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Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+42]

Posted: Sun Mar 26, 2023 9:39 am
by variante
Raynard wrote:
Fri Mar 24, 2023 5:04 am
*snipped*
Oh dear, I thought you figured this one by now. There are 4 traits on an item, the last one is Super Trait. ID offset is next to ID of 3rd trait, Level offset is next to Level of 3rd trait. This one also uses ID for other traits. Literally the 4th trait.

In case anyone is wondering about the CC stat on item, it's actually an "offset" against the base value, which can go negative. For example, an item has base CC 3 and you set CC stat to -1 (255 in unsigned byte), it becomes 2. Basically, set this to -127 (or 128) to have CC 1 for all items (since these are capped at 1). This address should really show signed byte instead.

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+42]

Posted: Sun Mar 26, 2023 10:21 am
by Tuuuup!
Small table/ addon to Raynard table:

And Raynard can add, modify this to his table.

Pointers for Gems, Shards, Money, Gold, SP and secret keys usage.

Scripts:

inf Secret Key uses
Godmode/ no hit + OHK
Stop food timer
Always use Skill. Ignores AP points
inf use Order Drive
inf Item ( selling/using?) v2 (turn off when epuipping secret keys?? clones them ) not for synthesis!

v2: Fix the godmode? small update on the order script
v3: Added WT(no wait time battle), and a tactic level script
v4: Fatal Drive script , Time of day!! and Puni pet XP and Level pointer
v5: Fixes for update v1.1.0
v6: inf Key timer in battle, Stealth, No item lost for synthesis and updated/fix the godmode.

Have fun.

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+22]

Posted: Sun Mar 26, 2023 1:43 pm
by ichigoned
dexade wrote:
Sun Mar 26, 2023 8:10 am
Do you have Japanese and Chinese versions of this list?
Well, it's just a matter of parsing the data.

item_name is the item name list
item_potential is the trait list
item_effect is the item effect list

en is English
jp is Japanese
sc is Simplified Chinese (I think?)

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+27]

Posted: Sun Mar 26, 2023 2:20 pm
by Tago
ichigoned wrote:
Sat Mar 25, 2023 9:56 am
Hey, first of all, I appreciate the item highlight editor. But I find this is rather.... inconvenient for me to go to container/storage, edit the item then back synthesize.

So I decided to write my own script to find the highlighted item inside the synthesis menu.

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(item_highlight_synth,$process,48 8B 8B A8 00 00 00 48 8D 53) // should be unique
alloc(newmem,$1000,item_highlight_synth)
alloc(pointer_item_synth,8,item_highlight_synth)

pointer_item_synth:
  dq #0

label(code return)
registersymbol(item_highlight_synth pointer_item_synth)

newmem:
  mov [pointer_item_synth],rsi

code:
  mov rcx,[rbx+000000A8]
  jmp return

item_highlight_synth:
  jmp newmem
  nop 2
return:


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
item_highlight_synth:
  db 48 8B 8B A8 00 00 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: 140413197

140413172: 48 8D 4B 10           - lea rcx,[rbx+10]
140413176: E8 E5 CA 26 00        - call 14067FC60
14041317B: EB 17                 - jmp 140413194
14041317D: 48 8D 53 13           - lea rdx,[rbx+13]
140413181: 41 B8 7D 00 00 00     - mov r8d,0000007D
140413187: 48 8D 4E 03           - lea rcx,[rsi+03]
14041318B: E8 60 20 EA 00        - call 1412B51F0
140413190: 85 C0                 - test eax,eax
140413192: 74 54                 - je 1404131E8
140413194: 0F 10 06              - movups xmm0,[rsi]
// ---------- INJECTING HERE ----------
140413197: 48 8B 8B A8 00 00 00  - mov rcx,[rbx+000000A8]
// ---------- DONE INJECTING  ----------
14041319E: 48 8D 53 10           - lea rdx,[rbx+10]
1404131A2: 0F 11 02              - movups [rdx],xmm0
1404131A5: 0F 10 4E 10           - movups xmm1,[rsi+10]
1404131A9: 0F 11 4A 10           - movups [rdx+10],xmm1
1404131AD: 0F 10 46 20           - movups xmm0,[rsi+20]
1404131B1: 0F 11 42 20           - movups [rdx+20],xmm0
1404131B5: 0F 10 4E 30           - movups xmm1,[rsi+30]
1404131B9: 0F 11 4A 30           - movups [rdx+30],xmm1
1404131BD: 0F 10 46 40           - movups xmm0,[rsi+40]
1404131C1: 0F 11 42 40           - movups [rdx+40],xmm0
}
The item address/pointer is stored in pointer_item_synth symbol.
Hope this helps those who have the same issue as me.
Please, how do I use this?
I've tried duplicating the Item editor then changing the enable script to his, then set the Base pointer to refer to pointer_item_synth, but I can't get it to work.

Edit: Nevermind, now it worked. For those interedted, just past it inside table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>239</ID>
      <Description>"Item/Highlight Syntesis"</Description>
      <Options moHideChildren="1"/>
      <Color>008000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(item_highlight_synth,$process,48 8B 8B A8 00 00 00 48 8D 53) // should be unique
alloc(newmem,$1000,item_highlight_synth)
alloc(pointer_item_synth,8,item_highlight_synth)

pointer_item_synth:
  dq #0

label(code return)
registersymbol(item_highlight_synth pointer_item_synth)

newmem:
  mov [pointer_item_synth],rsi

code:
  mov rcx,[rbx+000000A8]
  jmp return

item_highlight_synth:
  jmp newmem
  nop 2
return:


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
item_highlight_synth:
  db 48 8B 8B A8 00 00 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: 140413197

140413172: 48 8D 4B 10           - lea rcx,[rbx+10]
140413176: E8 E5 CA 26 00        - call 14067FC60
14041317B: EB 17                 - jmp 140413194
14041317D: 48 8D 53 13           - lea rdx,[rbx+13]
140413181: 41 B8 7D 00 00 00     - mov r8d,0000007D
140413187: 48 8D 4E 03           - lea rcx,[rsi+03]
14041318B: E8 60 20 EA 00        - call 1412B51F0
140413190: 85 C0                 - test eax,eax
140413192: 74 54                 - je 1404131E8
140413194: 0F 10 06              - movups xmm0,[rsi]
// ---------- INJECTING HERE ----------
140413197: 48 8B 8B A8 00 00 00  - mov rcx,[rbx+000000A8]
// ---------- DONE INJECTING  ----------
14041319E: 48 8D 53 10           - lea rdx,[rbx+10]
1404131A2: 0F 11 02              - movups [rdx],xmm0
1404131A5: 0F 10 4E 10           - movups xmm1,[rsi+10]
1404131A9: 0F 11 4A 10           - movups [rdx+10],xmm1
1404131AD: 0F 10 46 20           - movups xmm0,[rsi+20]
1404131B1: 0F 11 42 20           - movups [rdx+20],xmm0
1404131B5: 0F 10 4E 30           - movups xmm1,[rsi+30]
1404131B9: 0F 11 4A 30           - movups [rdx+30],xmm1
1404131BD: 0F 10 46 40           - movups xmm0,[rsi+40]
1404131C1: 0F 11 42 40           - movups [rdx+40],xmm0
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>240</ID>
          <Description>"Base"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>008000</Color>
          <GroupHeader>1</GroupHeader>
          <Address>pointer_item_synth</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>241</ID>
              <Description>"Number"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+0</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>242</ID>
              <Description>"Quantity"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+2</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>243</ID>
              <Description>"ID"</Description>
              <DropDownListLink>DropdownList.Item</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>244</ID>
              <Description>"Quality Current"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+6</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>245</ID>
              <Description>"Quality Max"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+8</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>246</ID>
              <Description>"Level Current"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+A</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>247</ID>
              <Description>"Level Max"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+B</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>248</ID>
              <Description>"CC/If it's exists"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>249</ID>
              <Description>"Traits 1"</Description>
              <DropDownListLink>DropdownList.Traits</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+14</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>250</ID>
                  <Description>"Level"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>008000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>-5</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>251</ID>
              <Description>"Traits 2"</Description>
              <DropDownListLink>DropdownList.Traits</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+16</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>252</ID>
                  <Description>"Level"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>008000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>-6</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>253</ID>
              <Description>"Traits 3"</Description>
              <DropDownListLink>DropdownList.Traits</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+18</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>254</ID>
                  <Description>"Level"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>008000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>-7</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>255</ID>
              <Description>"Super Traits"</Description>
              <DropDownListLink>DropdownList.Traits</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+1A</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>256</ID>
                  <Description>"Level"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>008000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>-8</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>257</ID>
              <Description>"Effect 1"</Description>
              <DropDownListLink>DropdownList.Effect</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+1C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>258</ID>
              <Description>"Effect 2"</Description>
              <DropDownListLink>DropdownList.Effect</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+1E</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>259</ID>
              <Description>"Effect 3"</Description>
              <DropDownListLink>DropdownList.Effect</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+20</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>260</ID>
              <Description>"Effect 4"</Description>
              <DropDownListLink>DropdownList.Effect</DropDownListLink>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+22</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>261</ID>
              <Description>"HP+"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+24</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>262</ID>
              <Description>"ATK+"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+28</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>263</ID>
              <Description>"DEF+"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+2A</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>264</ID>
              <Description>"AGI+"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>008000</Color>
              <VariableType>2 Bytes</VariableType>
              <Address>+2C</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+42]

Posted: Sun Mar 26, 2023 2:25 pm
by tontsa00
Hmm, i wonder how to get "inf hollow key usage" inf secret key uses doesn't seem to apply for that. It resets by going back to Atelier, but not sure how to keep it infinite?

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+27]

Posted: Sun Mar 26, 2023 6:37 pm
by Paragon21XX
Jetstream17 wrote:
Sat Mar 25, 2023 1:53 pm
inf hp seems not working or maybe i dont used it properly? already choose inf hp dropdown and damage to enemy and ally change to 0. Ryza still taking damage.
I'm experiencing the same issue with Raynard's table. Whoever the leader is takes damage regardless if I choose Inf HP or choose Damage Multiplier and set Ally Damage to 0.
Update: Looks like V17 fixed the issue with the leader not being invulnerable. Thanks.
Tuuuup! wrote:
Sun Mar 26, 2023 10:21 am
Small table/ addon to Raynard table:

And Raynard can add, modify this to his table.

Pointers for Gems, Shards, Money, Gold, SP and secret keys usage.

Scripts:

inf Secret Key uses
Godmode/ no hit + OHK
Stop food timer
Always use Skill. Ignores AP points
inf use Order Drive
inf Item ( selling/using?) v2 (turn off when epuipping secret keys?? clones them ) not for synthesis!

If you look around the secret key pointers you can change more. I changed a key to a book...lol

Have fun.
Godmode crashes the game as soon as I press the B button in combat.

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+42]

Posted: Sun Mar 26, 2023 7:33 pm
by zachillios
Here's easy quest completion. I recall this causing problems for people in Ryza 2 who just left it on the entire game. Meaning don't leave it on, and backup your saves. Use it at your own risk:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>267</ID>
      <Description>"Easy Quest Completion (Backup Your Saves)"</Description>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Atelier_Ryza_3.exe
  Version: 
  Date   : 2023-03-26
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(QuestC,Atelier_Ryza_3.exe,9F 48 8B 5C 24 30 48 8D 05 * * * * 8B 04 90 48 83 C4 20) // should be unique
alloc(newmem,$1000,QuestC)

label(code)
label(return)

newmem:

code:
  mov [rax+rdx*4],#30
  add rsp,20
  jmp return

QuestC+0D:
  jmp newmem
  nop 2
return:
registersymbol(QuestC)

[DISABLE]

QuestC+0D:
  db 8B 04 90 48 83 C4 20

unregistersymbol(QuestC)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Atelier_Ryza_3.exe+89430C

Atelier_Ryza_3.exe+8942E0: 48 89 5C 24 08        - mov [rsp+08],rbx
Atelier_Ryza_3.exe+8942E5: 57                    - push rdi
Atelier_Ryza_3.exe+8942E6: 48 83 EC 20           - sub rsp,20
Atelier_Ryza_3.exe+8942EA: 48 63 D9              - movsxd  rbx,ecx
Atelier_Ryza_3.exe+8942ED: 48 8D 0D 51 4D F9 01  - lea rcx,[Atelier_Ryza_3.exe+2829045]
Atelier_Ryza_3.exe+8942F4: 48 63 FA              - movsxd  rdi,edx
Atelier_Ryza_3.exe+8942F7: E8 44 F2 9E 00        - call Atelier_Ryza_3.exe+1283540
Atelier_Ryza_3.exe+8942FC: 48 8D 14 9F           - lea rdx,[rdi+rbx*4]
Atelier_Ryza_3.exe+894300: 48 8B 5C 24 30        - mov rbx,[rsp+30]
Atelier_Ryza_3.exe+894305: 48 8D 05 C4 97 96 01  - lea rax,[Atelier_Ryza_3.exe+21FDAD0]
// ---------- INJECTING HERE ----------
Atelier_Ryza_3.exe+89430C: 8B 04 90              - mov eax,[rax+rdx*4]
// ---------- DONE INJECTING  ----------
Atelier_Ryza_3.exe+89430F: 48 83 C4 20           - add rsp,20
Atelier_Ryza_3.exe+894313: 5F                    - pop rdi
Atelier_Ryza_3.exe+894314: C3                    - ret 
Atelier_Ryza_3.exe+894315: CC                    - int 3 
Atelier_Ryza_3.exe+894316: CC                    - int 3 
Atelier_Ryza_3.exe+894317: CC                    - int 3 
Atelier_Ryza_3.exe+894318: CC                    - int 3 
Atelier_Ryza_3.exe+894319: CC                    - int 3 
Atelier_Ryza_3.exe+89431A: CC                    - int 3 
Atelier_Ryza_3.exe+89431B: CC                    - int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+45]

Posted: Sun Mar 26, 2023 11:38 pm
by CASK
Heads up for anyone using zachillios' max alchemy node scripts: if the node isn't maxing, open the script and find mov [rcx+04],#9 and change the #9 to whatever number you want or need.

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+22]

Posted: Mon Mar 27, 2023 2:02 am
by dexade
Thank you very much.
ichigoned wrote:
Sun Mar 26, 2023 1:43 pm
dexade wrote:
Sun Mar 26, 2023 8:10 am
Do you have Japanese and Chinese versions of this list?
Well, it's just a matter of parsing the data.

item_name is the item name list
item_potential is the trait list
item_effect is the item effect list

en is English
jp is Japanese
sc is Simplified Chinese (I think?)

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+46]

Posted: Mon Mar 27, 2023 2:45 am
by gahqm
Hi, the new version table "damage multiplier" script cause some enemy invincible, at least, the blue slime at Flower Ring. I only turn on damage multiplier script and only set take damage from enemy is 0.001, old version (near V9 version) don't have this problem.

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+46]

Posted: Mon Mar 27, 2023 3:25 am
by Paragon21XX
gahqm wrote:
Mon Mar 27, 2023 2:45 am
Hi, the new version table "damage multiplier" script cause some enemy invincible, at least, the blue slime at Flower Ring. I only turn on damage multiplier script and only set take damage from enemy is 0.001, old version (near V9 version) don't have this problem.
I found the same and traced it down to those enemies also having IDs less than 9 (Red Puni is 2, same as Lent). Script just needs to be corrected to check offset F4 to be less than 5 since all enemies have a sort order value of FFFFFFFF (change all instances of "cmp [rbx+F8],9" to "cmp [rbx+F4],5" in the script).

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+46]

Posted: Mon Mar 27, 2023 6:13 am
by 0921161610
How to unlock the full guide?at the start

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+46]

Posted: Mon Mar 27, 2023 6:14 am
by christensennn
infinity HP only works for the first battle. What's the matter?

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+47]

Posted: Mon Mar 27, 2023 10:32 am
by gahqm
The "damage multiplier" issue has been fixed, thanks but there is other issue for "Send gather items directly to the container". The scenario is : when you forget to turn on the script before collect materials in dungeon, after collect some materials and turn on the script, when you back to the atelier the script will cause container full. :(

Re: Atelier Ryza 3: Alchemist of the End & the Secret Key [+50]

Posted: Mon Mar 27, 2023 2:52 pm
by dexade
Does this table have the ability to modify the tactical level(T-Lv)?