The Black X wrote: ↑Wed Sep 16, 2020 2:57 pm
Here you go, updated "highlighted character finder" script, and only that in this table.
added/fixed addresses for:
-Stats (+ instant max all option)
-Equipped Evility
-Learned evilities (only 1st and last, they are 256, you can swap them freely in game so no point making all of them)
-Equipped Evility Limit
-Elemental resistances (+ instant max all option)
-Jump/Move/Counter/Throw (+ instant max all option)
-Attack range and critical (but they auto reset, you can increase them with equipment)
-Character Visual and portrait
-Aptitudes
-skills (only the 1st equipped in "special" menu)
-Equipment (implemented my whole table into it)
Notes/Random Info:
-True memory limit for equipped evilities was actually programmed to be 6, but if you increase it more than normal (2 for humans and 3 for monsters), you won't be able to change the evilities that exceed the normal limit. Same goes if you equip 2 "racial" evilities. You can still do all of this with CE tho.
You can also make all learned evilities active, resulting in 262 evilities active at the same time, or even more, since that address seems to be programmed for make the game values following the 1st equipped evility's be red as other equipped evilities, as much as the value. But if you exceed 262 you won't be able to control the ids of the exceeding ones, since memory after that does something else than store evilities ids.
-Unlike D5, skill boost is +9 max regardless, and will auto-reset to 9 if bigger.
-Same named Evilities doesn't seem to stack.