Can someone help me write a script that would set the amount of all materials (and event materials) currently in inventory (ie, quantity>0) to say, 77 (or any arbitrary number).
I guess psuedocode for the script would look something like:
[CODE]1.Find entry point
2. Skip 12 bytes
3. Read quantity bytes
4. Compare
If quantity > 0 the
Write custom quantity
Else
Continue
5. Skip 4 bytes
6. Repeat 2-5 until at end of materials section[/CODE]
It's been forever since I did any ASM... I can't remember what registers to use, and I'm also unsure whether it is case sensitive, but I guess it would look something like this
[CODE]
Mov 0, ecx
:Begin
Mov 12, [eax]
Cmp eax, 0
Je countloop
Mov 77,eax
Mov 4,[eax]
:Countloop
Add 1,ecx
Cmp ecx,(#ofmats)
Jne Begin
Jmp return
:Return
[/CODE]
Maybe someone can elaborate on the rest/errors?
Tl;Dr
I want a "have all" script that only increases the items you have, without adding any you don't
Last edited by zxcvbnm on Wed Aug 15, 2018 4:48 pm, edited 1 time in total.
[QUOTE="Squall8, post: 55654, member: 240"]Holy shit, I wake up and 3 pages magically appear..
Ok, for those that don't know [USER=8101]@seikur0[/USER] already said he was going to be working on a script to save modified armor value later this week, so it's coming! [USER=18428]@Idlehands88[/USER] said he is working on his Have all scripts to work across the different save slot as well as adding decos to the list. I had included a way to remove the specialized tools in the last update, labeled as [B](Mantle Fix)[/B]. I know I said this yesterday, but I'll be working on reducing the amount of the other Have All scripts today.
No, the Highlighted Item Pointer does not pick up on mantles, maybe it will in the future. When I first made it, I was able to pick up on the specialized tools in the item pouch, but you still couldn't change them properly. I'll try making one for the item box once a get a few more mantles. Keep in mind, I've have to start a new game at least ten different times since making this table, most of that being my own damn fault, so I haven't even hit HR quests yet.
[USER=639]@squall0833[/USER]
It's in good practice when using a Highlighted Item Pointer to only change IDs in the same category. Change a consumable to another consumable. Ammo to ammo. If your inventory is broken, try restoring it with the Have All scripts. If that still doesn't work then PM me your save.[/QUOTE]
Squal I am new here but I love the table. Is someone also working to make the weapon editor to make it so u keep the stat changes and would their be more options for range reps in the future hoply, also for others you are able to change the items to different items potions to armor Ext. Theirs a editor by a different site that’s able to do it u just need the item type id
[QUOTE="Squall8, post: 55654, member: 240"]Holy shit, I wake up and 3 pages magically appear..
Ok, for those that don't know [USER=8101]@seikur0[/USER] already said he was going to be working on a script to save modified armor value later this week, so it's coming! [USER=18428]@Idlehands88[/USER] said he is working on his Have all scripts to work across the different save slot as well as adding decos to the list. I had included a way to remove the specialized tools in the last update, labeled as [B](Mantle Fix)[/B]. I know I said this yesterday, but I'll be working on reducing the amount of the other Have All scripts today.
No, the Highlighted Item Pointer does not pick up on mantles, maybe it will in the future. When I first made it, I was able to pick up on the specialized tools in the item pouch, but you still couldn't change them properly. I'll try making one for the item box once a get a few more mantles. Keep in mind, I've have to start a new game at least ten different times since making this table, most of that being my own damn fault, so I haven't even hit HR quests yet.
[USER=639]@squall0833[/USER]
It's in good practice when using a Highlighted Item Pointer to only change IDs in the same category. Change a consumable to another consumable. Ammo to ammo. If your inventory is broken, try restoring it with the Have All scripts. If that still doesn't work then PM me your save.[/QUOTE]
The give material/item script only works with the first save slot, will you be implementing a new script for the other save slots?
Just a quick question, when you do script in cheat engigne, what language do you use cause i'm kinda intersted to learn it. I only know the language of my calculator lol
[QUOTE="Shunk, post: 55670, member: 20642"]Just a quick question, when you do script in cheat engigne, what language do you use cause i'm kinda intersted to learn it. I only know the language of my calculator lol[/QUOTE]
IIRC CE tables use Lua scripts, which will be very different from the BASIC that your calculator uses.
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[QUOTE="ArchernarhZ, post: 55672, member: 20734"]If i edit the damage on my weapon would it be permanent?[/QUOTE]
No, it should last only until you reload the game
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[QUOTE="ArchernarhZ, post: 55672, member: 20734"]If i edit the damage on my weapon would it be permanent?[/QUOTE]
No, it should last only until you reload the game
Last edited by teknova on Thu Jan 01, 1970 12:00 am, edited 2 times in total.
Any chance of getting a code for breaking monster parts easily or just breaking them in general, similar to the wound/kill large monsters scripts?[/QUOTE]
Right now the best way to go about that is the might seed method, i couldn't find the monster part instructions.
[QUOTE="simon93, post: 55529, member: 2164"]Guys, I discovered something very interesting, don't know if anyone noticed this yet using this CT.
Basically, I used the armored editor to create some extra slots, for example adding two extra jewel slots for armor pieces that only have one, then put in my jewels, and I saved the sets under the loadouts. As expected, all the armors got reset when I reentered the game (so they reverted back to having one jewel slot instead of 3), but interestingly, after I loaded the modded set, all the jewel effects that shouldn't be there because the jewels have been removed are still there! When you look at the status menu, all the previous effects are there, for example having attack boost 7 even though there aren't any attack jewel equipped! And it's not just having the appearance on the menu, the effects are literally there too! For example I can still see the protective sharping skill on the menu, but no longer have it on a slot, yet the skill works 100% in actual combat :D
Is this intentional? So basically with this we can kinda permanently mod the armor pieces (and potentially weapons as well) in terms of jewel effects, which is pretty darn awesome!
On a side note, I have not been able to reopen the "edit highlighted armor" tab no matter what I do. I just can't check the box for this tab so unfortunately I haven't been able to retry this on another set of armor. Can anyone tell me what's the problem? Like why can't I activate this cheat anymore? Every other boxes can be checked and expanded very easily, just not this one.
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Read my post right above and below yours :)[/QUOTE]
What am i doing wrong!"? I set 3lvl - 3 jewejs, set needed skills n their lvls - saved it in castom setup - reloaded game - loaded setup and... = reset T_ T Point me,plz!(
[QUOTE="demorest, post: 55685, member: 1720"]What am i doing wrong!"? I set 3lvl - 3 jewejs, set needed skills n their lvls - saved it in castom setup - reloaded game - loaded setup and... = reset T_ T Point me,plz!(
oh I guess we already had a complete item list, [URL='https://docs.google.com/spreadsheets/d/1MVaLRI0azQPWLd-TTg1_nZNegRNoVxlHTK4ra_rbkbs/edit#gid=0'][U]here[/U][/URL]
Last edited by seikur0 on Wed Aug 15, 2018 7:57 pm, edited 3 times in total.