ryza.exe,0F 11 07 41 0F 10 4F 10) // should be unique
alloc(newmem,$1000,"Atelier_Ryza.exe"+142552)

label(code)
label(return)

newmem:

code:
//And who said it wouldn't get any tighter!
movups [rdi],xmm0
mov [rdi+04],#999
mov byte ptr [rdi+0B],#0
movups xmm1,[r15+10]
jmp return

BaskQ:
jmp newmem
nop 3
return:
registersymbol(BaskQ)

[DISABLE]
BaskQ:
db 0F 11 07 41 0F 10 4F 10

unregistersymbol(BaskQ)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Ryza.exe"+142552

"Atelier_Ryza.exe"+14254E: 41 0F 10 07 - movups xmm0,[r15]
// ---------- INJECTING HERE ----------
"Atelier_Ryza.exe"+142552: 0F 11 07 - movups [rdi],xmm0
"Atelier_Ryza.exe"+142555: 41 0F 10 4F 10 - movups xmm1,[r15+10]
// ---------- DONE INJECTING ----------
"Atelier_Ryza.exe"+14255A: 0F 11 4F 10 - movups [rdi+10],xmm1
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>341</ID>
<Description>"Works on everything that goes into"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>0000FF
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>364</ID>
<Description>"your basket and container."</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>0000FF
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

Since the script affects anything that goes into the basket/container. I might as well add it in this script.
As acolyte mentioned. Synthesized items may have tiny "Lock" icons on it's traits. This new iteration of the script
now unlocks the trait slots once the item is shoved into your basket/container. Wait! Where's the basket!? Ryza doesn't
carry a bag like Firis and Sophie does!

Now I won't have to waste materials on the "Traits" node during synthesizing.

~Edit2~
It does break something. It sets the 1st effect to 512 for some reason.
Alright! Sort of fixed it? Atleast it doesn't change 1st effect to 512 anymore.
 

acolyte

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Valatros said:
Edit: Hah! Got it. The ID list we have intentionally excludes key items. Did a batch add with dummies and all and found your fresh goat milk. Use the highlighted item editor on an item you don't want anymore with no effects and change the id to "574" no quotes. That's the Fresh Goat Milk.
Hahah nah, not intentional, I was doing it one by one, so might have missed some stuff.
I decided to go parse the data for the item, effect names, effect descriptions, trait names, and trait lists, so look forward to that~
 

Valatros

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acolyte said:
Valatros said:
Edit: Hah! Got it. The ID list we have intentionally excludes key items. Did a batch add with dummies and all and found your fresh goat milk. Use the highlighted item editor on an item you don't want anymore with no effects and change the id to "574" no quotes. That's the Fresh Goat Milk.
Hahah nah, not intentional, I was doing it one by one, so might have missed some stuff.
I decided to go parse the data for the item, effect names, effect descriptions, trait names, and trait lists, so look forward to that~
One by one!? Holy crap you're hardcore dude. Well if it matters the 500-600 range seems to have a bunch of key items for reference. I assumed it was intentional because those seem most likely to break the game if you edit them in.
 

TheNeru

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Valatros said:
acolyte said:
I decided to go parse the data for the item, effect names, effect descriptions, trait names, and trait lists, so look forward to that~
One by one!? Holy crap you're hardcore dude. Well if it matters the 500-600 range seems to have a bunch of key items for reference. I assumed it was intentional because those seem most likely to break the game if you edit them in.
Kinda like what I did when I found out Gathering items weren't in the list. Also yup, there are still missing effects. Couldn't find Inferno Garland in the list. Wait, I'm doubtful of the effect name. But it did had Garland in it. Uhh, in the Rose Bomb effects.
 

acolyte

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Valatros said:
One by one!? Holy crap you're hardcore dude. Well if it matters the 500-600 range seems to have a bunch of key items for reference. I assumed it was intentional because those seem most likely to break the game if you edit them in.

TheNeru said:
Kinda like what I did when I found out Gathering items weren't in the list. Also yup, there are still missing effects. Couldn't find Inferno Garland in the list. Wait, I'm doubtful of the effect name. But it did had Garland in it. Uhh, in the Rose Bomb effects.
Here's some parsed stuff! I see there's some issues when I was parsing, so there are some stuff missing. Feel free to check the line count, edit the missing info, and stuff. Stuff that's missing description should be 'N/A'. Stuff that's missing entries, won't be there. Will need to cross check this with the manual list later if all the entries are there.

Item List (parsed)
Effects List (parsed)
Traits List (parsed)

And, the spreadsheets..
Traits Descriptions (parsed)
Effects Descriptions (parsed)

The <CLGR><CLNR> is 'highlight green' in the game
 

Valatros

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acolyte said:
Here's some parsed stuff! I see there's some issues when I was parsing, so there are some stuff missing. Feel free to check the line count, edit the missing info, and stuff. Stuff that's missing description should be 'N/A'. Stuff that's missing entries, won't be there. Will need to cross check this with the manual list later if all the entries are there.

Item List (parsed)
Effects List (parsed)
Traits List (parsed)

And, the spreadsheets..
Traits Descriptions (parsed)
Effects Descriptions (parsed)

The <CLGR><CLNR> is 'highlight green' in the game
Awesome, thanks. I actually modified my container code to go through all the item effects/traits too (effect 0, 1, 2, 3 on item ID 0, then 4, 5, 6, 7 on 1, and so on) to try and save the time manually digging through. After all, you could just look at the highlighted item code if you had a container full to find the ID for anything.

Buuuuuuut scrolling past the first dozen or so items crashed the game, and most of the traits were showing up as "???" anyway. Don't think the game liked me arbitrarily assigning effects and traits to items without any regard for if they were a dummy item, key item, or what, heh. So no go on that. I'll try fiddling with it a bit to skip key items and dummy items then see if it stops freaking out.

Edit: Well, got it working by skipping dummy items, mostly. The traits still show up as "????" if undiscovered, I don't know how to get around that. Effects work though! Script below is designed to modify 2000 items in your container. Once it hits the last valid item ID in the list it starts over at clear water again, but continues with new effect/trait id's up to 2000 (I don't think there are even 2000, so I haven't made it do more, tell me if there are).
local al = getAddressList()

local base = al.createMemoryRecord()
base.Description = "Container Codes (first 446 slots)"
base.IsGroupHeader = true
base.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand, moManualExpandCollapse]"

local baseID = al.createMemoryRecord()
baseID.Description = "Container ID Codes"
baseID.IsGroupHeader = true
baseID.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand, moManualExpandCollapse]"
baseID.appendToEntry(base)

local baseQ = al.createMemoryRecord()
baseQ.Description = "Container Quality Codes"
baseQ.IsGroupHeader = true
baseQ.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand, moManualExpandCollapse]"
baseQ.appendToEntry(base)

local baseE = al.createMemoryRecord()
baseE.Description = "Container Effect Codes"
baseE.IsGroupHeader = true
baseE.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand, moManualExpandCollapse]"
baseE.appendToEntry(base)

local baseT = al.createMemoryRecord()
baseT.Description = "Container Trait Codes"
baseT.IsGroupHeader = true
baseT.options = "[moActivateChildrenAsWell, moDeactivateChildrenAsWell, moRecursiveSetValue, moAllowManualCollapseAndExpand, moManualExpandCollapse]"
baseT.appendToEntry(base)

local addr = "Atelier_Ryza.exe+0139AB08"

local IDValue = 0
local E1Value = 0
local E2Value = 1
local E3Value = 2
local E4Value = 3
local T1Value = 0
local T2Value = 1
local T3Value = 2
local offsetID = 0x98c
local offsetQuality = 0x98e
local offsetE1 = 0x998
local offsetE2 = 0x99a
local offsetE3 = 0x99c
local offsetE4 = 0x99e
local offsetT1 = 0x9a0
local offsetT2 = 0x9a8
local offsetT3 = 0x9b0
local slotnum = 1
for i = 1, 2000 do
local recID = al.createMemoryRecord()
local recQuality = al.createMemoryRecord()
local recE1 = al.createMemoryRecord()
local recE2 = al.createMemoryRecord()
local recE3 = al.createMemoryRecord()
local recE4 = al.createMemoryRecord()
local recT1 = al.createMemoryRecord()
local recT2 = al.createMemoryRecord()
local recT3 = al.createMemoryRecord()
local headertxt = string.format("Item ID Slot %d", slotnum)
local headertxt2 = string.format("Item Quality Slot %d", slotnum)
local etxt1 = string.format("Item Slot %d Effect 1", slotnum)
local etxt2 = string.format("Item Slot %d Effect 2", slotnum)
local etxt3 = string.format("Item Slot %d Effect 3", slotnum)
local etxt4 = string.format("Item Slot %d Effect 4", slotnum)
local ttxt1 = string.format("Item Slot %d Trait 1", slotnum)
local ttxt2 = string.format("Item Slot %d Trait 2", slotnum)
local ttxt3 = string.format("Item Slot %d Trait 3", slotnum)

recID.Description = headertxt
recID.Address = addr
recID.OffsetCount = 1
recID.Offset[0] = offsetID
recID.appendToEntry(baseID)
recID.type = vtWord
recID.Value = IDValue

recQuality.Description = headertxt2
recQuality.Address = addr
recQuality.OffsetCount = 1
recQuality.Offset[0] = offsetQuality
recQuality.appendToEntry(baseQ)
recQuality.type = vtWord
recQuality.Value = 999

recE1.Description = etxt1
recE1.Address = addr
recE1.OffsetCount = 1
recE1.Offset[0] = offsetE1
recE1.appendToEntry(baseE)
recE1.type = vtWord
recE1.Value = E1Value

recE2.Description = etxt2
recE2.Address = addr
recE2.OffsetCount = 1
recE2.Offset[0] = offsetE2
recE2.appendToEntry(baseE)
recE2.type = vtWord
recE2.Value = E2Value

recE3.Description = etxt3
recE3.Address = addr
recE3.OffsetCount = 1
recE3.Offset[0] = offsetE3
recE3.appendToEntry(baseE)
recE3.type = vtWord
recE3.Value = E3Value

recE4.Description = etxt4
recE4.Address = addr
recE4.OffsetCount = 1
recE4.Offset[0] = offsetE4
recE4.appendToEntry(baseE)
recE4.type = vtWord
recE4.Value = E4Value

recT1.Description = ttxt1
recT1.Address = addr
recT1.OffsetCount = 1
recT1.Offset[0] = offsetT1
recT1.appendToEntry(baseT)
recT1.type = vtWord
recT1.Value = T1Value

recT2.Description = ttxt2
recT2.Address = addr
recT2.OffsetCount = 1
recT2.Offset[0] = offsetT2
recT2.appendToEntry(baseT)
recT2.type = vtWord
recT2.Value = T2Value

recT3.Description = ttxt3
recT3.Address = addr
recT3.OffsetCount = 1
recT3.Offset[0] = offsetT3
recT3.appendToEntry(baseT)
recT3.type = vtWord
recT3.Value = T3Value

E1Value = E1Value + 4
E2Value = E2Value + 4
E3Value = E3Value + 4
E4Value = E4Value + 4
T1Value = T1Value + 3
T2Value = T2Value + 3
T3Value = T3Value + 3
IDValue = IDValue + 1

if IDValue == 208 then
IDValue = 237
elseif IDValue == 257 then
IDValue = 267
elseif IDValue == 280 then
IDValue = 289
elseif IDValue == 299 then
IDValue = 309
elseif IDValue == 324 then
IDValue = 329
elseif IDValue == 386 then
IDValue = 406
elseif IDValue == 436 then
IDValue = 456
elseif IDValue == 471 then
IDValue = 481
elseif IDValue == 493 then
IDValue = 503
elseif IDValue == 536 then
IDValue = 674
elseif IDValue == 677 then
IDValue = 678
elseif IDValue == 684 then
IDValue = 685
elseif IDValue == 691 then
IDValue = 692
elseif IDValue == 709 then
IDValue = 0
end

offsetE1 = offsetE1 + 0x42
offsetE2 = offsetE2 + 0x42
offsetE3 = offsetE3 + 0x42
offsetE4 = offsetE4 + 0x42
offsetT1 = offsetT1 + 0x42
offsetT2 = offsetT2 + 0x42
offsetT3 = offsetT3 + 0x42
offsetQuality = offsetQuality + 0x42
offsetID = offsetID + 0x42
slotnum = slotnum + 1
end

Only useful for manually verifying effects as is, but there it is.
 

Algester

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acolyte said:
TheNeru said:
Booyeah! Props and kudos to everyone. Too many to give thanks to.

Anywho! acolyte, if it ain't asking too much. I'm kinda particular with item effects and traits.
Some description for them would be nice in your list. And I can't discern some effects with just their names.
Unfortunately I haven't gotten too far to get any kind of description for traits. Most of the traits aren't uncovered by me yet, and the Item effects will take quite a while to write down, given there's 901 effects. Is it in the game database somewhere? I manually typed the 700+ effects.

Otherwise it'll take a while for me to type everything out haha, but you can use that as a template for spreadsheet using convert text-to-table.

Here's spreadsheet form of
Effect List
Traits List
the effects of traits and effects are infact in the game's database check the guide in the party menu for more info
 

acolyte

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Algester said:
the effects of traits and effects are infact in the game's database check the guide in the party menu for more info
Only after you reach certain points.
If I show you my game, you can see most of the traits has not been 'unlocked' yet.
They will show as ??? and cannot be viewed in the guide.
And for effects, most of them will not show as well.
However if you force modify the effects, they will show if you view from the select menu. Once you change it back, it'll disappear again.
If you browse manually, the effects will not show.

The visible effects and traits are only unlocked after certain points in the game. And most people have trouble trying to find the trait they need if they look 1 by 1 in the guide. I think that's why some people in this thread have been asking to get the trait/effect info. Otherwise I'd have wasted my time haha
 

D00IVI

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I'm pretty sure trait/effect/items/monster/whatever in the ingame guide unlock after you gather/craft/fight mats/items/monster with that trait which can be bothersome
also browsing the ingame guide is really slow compare to an excel sheet
 

waduk

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Is it possible to make a function that instant reset the resources/material every-time we harvest ?
So basically a more easy way for material farming ?
 

gvargas

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D00IVI said:
I'm pretty sure trait/effect/items/monster/whatever in the ingame guide unlock after you gather/craft/fight mats/items/monster with that trait which can be bothersome
also browsing the ingame guide is really slow compare to an excel sheet
What I do is "force" the game to unlock the trait/effect by assigning it to any equipment then equipping and removing it from any character and the ??? change to the real value, it's not the most efficient way to do it but it's an option if you really need that on an item... :)
 

acolyte

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Hotfix to cheat table for fixed list of items, traits, effects. No updates on functionality
Cross-checked manual and parsed list.
Weird thing in the game data Effect #269 is supposed to be Envenom Cure, but when I set it in the game, it shows nothing.

For portable needs, I've submitted the list to GameFAQs (Revision submitted)
 

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