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Re: Tales of Arise

Posted: Thu Sep 16, 2021 7:44 pm
by fearlessfan1
gradius12 wrote:
Thu Sep 16, 2021 3:48 pm
may i inquire a instant talking for the camp talks since its timer based i dont know how long the timer is or how it counts
I was browsing the the UUUObject dump and perhaps this deals with the camp wait time:

IntProperty Arise.MenuCampSupport.SetCampFavoriteWaitTime.Minute

Function Arise.MenuCampSupport.SetCampFavoriteWaitTime
Function Arise.MenuCampSupport.GetCampFavoriteWaitTime
IntProperty Arise.MenuCampSupport.GetCampFavoriteWaitTime.ReturnValue
IntProperty Arise.MenuCampSupport.GetCampFavoriteEventName.Rank
EnumProperty Arise.MenuCampSupport.GetCampFavoriteEventName.PartyI


I also saw this but it probably does not deal with it:

ArrayProperty Arise.MenuCampPointData.HiddenLevel
StructProperty Arise.MenuCampPointData.HiddenLevel.HiddenLevel
ScriptStruct Arise.CampHiddenLevelName
StrProperty Arise.CampHiddenLevelName.LevelName

Re: Tales of Arise

Posted: Thu Sep 16, 2021 9:07 pm
by Graymatter
MzJ wrote:
Thu Sep 16, 2021 12:50 pm
Graymatter wrote:
Thu Sep 16, 2021 9:47 am
When it comes to Arte Proficiency, is it possible to boost the multiplier for the overall category? For instance, Rinwell has Wind, Water, and Lightning categories. When I use the "Skill Usage Multiplier" option, it only boosts the proficiency of the individual skill used, such as Thunder Blade or Spread, rather than the category of Lightning or Water, respectively.

If at all possible, I would love to see an option to affect the multiplier for overall proficiency. I know the option for "Maximize Arte Proficiency" exists, but I would greatly prefer to just get a boost to usage rates rather than completely negate the system.
Check page 5, TheByteSize already posted a code for Arte proficiency multiplier. Just copy it into the Table.
Thank you for pointing that out to me, I completely missed it. Cheers!

Re: Tales of Arise

Posted: Thu Sep 16, 2021 9:31 pm
by TheByteSize
Added Cooking Cost 0 in my original post.
here

Re: Tales of Arise

Posted: Fri Sep 17, 2021 12:00 am
by Tatsuna
fearlessfan1 wrote:
Thu Sep 16, 2021 7:44 pm
gradius12 wrote:
Thu Sep 16, 2021 3:48 pm
may i inquire a instant talking for the camp talks since its timer based i dont know how long the timer is or how it counts
I was browsing the the UUUObject dump and perhaps this deals with the camp wait time:

IntProperty Arise.MenuCampSupport.SetCampFavoriteWaitTime.Minute

Function Arise.MenuCampSupport.SetCampFavoriteWaitTime
Function Arise.MenuCampSupport.GetCampFavoriteWaitTime
IntProperty Arise.MenuCampSupport.GetCampFavoriteWaitTime.ReturnValue
IntProperty Arise.MenuCampSupport.GetCampFavoriteEventName.Rank
EnumProperty Arise.MenuCampSupport.GetCampFavoriteEventName.PartyI


I also saw this but it probably does not deal with it:

ArrayProperty Arise.MenuCampPointData.HiddenLevel
StructProperty Arise.MenuCampPointData.HiddenLevel.HiddenLevel
ScriptStruct Arise.CampHiddenLevelName
StrProperty Arise.CampHiddenLevelName.LevelName
Sorry if I ask, but how do I use these? I'm able to open UE4 console but everytime I use one of the objects that UUU dumped, it is not recognized as a valid command. I'm particulaly interested into the ones you posted here previously.

Re: Tales of Arise

Posted: Fri Sep 17, 2021 2:08 am
by rokinbockin123
Hello, can I request a table that increases the enemy HP? Most of the enemies that I fought just died way too quickly. Thank you in advance.

Re: Tales of Arise

Posted: Fri Sep 17, 2021 3:14 am
by H_C_L
why not lower your damage with the damage multiplier instead?

Re: Tales of Arise

Posted: Fri Sep 17, 2021 5:11 am
by MzJ
Has anyone made something for Item usage cooldown and 100% Elite encounter?

Re: Tales of Arise

Posted: Fri Sep 17, 2021 5:12 am
by H_C_L
are elites those that are glowing?

Re: Tales of Arise

Posted: Fri Sep 17, 2021 5:24 am
by MzJ
H_C_L wrote:
Fri Sep 17, 2021 5:12 am
are elites those that are glowing?
Yea occasionally "rare variants/elite" mob with a glow appear when you have lvl 5 battle chain gauge. I'm wondering if someone could make a script so we can encounter those tougher enemies more often.
Spoiler
I think that dragon that appear mid battle in one of the maps in chp 3 was also a Elite mob.

Re: Tales of Arise

Posted: Fri Sep 17, 2021 7:10 am
by Algester
no the one you meet in Menancia is a gigant mob so if you defeat it you get an astral flower for your efforts at the same time its also a hunt quest in the capital

Re: Tales of Arise

Posted: Fri Sep 17, 2021 8:54 am
by moommoom
Anyone have Save File before getting 1st fish or before kisara/dolhim joinning you can i have it please?

Re: Tales of Arise

Posted: Fri Sep 17, 2021 11:34 am
by MzJ
Algester wrote:
Fri Sep 17, 2021 7:10 am
no the one you meet in Menancia is a gigant mob so if you defeat it you get an astral flower for your efforts at the same time its also a hunt quest in the capital
I see, well minus the dragon then. Still hope to see if someone can make one for 100% "glowing" enemies encounter lol.

Re: Tales of Arise

Posted: Fri Sep 17, 2021 12:19 pm
by TheByteSize
added Easy + Inf Battle Chain Timer.

Re: Tales of Arise

Posted: Fri Sep 17, 2021 1:38 pm
by kloze
crono686 wrote:
Thu Sep 16, 2021 5:58 pm
Hi, do you plan to add stats of the characters? I really would like to have an option to see the current kill count of every indivdual characters for my ng+ fell arms run.
Add count.
viewtopic.php?p=210987#p210987

Re: Tales of Arise

Posted: Fri Sep 17, 2021 2:08 pm
by nowork
MzJ wrote:
Fri Sep 17, 2021 5:11 am
Has anyone made something for Item usage cooldown and 100% Elite encounter?
As @TheByteSize said, just use "Infinite Battle chain bonus" from any one of the tables. I'm getting shiny monsters every other spawn after using this.

As for your other question, I haven't felt the need for using items in quick succession in battles, so can't help you there. You could just change the battle strategy and make Shionne/Dohalim focus on healing more.