bachou wrote: ↑Sat Jun 01, 2019 12:33 pm
possible to change activation chance skills ?
Probably not.. Try to mess with unrandomizer.. (it overwrites/freezes rng common functions to return same result, on settings you can set the default val (usually try 0 or 1). I dont support DBVM (ultimap)to find instructions. (cause address change on every battle)
That said even if u do find it (and works), you will start getting same drop items, same traits etc. Pain in the @$#! to find the exact condition, so im not gonna bother
tontsa00 wrote: ↑Sun Jun 02, 2019 10:54 am
Editing base character stat with "Highlighted Character Editor" causes monsters stats to go up aswell? Any fix on this so it only changes character stats not monster stats?
It happens cause you are freezing values and you hover enemies and get their addresses. Just edit the item instead, its not gonna change the stats after lvl and its static anyway.. Game is super easy and on events you are meant to die it forgives you anyway..
btw gvargas, I dont know if I grabbed an old version or smthing (maybe it was just me), but battle gauge was changing the display value.
if someone else has the same prob, try this (copy-paste)
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>37568</ID>
<Description>"Quick Battle Gauge (fix)"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(fill_bGauge,Atelier_Lulua.exe,0F 48 C6 89 47 10)
alloc(newmem,$1000,"Atelier_Lulua.exe"+E246)
label(code)
label(return)
registersymbol(fill_bGauge)
newmem:
code:
cmovs eax,esi
mov [rdi+10],#200 //original: mov [rdi+10],eax
jmp return
fill_bGauge:
jmp newmem
nop
return:
[DISABLE]
fill_bGauge:
db 0F 48 C6 89 47 10
unregistersymbol(fill_bGauge)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Atelier_Lulua.exe"+E246
"Atelier_Lulua.exe"+E224: BB 0C 00 00 00 - mov ebx,0000000C
"Atelier_Lulua.exe"+E229: EB 05 - jmp Atelier_Lulua.exe+E230
"Atelier_Lulua.exe"+E22B: BB 03 00 00 00 - mov ebx,00000003
"Atelier_Lulua.exe"+E230: 01 5F 10 - add [rdi+10],ebx
"Atelier_Lulua.exe"+E233: B9 C8 00 00 00 - mov ecx,000000C8
"Atelier_Lulua.exe"+E238: 8B 47 10 - mov eax,[rdi+10]
"Atelier_Lulua.exe"+E23B: 3B C1 - cmp eax,ecx
"Atelier_Lulua.exe"+E23D: 0F 4F C1 - cmovg eax,ecx
"Atelier_Lulua.exe"+E240: 48 8B 4F 18 - mov rcx,[rdi+18]
"Atelier_Lulua.exe"+E244: 85 C0 - test eax,eax
// ---------- INJECTING HERE ----------
"Atelier_Lulua.exe"+E246: 0F 48 C6 - cmovs eax,esi
"Atelier_Lulua.exe"+E249: 89 47 10 - mov [rdi+10],eax
// ---------- DONE INJECTING ----------
"Atelier_Lulua.exe"+E24C: E8 9F DD 39 00 - call Atelier_Lulua.exe+3ABFF0
"Atelier_Lulua.exe"+E251: 48 8B 74 24 38 - mov rsi,[rsp+38]
"Atelier_Lulua.exe"+E256: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"Atelier_Lulua.exe"+E25B: 48 83 C4 20 - add rsp,20
"Atelier_Lulua.exe"+E25F: 5F - pop rdi
"Atelier_Lulua.exe"+E260: C3 - ret
"Atelier_Lulua.exe"+E261: CC - int 3
"Atelier_Lulua.exe"+E262: CC - int 3
"Atelier_Lulua.exe"+E263: CC - int 3
"Atelier_Lulua.exe"+E264: CC - int 3
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>