zachillios wrote: ↑Fri Nov 01, 2019 10:21 pm
I'll work more on the table tomorrow, finally have some time.
Nice. Oh yeah, I think I was overstepping what I did. Like consolidating other scripts from members and adding my own scripts into your table. Hopefully you didn't mind.
@Valatros
Guess what? I managed to actually create a script that does what your LUA script does.
And it works for items gathered on the Island and off the Island. Also works for items
obtained from battle. [Script Below]
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>339</ID>
<Description>"Gathered Items Always Max Quality"</Description>
<Options moHideChildren="1"/>
<LastState/>
<Color>FF8000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Atelier_Ryza.exe
Version: Maximumer
Date : 2019-11-02
Author : TheNeru
This item quality, is... MAXIMUMER!
}
[ENABLE]
aobscanmodule(BaskQ,Atelier_Ryza.exe,0F 11 07 41 0F 10 4F 10) // should be unique
alloc(newmem,$1000,"Atelier_Ryza.exe"+142552)
label(code)
label(return)
newmem:
code:
//And who said it wouldn't get any tighter!
movups [rdi],xmm0
mov [rdi+04],#999
movups xmm1,[r15+10]
jmp return
BaskQ:
jmp newmem
nop 3
return:
registersymbol(BaskQ)
[DISABLE]
BaskQ:
db 0F 11 07 41 0F 10 4F 10
unregistersymbol(BaskQ)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Ryza.exe"+142552
"Atelier_Ryza.exe"+142531: E8 5A 6B 2A 00 - call Atelier_Ryza.exe+3E9090
"Atelier_Ryza.exe"+142536: 45 8B C6 - mov r8d,r14d
"Atelier_Ryza.exe"+142539: 49 8B D7 - mov rdx,r15
"Atelier_Ryza.exe"+14253C: 48 8B C8 - mov rcx,rax
"Atelier_Ryza.exe"+14253F: 4C 8B 10 - mov r10,[rax]
"Atelier_Ryza.exe"+142542: 41 FF 52 60 - call qword ptr [r10+60]
"Atelier_Ryza.exe"+142546: 4C 8B CF - mov r9,rdi
"Atelier_Ryza.exe"+142549: 44 8B C6 - mov r8d,esi
"Atelier_Ryza.exe"+14254C: EB 94 - jmp Atelier_Ryza.exe+1424E2
"Atelier_Ryza.exe"+14254E: 41 0F 10 07 - movups xmm0,[r15]
// ---------- INJECTING HERE ----------
"Atelier_Ryza.exe"+142552: 0F 11 07 - movups [rdi],xmm0
"Atelier_Ryza.exe"+142555: 41 0F 10 4F 10 - movups xmm1,[r15+10]
// ---------- DONE INJECTING ----------
"Atelier_Ryza.exe"+14255A: 0F 11 4F 10 - movups [rdi+10],xmm1
"Atelier_Ryza.exe"+14255E: 41 0F 10 47 20 - movups xmm0,[r15+20]
"Atelier_Ryza.exe"+142563: 0F 11 47 20 - movups [rdi+20],xmm0
"Atelier_Ryza.exe"+142567: 41 0F 10 4F 30 - movups xmm1,[r15+30]
"Atelier_Ryza.exe"+14256C: 0F 11 4F 30 - movups [rdi+30],xmm1
"Atelier_Ryza.exe"+142570: 41 0F B7 47 40 - movzx eax,word ptr [r15+40]
"Atelier_Ryza.exe"+142575: 66 89 47 40 - mov [rdi+40],ax
"Atelier_Ryza.exe"+142579: 8B 45 08 - mov eax,[rbp+08]
"Atelier_Ryza.exe"+14257C: 85 C0 - test eax,eax
"Atelier_Ryza.exe"+14257E: 78 12 - js Atelier_Ryza.exe+142592
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>341</ID>
<Description>"Should theoritically work off and on Island"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>0000FF</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
I was gonna upload it. But 1 added script and 2 moved scripts doesn't really warrant an upload of the new table.
~Edit2~
acolyte asked a pretty darn good question. And apparently it does affect items that we're synthesized. Though before it is added to the container, it will show whatever quality it had in the preview and after synthesizing. But once it's in the container, quality is then set to max. I'll take no credit for this. Praise be to Valatros for violently slapping the idea into my head.