Unfortunately, the Elemental burst gauge still gets a cool down. Anyway to fix this please? Thanks for your hard work!!!
If you meant the elemental vessels, you can currently get around this, at least for your controlled character, with that table by setting "ElvesWeaponAbilityColdDownTimeDecreasePercentPA.CurrentValue" under "secondary attribute set" to a value between 0 and 1 to reduce the cooldown. Eg. 0.01 will give 99% reduction. 0 itself has no effect, however.
In fact, it would seem that most ability seed effects can be adjusted under "secondary attribute set". One of the ability seeds is specifically able to reduce the elemental vessel cooldown.
What seems to be missing from that set are the class passives, however. For example, I can't seem to find the value that controls the casting time reduction, which is a passive from one of Palamena's classes. Nevermind. I see values changing under "secondary attribute set" when switching vessels. But I still don't see the one for casting time. Either that, or the value is at the wrong place. For example, I see 0.4 under "RecoverMPWhenWinPA.CurrentValue", which seems to be the 40% casting time reduction.
Anybody knows how to make 100% critical rate from Tuuuup! table? I already tried adjusting values related to critical hit rate under "secondary attribute set" and it doesn't seems to be working for me.
... "secondary attribute set" and it doesn't seems to be working for me.
CriticalProbabilityIncreasePA.CurrentValue Did you try this one? Change value to 0.99
Yes, I already tried adjusting this field and it doesn't seems to always land a critical hit. I think it is how the game itself calculate the critical hit rate, even Morley with legit 100% critical hit rate buff doesn't always land a critical hit.
Yes, I already tried adjusting this field and it doesn't seems to always land a critical hit. I think it is how the game itself calculate the critical hit rate, even Morley with legit 100% critical hit rate buff doesn't always land a critical hit.
Think it has to do with the enemy (elemantal) weakness. When fighting creature with slash weakness and changing value high/low, I see that I'm doing more crit or less. Depending on the value.
If anyone ever found out the map id of the current area as a byte/2 byte/4 byte, I'd gladly appreciate it.
I found it as a string but it's not stable after traveling with certain fast travel points.
There is the following string in the game: MapUIManagerComponent: save_world_element mapid=MAP_0503_01 ,uuid=M0503_0044
However, using these numbers to find the mapid as a byte, lead to nothing and I hope someone can do something with it and find their id as an int or so
Here are the maps I have as a string so far
MAP_0003 = Tiana, Dorf des Feuers | Tianeea, the Fire Village
MAP_0004 = Longlen, Tal der Winde | Longren, the Vale of Wind
MAP_0500 = Aschepfad | Charred Passage
MAP_0502 = Flüsterpfad | Aery Passage
MAP_0005 = Sturmspitze | Mt. Gala
MAP_0503 = Lefeya-Schneise | Lefeya Drifts
I somehow realized that at chapter 4 that i only had 2 tonic out of 4, and i obviously can't go back to fix it. I have no idea how it could have happen, outside of one of the table that i use had somehow prevented an item from being added to my inventory ?
I have done almost 100% on every single maps so i know for sure i didn't miss anything, so i have no idea how it could have happened.
Please save me and my save, i don't want to restart from chapter 2 for this issue, i want to die right now
I somehow realized that at chapter 4 that i only had 2 tonic out of 4, and i obviously can't go back to fix it. I have no idea how it could have happen, outside of one of the table that i use had somehow prevented an item from being added to my inventory ?
I have done almost 100% on every single maps so i know for sure i didn't miss anything, so i have no idea how it could have happened.
Please save me and my save, i don't want to restart from chapter 2 for this issue, i want to die right now
Item IDs will ALWAYS change everytime you open the game.
Item IDs will ALWAYS change everytime you open the game.
Yeah this is what i realized when trying to find item IDs, but i managed to do what i wanted.
Basically if you have one Tonic you can find the ID of the other one because their qty are located next to each other in memory (4 bytes between values) and the order should be the following (if it's the same for everyone, if not then find yours lol) :
- Soul Guard Tonic
- Wind Oracle Tonic
- Radiant Knight Tonic
- Wood Sprite Tonic
- Water Queen Tonic
So if you have one Radiant Oracle Tonic for example then copy the ID, find the location of some item you can buy from a shop in your table inventory, and replace the value with the Radiant Oracle Tonic ID minus 4 to get the Wind Oracle Tonic and minus 8 to get the Soul Guard Tonic, and so on.
Btw, hope this isn't an issue. But as the game's been updated, I've merged my table from the other topic (more info) with Tuuuup!'s as I've found that the scripted pointer for the items is much more robust than the static pointers I had before. Auto assembly is way beyond my expertise as of now, so this is the least I could do in the meantime to preserve the pointers for the other items.