I haven't had much time today, but I think you can edit the Weapon's attack and defense fairly easily. I will add some pointers next update and maybe work on adding stones to the Override Drop Item option. It will be later though as I had a busy day.
Almost no skill cooldown doesn't seem to work, the bar still refills at a normal rate.
Why 'almost'?...
I will attempt to fix it next update but later today. They must have changed the offset or something. The way it works is it still has a cooldown but on the first update to it, I set it to zero.
Almost no skill cooldown doesn't seem to work, the bar still refills at a normal rate.
Why 'almost'?...
I will attempt to fix it next update but later today. They must have changed the offset or something. The way it works is it still has a cooldown but on the first update to it, I set it to zero.
Not sure if a bug or not, however after overriding the drop to get the DLC weapons i turned off the game and CE complete and then emrys the ps4 weapon dropped from enemies with no CE started
[ENABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
db 73
//73 1E
//jae Rinne:CharacterPointCounter:UpdateSkillCoolTime+153
[DISABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
db 72
//72 1E
//jb Rinne:CharacterPointCounter:UpdateSkillCoolTime+153
How it does works? Activate the script then jump once. The value will immediately show up. Then choose an option from dropdown (Default, 1.5x, 2.5x, 3.5x). An important thing!!! You'll have to lock the pointer value by toggle it, otherwise the jump value will immediately restore the default value.
I have an option to increase the rate Daemon's get their soulstones used for skill tree. I also added the ability to Override the drop item with a stone you pick. This works similar to the Weapon one. Don't choose to perform both a Weapon Override and Stone Override at the same time. If you do, the Weapon one takes priority. I also added an option to always force the game to give your weapons you pickup 4 available Shadestone slots. I'm thinking this is about all I will do for now.
Oh wow, I completely forgot about posting that spreadsheet I made for this game from the demo. Enjoy!
[Link]
I think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.
Foulfeather: crit chance + healing
Jabberite: damage from reflected atk + soulstone drop rate
Oh wow, I completely forgot about posting that spreadsheet I made for this game from the demo. Enjoy!
[Link]
I think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.
Foulfeather: crit chance + healing
Jabberite: damage from reflected atk + soulstone drop rate
Yeah there were some blank stones in the demo data. I'll try to update the sheet if possible. Or might open it up for editing by be community.
I have an option to increase the rate Daemon's get their soulstones used for skill tree. I also added the ability to Override the drop item with a stone you pick. This works similar to the Weapon one. Don't choose to perform both a Weapon Override and Stone Override at the same time. If you do, the Weapon one takes priority. I also added an option to always force the game to give your weapons you pickup 4 available Shadestone slots. I'm thinking this is about all I will do for now.
Hi Drummer! There is also a mechanic where you can awaken skills. They basically get upgraded based on chance. The awakening they get I believe is a random effect from a list of certain effects. I'll update the previous spreadsheet with the awakenings info.
Not sure if something can be added in the table for that?
So using DrummerIX's asm, I managed to get this to work properly. This is less for the purpose of infinite skills (Null Stones takes care of that) and more for the purpose of skills that look for your stone count. Note: This may require learning a skill (Null Stones work) to activate it and uses learning a skill to trigger. (The scan portion is actually far longer than necessary)