Anyone have any luck with equipment editing, specifically materia slots? I have been trying to find/mod this but zero luck so far.
Looking at what Dumper7 & Equipment.uasset have, I can see it's similar to remake with the format in the asset file being:
Code: Select all
float MateriaGrowScale;
uint8 MateriaSlotDouble;
uint8 MateriaSlotSingle;
I really with UE4SS was working as it'd make this so easy....
If anyone's got any way of doing this, please let me know!
delpirero wrote: ↑Sat Jan 25, 2025 3:55 pm
change control character
address: "battle leader" address -1
character id
0:Cloud
1:Barret
2:Tifa
3:Aerith
4:Red
5:Yuffie
6:Cait
7:Zack
8:Sephiroth
you change "control character" pointer's drop-down-list, you have to access and exit the menu once for the game to recognise the change
ff7rebirth_.CT
Thanks for the find!
I turned this into a script that'll automatically change the character you control when you change the party leader:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>85</ID>
<Description>"Changing Party Leader Changes Controlled Char"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript Async="1">{ Game : ff7rebirth_.exe
Version:
Date : 2025-01-25
Author : delpirero & LordGregory
Sets the char you control at the same time when you change the party leader.
}
[ENABLE]
aobscanmodule(CONTROLL_PARTY_LEADER,ff7rebirth_.exe,40 8A F2 88 51 02) // should be unique
alloc(newmem,$1000,CONTROLL_PARTY_LEADER)
label(code)
label(return)
newmem:
code:
mov sil,dl // OG code.
mov [rcx+01],dl // Char you control.
mov [rcx+02],dl // Party leader.
jmp return
CONTROLL_PARTY_LEADER:
jmp newmem
nop
return:
registersymbol(CONTROLL_PARTY_LEADER)
[DISABLE]
CONTROLL_PARTY_LEADER:
db 40 8A F2 88 51 02
unregistersymbol(CONTROLL_PARTY_LEADER)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: ff7rebirth_.exe+18AE304
ff7rebirth_.exe+18AE2E1: 48 83 C4 28 - add rsp,28
ff7rebirth_.exe+18AE2E5: E9 02 00 00 00 - jmp ff7rebirth_.exe+18AE2EC
ff7rebirth_.exe+18AE2EA: CC - int 3
ff7rebirth_.exe+18AE2EB: CC - int 3
ff7rebirth_.exe+18AE2EC: 48 89 5C 24 08 - mov [rsp+08],rbx
ff7rebirth_.exe+18AE2F1: 48 89 74 24 10 - mov [rsp+10],rsi
ff7rebirth_.exe+18AE2F6: 57 - push rdi
ff7rebirth_.exe+18AE2F7: B8 70 00 00 00 - mov eax,00000070
ff7rebirth_.exe+18AE2FC: E8 5F 1E 8B 00 - call ff7rebirth_.exe+2160160
ff7rebirth_.exe+18AE301: 48 2B E0 - sub rsp,rax
// ---------- INJECTING HERE ----------
ff7rebirth_.exe+18AE304: 40 8A F2 - mov sil,dl
// ---------- DONE INJECTING ----------
ff7rebirth_.exe+18AE307: 88 51 02 - mov [rcx+02],dl
ff7rebirth_.exe+18AE30A: E8 11 5C 21 FF - call ff7rebirth_.exe+AC3F20
ff7rebirth_.exe+18AE30F: 48 8B F8 - mov rdi,rax
ff7rebirth_.exe+18AE312: 48 85 C0 - test rax,rax
ff7rebirth_.exe+18AE315: 74 12 - je ff7rebirth_.exe+18AE329
ff7rebirth_.exe+18AE317: 80 B8 99 3D 00 00 00 - cmp byte ptr [rax+00003D99],00
ff7rebirth_.exe+18AE31E: 75 09 - jne ff7rebirth_.exe+18AE329
ff7rebirth_.exe+18AE320: 45 84 C0 - test r8b,r8b
ff7rebirth_.exe+18AE323: 0F 85 F5 B3 20 01 - jne ff7rebirth_.exe+2AB971E
ff7rebirth_.exe+18AE329: 4C 8D 5C 24 70 - lea r11,[rsp+70]
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>