Re: Star Ocean: The Divine Force - v1.0 - Steam
Posted: Tue Nov 01, 2022 10:34 pm
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
10 is a fairly good number, but it should be noted that some turn ins do require more. I would not go higher than 16. I think that for the most part though 10 is good enough for most situations.asmoranomar wrote: ↑Tue Nov 01, 2022 11:00 amItem Limit has been immediately depreciated.
If you disable the code and you cannot pick up 20 items, please provide feedback.
Because of this, "No Item Decrease" has been changed. It now has an extra option to prevent items from falling below a specified value (Default 10, you can change this value - also would like feedback if this default should be higher). If you have more than 10 items, it will use them. If you have 10 or less, it will not. Credit goes to Anon9 for creating this; I only modified it slightly.Technical Details
Because I wanted to still be able to auto-sell items, there was a need to fool the game into thinking you had less items than you actually held. In my short-sighted approach, I only changed the check in the game to see if you had more than 19 items. Internally, this would allow you to pickup items you normally couldn't, but didn't change how many you actually held. So, even if the limit was 19, you were still holding 20. This is why (if anyone noticed) you had to pick up an extra item before the auto-sell would kick in. Since the auto-sell does another check to see if you have more than 20, it was not affected by the limiter....
...except for items that can't be auto-sold. Whoops.
This can cause some hidden items in the inventory that you cannot see. Potentially preventing you from picking up more. I briefly mentioned how I had extra weapons and armor beyond the cap in my inventory during testing, and that should have been a clue. I just assumed they were treated differently somehow (they are, but because they don't stack, you can see all the hidden gear).
In addition, I didn't have Item Creation at the time I wrote the code, and testing was only done on merchants. It just happened to work on chests and other things, so I assumed it would work in any instance items were added to your inventory.
I'm really sorry about that.
A new table will be uploaded shortly.
Please stop using the Item Limiter and/or update to v1.11.
Yeah.....I deserved that.
You could still potentially redo the Item Limit to not have the issue, but you'd have to do some extra work for that.asmoranomar wrote: ↑Wed Nov 02, 2022 5:45 amYeah.....I deserved that.
I mean at the time I believe we were talking about being able to open chests. I was more focused on not implementing two cheats at once (no decrease and limit). I'm still not happy that they are together, but unless you want to do a challenge run, I don't think anyone is going to want Item Limit only without 'no item decrease'. So I guess it's better in the end.
Code: Select all
If SkipMin == True;
Then JMP to CheckMax;
Else;
If Qty < MinItem;
Then Qty = MinItem;
JMP to Resolution;
Else continue to CheckMax;
CheckMax:
If SkipMax == True;
Then JMP to section OriginalCode;
Else;
If Qty > MaxItem;
Then Qty = MaxItem;
JMP to selection Resolution;
Else continue to OriginalCode;
OriginalCode:
Qty = Qty - Consume; (or addition as the case may be)
Resolution:
Test Qty for negative;
Return to game code;
Code: Select all
sub [rdi+30],esi
mov r14d,[rdi+30]
cmp [booMinItem],01
je @f
cmp r14d,[varMinItem]
jge @f
mov r14d,[varMinItem]
mov [rdi+30],r14d
jmp ptrResolution
ptrCheckMax: //This entire section is actually not needed for this script because
//if you are subtracting, the Max doesn't matter unless you are subtracting just 1 item, but
//want the game to decrease it down to a set value.
cmp [booMaxItem],01
je @f
cmp r14d,[varMaxItem]
jle @f
mov r14d,[varMaxItem]
mov [rdi+30],r14d
ptrResolution:
test r14d,r14d
jmp return
Not without rewriting the entire drop function. I've gone into detail why a few times, but the short of it is this: Only one item can drop. Common items are rolled first, while the rare items are last. In order for a rare to drop, all other drops must fail.rolandgriswold wrote: ↑Wed Nov 02, 2022 10:51 amIs there a way to remove the item cap and to make enemy's drop all there items 100% of the time
It is possible, but would require a lot of extra work. I doubt anyone wants to spend 100+ hours writing one script that only has minor benefits... Aside from people like me that do pointless things for experience. But unfortunately, I'm too busy to bother trying.rolandgriswold wrote: ↑Wed Nov 02, 2022 10:51 amIs there a way to remove the item cap and to make enemy's drop all there items 100% of the time