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VFXEditor.CT
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VFXEditor.CT
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<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="26">
<CheatEntries>
<CheatEntry>
<ID>90767</ID>
<Description>"VFXParam"</Description>
<LastState RealAddress="04D84A2C"/>
<VariableType>String</VariableType>
<Length>32</Length>
<Unicode>0</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>BaseP</Address>
<Offsets>
<Offset>c</Offset>
<Offset>20</Offset>
<Offset>24c</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>89915</ID>
<Description>"Open"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
globalalloc(selected_attack,4)
globalalloc(selected_attack_var_name,100)
aobscan(finditP,A1????????39A8400400000F)
label(BaseP)
registersymbol(BaseP)
[finditP+1]:
BaseP:
[DISABLE]
dealloc(selected_attack_var_name)
dealloc(selected_attack)
unregistersymbol(BaseP)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>89917</ID>
<Description>"Set the value to the effect name, and check the box"</Description>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>89916</ID>
<Description>"Generate CE Code"</Description>
<LastState RealAddress="24A90010"/>
<VariableType>String</VariableType>
<Length>100</Length>
<Unicode>0</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>selected_attack_var_name</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>10322</ID>
<Description>"Select effect and check the box"</Description>
<DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:Test
1:Flame
2:Poison
3:Hill
4:Corrosion
5:Epidemic
6:Bleeding
8:Hidden figure
9:Gravity user
10:Abnormal state recovery [ poison ]
11:Abnormal state recovery [ plague ]
12:Abnormal state recovery [ bleeding ]
13:Abnormal state recovery [ all-around ]
14:Seoul Steel
15:Zoom
16:Warp
17:Demon's Souls
18:Black ghost dispel
19:Strength ghost
20:White hope
21:Black hope
22:Black ghosting
23:Resuscitation
24:Magic disabled
25:Miracle motion extension
26:Grindstone
27:Asphyxia resuscitation
28:Weapon enhancement
29:Protection shield
30:Thread covered
31:[ System ] ghost Parham change
32:Sleep paralysis
33:Flies racketeering
34:Flame Phantom _ first stage
35:Flame Phantom _ the second stage
36:Flame Phantom _ third stage
37:Flame Phantom _ fourth stage
38:Auditory hallucination
39:Seoul coin
40:Strong defense shield
41:Fire -resistant shield
42:HP recovery state
43:Force ghost of the first stage
44:Force ghost of the second stage
45:Force ghosted third stage
46:Pheromone
47:Cat landing
48:Pinch attack power up
49:Pinch Def.
50:Rijenereito
51:Torch
52:Weak Rijenereito
54:Weak figure hidden
55:Tip blood character
56:Hill Foot
57:Kikoromo
58:Point light source
59:Blood character evaluation
60:Weapon enhancement [ medium ]
61:Weapons Inc Large
62:Flame strengthening
63:Flame Inc Large
64:Magic enhancement
65:Chimeric strengthening
66:Dropped correction
67:MP Rijenereito
68:Weak MP Rijenereito
69:When revival dead
70:Poison -resistant UP
71:Magic power UP
72:Magic defense UP
73:Bleeding -resistant UP
74:Plague -resistant UP
75:Stamina recovery UP
76:Seoul acquisition UP
77:Flame -resistant UP
78:Shield one step left foot of the king
79:Shield two-step left foot of the king
80:Shield three stages left foot of the king
91:Shield one step right foot of the king
92:Two-step right foot shield of the king
93:3 shield stage right foot of the king
94:Judge stomach bleeding
95:Mimicry
96:Transformation
97:Gassmann
98:Detection
99:Wait cooperation
100:Cooperation
101:Submit cooperation
102:Gravity
103:Evil Eye
104:State release [ waiting ] cooperation
105:Effect Lv1
106:Effect Lv2
107:Effect Lv3
108:Evil eye Lv1
109:Evil Eye Lv2
110:Counter
111:Uetamago standby
112:Uetamago
113:Tamagoatama standby
114:Tamagoatama
115:Ultra-light travel
116:Curse
117:Mineralization
118:Curse release
119:Human nature damage
120:Damage anime change _SA time limit
121:Damage anime change _ Add
122:Underwater behavior
123:Weapon head
124:Arms body
125:Weapon hand
126:Arms legs
127:Sleep
128:_ Mimic mimicry
129:_ Mimic mimicry sleep
130:_ Mimic normal
131:Mimic _ usually sleep
132:Fascination
133:Blood character acquisition
134:Repelling change
135:He started mimic _ usually sleep
136:Crystallization
137:Resonance Lv0
138:Resonance Lv1
139:Resonance Lv2
140:Resonance Lv3
141:Resonance Lv4
142:Action ID specified
143:Enemy _ immortality
144:Enemy _ asphyxia
145:St. attribute
146:Systemic grindstone
147:Light magic
148:Relief request
149:White relief
150:Black relief
151:Thunder strengthening
152:Poison strengthening
153:Plague strengthening
154:Est disabled
155:SA strengthening
156:Durability decrease invalid
157:Tairei strengthening
158:Guard strengthening
159:Ring resurrection when dead usually
160:Ring revival when he died in the curse
161:Warp B
162:Warp C
163:Warp D
164:Warp E
165:A Warp
166:Pledge destroyed
167:Systemic transformation
168:Precision enhancement
169:Resonance enhancement
170:Retributive justice
171:Retributive justice explosion
172:Sheath invincible 1
173:Sheath invincible 2
174:Sheath invincible 3
175:Humanity revival
176:Seoul coin ( immortality system)
177:Seoul coin ( beast system)
178:Ally strengthening magic
179:Curse effect Lv1
180:Curse effect Lv2
181:Curse effect Lv3
182:Curse effect Lv4
183:SOS visible
184:Invisible Weapon
185:Nits effect
186:Flame kick
187:Death of
188:Bandits summons hope the forest
189:Bandits territory of forest
190:Ohaha brother summoned hope
191:Ohahaototo territory
192:Tamagoatama _ two -stage
193:Lifetime extension
194:Magic number of uses up
195:Dragon Newt Sign
196:Sign bounty
197:Up counter
198:The beat egg
199:HP drain
200:The power of madness
201:Ban magic effect for
202:Dragon roar
203:Use magic number down
204:Guard Inc Large
205:[ DLC ] darkness strengthening
206:Arena one-to-one [ small ] territory
207:Arena 2 vs 2 [ small ] territory
208:Arena Battle Royal [ small ] territory
209:Arena one-to-one [ small ] summons hope A
210:Arena one-to-one [ small ] summons hope B
211:Arena 2 vs 2 [ small ] summons hope A1
212:Arena 2 vs 2 [ small ] summons would like A2
213:Arena 2 vs 2 [ small ] summons would like B1
214:Arena 2 vs 2 [ small ] summons would like B2
215:Arena Battle Royal [ small ] summons hope A
216:Arena Battle Royal [ small ] summons hope B
217:Arena Battle Royal [ small ] summons hope C
218:Arena Battle Royal [ small ] summons hope D
219:Arena one-to-one [ large ] territory
220:Arena 2 vs 2 [ large ] territory
221:Arena Battle Royal [ large ] territory
222:Arena one-to-one [ large ] summons hope A
223:Arena one-to-one [ large ] summons hope B
224:Arena 2 vs 2 [ large ] summons hope A1
225:Arena 2 vs 2 [ large ] summons would like A2
226:Arena 2 vs 2 [ large ] summons would like B1
227:Arena 2 vs 2 [ large ] summons would like B2
228:Arena Battle Royal [ large ] summons hope A
229:Arena Battle Royal [ large ] summons hope B
230:Arena Battle Royal [ large ] summons hope C
231:Arena Battle Royal [ large ] summons hope D
232:Arena disabled item disabled
233:Arena death
234:1 in arena interim
235:Arena NoDead
236:1 in the arena the same rate
237:Ring of Black Dragon
238:10 wins or more arena
239:30 wins or more arena
240:50 wins or more arena
241:100 wins or more arena
242:The maximum number ( Inhibited )
</DropDownList>
<LastState Value="29" RealAddress="24A90000"/>
<VariableType>4 Bytes</VariableType>
<Address>selected_attack</Address>
</CheatEntry>
<CheatEntry>
<ID>89788</ID>
<Description>"VFX Base"</Description>
<LastState RealAddress="04D85C70"/>
<VariableType>String</VariableType>
<Length>0</Length>
<Unicode>0</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>4d85c70</Address>
<CheatEntries>
<CheatEntry>
<ID>90820</ID>
<Description>"midstSfxId"</Description>
<LastState Value="20252" RealAddress="04D85C70"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+0</Address>
</CheatEntry>
<CheatEntry>
<ID>90821</ID>
<Description>"midstSeId"</Description>
<LastState Value="20004" RealAddress="04D85C74"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+04</Address>
</CheatEntry>
<CheatEntry>
<ID>90822</ID>
<Description>"initSfxId"</Description>
<LastState Value="-1" RealAddress="04D85C78"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+08</Address>
</CheatEntry>
<CheatEntry>
<ID>90823</ID>
<Description>"initSeId"</Description>
<LastState Value="-1" RealAddress="04D85C7C"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+0C</Address>
</CheatEntry>
<CheatEntry>
<ID>90824</ID>
<Description>"finishSfxId"</Description>
<LastState Value="-1" RealAddress="04D85C80"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+10</Address>
</CheatEntry>
<CheatEntry>
<ID>90825</ID>
<Description>"finishSeId"</Description>
<LastState Value="-1" RealAddress="04D85C84"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+14</Address>
</CheatEntry>
<CheatEntry>
<ID>90826</ID>
<Description>"camouflageBeginDist"</Description>
<LastState Value="-1" RealAddress="04D85C88"/>
<VariableType>Float</VariableType>
<Address>+18</Address>
</CheatEntry>
<CheatEntry>
<ID>90827</ID>
<Description>"camouflageEndDist"</Description>
<LastState Value="-1" RealAddress="04D85C8C"/>
<VariableType>Float</VariableType>
<Address>+1C</Address>
</CheatEntry>
<CheatEntry>
<ID>90828</ID>
<Description>"transformProtectorId"</Description>
<LastState Value="-1" RealAddress="04D85C90"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>+20</Address>
</CheatEntry>
<CheatEntry>
<ID>90829</ID>
<Description>"midstDmyId"</Description>
<LastState Value="200" RealAddress="04D85C94"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>+24</Address>
</CheatEntry>
<CheatEntry>
<ID>90830</ID>
<Description>"initDmyId"</Description>
<LastState Value="-1" RealAddress="04D85C96"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>+26</Address>
</CheatEntry>
<CheatEntry>
<ID>90831</ID>
<Description>"finishDmyId"</Description>
<LastState Value="-1" RealAddress="04D85C98"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>+28</Address>
</CheatEntry>
<CheatEntry>
<ID>90832</ID>
<Description>"effectType (0 - body, 1 - weapon, 2 - shield)"</Description>
<LastState Value="0" RealAddress="04D85C9A"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+2a</Address>
</CheatEntry>
<CheatEntry>
<ID>90833</ID>
<Description>"soulParamIdForWepEnchant"</Description>
<LastState Value="0" RealAddress="04D85C9B"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+2b</Address>
</CheatEntry>
<CheatEntry>
<ID>90834</ID>
<Description>"playCategory"</Description>
<LastState Value="3" RealAddress="04D85C9C"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+2c</Address>
</CheatEntry>
<CheatEntry>
<ID>90835</ID>
<Description>"playPriority"</Description>
<LastState Value="51" RealAddress="04D85C9D"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+2d</Address>
</CheatEntry>
<CheatEntry>
<ID>90836</ID>
<Description>"existEffectForLarge"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>0</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90837</ID>
<Description>"existEffectForSoul"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>1</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90838</ID>
<Description>"effectInvisibleAtCamouflage"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>2</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90839</ID>
<Description>"useCamouflage"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>3</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90840</ID>
<Description>"invisibleAtFriendCamouflage"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>4</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90841</ID>
<Description>"addMapAreaBlockOffset"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>5</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90842</ID>
<Description>"halfCamouflage"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>6</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90843</ID>
<Description>"isFullBodyTransformProtectorId"</Description>
<LastState Value="0" RealAddress="04D85C9E"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>7</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2e</Address>
</CheatEntry>
<CheatEntry>
<ID>90844</ID>
<Description>"isInvisibleWeapon"</Description>
<LastState Value="0" RealAddress="04D85C9F"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>0</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2f</Address>
</CheatEntry>
<CheatEntry>
<ID>90845</ID>
<Description>"isSilence"</Description>
<LastState Value="0" RealAddress="04D85C9F"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Binary</VariableType>
<BitStart>1</BitStart>
<BitLength>1</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+2f</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>TestCode</Name>
<Address>0040F578</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseF</Name>
<Address>0137A620</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mypointer</Name>
<Address>0CB20188</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newmem2</Name>
<Address>18EF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newmem1</Name>
<Address>18B80020</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newmem9</Name>
<Address>19400000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackAddr</Name>
<Address>19400000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>addressG</Name>
<Address>18B80000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>GoodsStructure</Name>
<Address>05ABD570</Address>
</SymbolEntry>
<SymbolEntry>
<Name>addressE</Name>
<Address>18B80000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>address</Name>
<Address>18B80020</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EscapeAddressToUse</Name>
<Address>18EF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Effect</Name>
<Address>00DBE5C0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Goods</Name>
<Address>004F6097</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Bullet</Name>
<Address>01006196</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Attack</Name>
<Address>00E485DD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>World</Name>
<Address>00D38CF3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Move0</Name>
<Address>00FCAD71</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Move</Name>
<Address>00FCAD76</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ChrIni</Name>
<Address>00D1F982</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Anim</Name>
<Address>007403B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lastdroppeditem</Name>
<Address>00DC4AAA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL</Name>
<Address>013784D2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL2</Name>
<Address>013784D3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL3</Name>
<Address>013784E9</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL4</Name>
<Address>013784EA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL5</Name>
<Address>013784EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL6</Name>
<Address>013784EC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL7</Name>
<Address>013784ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL8</Name>
<Address>013784EE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL9</Name>
<Address>013784E4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL0</Name>
<Address>013784E5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL11</Name>
<Address>013784E6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL12</Name>
<Address>01376EE7</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL13</Name>
<Address>013784E7</Address>
</SymbolEntry>
<SymbolEntry>
<Name>CHRDBGALL14</Name>
<Address>013784E8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>GameFlagData</Name>
<Address>1532001D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>GameFlagAOB</Name>
<Address>00D38C43</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseA</Name>
<Address>012E29E8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseB</Name>
<Address>01378700</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseC</Name>
<Address>013784A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseD</Name>
<Address>0137855C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseE</Name>
<Address>0137E204</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseX</Name>
<Address>0137D644</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseZ</Name>
<Address>0137D648</Address>
</SymbolEntry>
<SymbolEntry>
<Name>BaseL</Name>
<Address>0137D6C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>NewKnockBackMode</Name>
<Address>0137D648</Address>
</SymbolEntry>
<SymbolEntry>
<Name>selected_weapon</Name>
<Address>1BE90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>selected_weapon_var_name</Name>
<Address>1BE90030</Address>
</SymbolEntry>
<SymbolEntry>
<Name>selected_attack</Name>
<Address>24A90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>selected_attack_var_name</Name>
<Address>24A90010</Address>
</SymbolEntry>
</UserdefinedSymbols>
<LuaScript>AddressList = getAddressList()
attack_base_entry = AddressList.getMemoryRecordByDescription('VFX Base')
AddressList.getMemoryRecordByDescription('Open').OnActivate = function(record, before, currentstate)
attack_param_pc_indicies_addr = AddressList.getMemoryRecordByDescription('VFXParam').getCurrentAddress()+0x24
return true
end
attack_paramentry_offset_hex = 0
attack_name = "UNKNOWNNAME"
--on attack selection, get address from aob, and save default atribs
selected_attack = AddressList.getMemoryRecordByDescription('Select effect and check the box')
selected_attack.OnActivate = function(record, before, currentstate)
--get id from selected attack dropdown
weapon_id = readInteger(selected_attack.getCurrentAddress())
if weapon_id ~= nil then
--find in PARAM index array
for id_i=0,233 do
if readInteger(attack_param_pc_indicies_addr+id_i*12) == weapon_id then
attack_paramentry_offset = readInteger(attack_param_pc_indicies_addr+id_i*12+4)-0x30
break
end
end
--use offset to get entry
attack_paramentry_address = attack_param_pc_indicies_addr+attack_paramentry_offset
--set Attack Base address
attack_base_entry.setAddress(string.format("%x",attack_paramentry_address))
--save attack paramentry offset for use in CE
attack_paramentry_offset_hex = string.format("%x",attack_paramentry_offset)
--save the current (original) stats for the attack
--table_string_disable = GenerateStringForAttack()
end
return false
end
table_string_disable = ""
function GenerateStringForAttack()
local table_string = "{$lua}\n" .. "AddressList = getAddressList()\n" .. "speffects_param_pcbase_addr = AddressList.getMemoryRecordByDescription('SpEffectParam').getCurrentAddress()+0x24\n"
--iterate through all children of the attack base (all variables in the struct)
--genreate lua because its really the only way for code that required dynamic param bases
for i=0,110 do
--handle the type cases
if attack_base_entry[i].Type == vtSingle then
local read_bytes = readFloat(attack_base_entry[i].CurrentAddress)
table_string = table_string .. "writeFloat(speffects_param_pcbase_addr+0x"..string.format("%x",tonumber(attack_paramentry_offset_hex,16)+tonumber(string.sub(attack_base_entry[i].Address,2),16)) .. ","
table_string = table_string .. string.format("%f) --%s\n", read_bytes, attack_base_entry[i].Description)
elseif attack_base_entry[i].Type == vtDword then
local read_bytes = readInteger(attack_base_entry[i].CurrentAddress)
table_string = table_string .. "writeInteger(speffects_param_pcbase_addr+0x"..string.format("%x",tonumber(attack_paramentry_offset_hex,16)+tonumber(string.sub(attack_base_entry[i].Address,2),16)) .. ","
table_string = table_string .. string.format("%d) --%s\n", read_bytes, attack_base_entry[i].Description)
elseif attack_base_entry[i].Type == vtWord then
local read_bytes = readSmallInteger(attack_base_entry[i].CurrentAddress)
table_string = table_string .. "writeSmallInteger(speffects_param_pcbase_addr+0x"..string.format("%x",tonumber(attack_paramentry_offset_hex,16)+tonumber(string.sub(attack_base_entry[i].Address,2),16)) .. ","
table_string = table_string .. string.format("%d) --%s\n", read_bytes, attack_base_entry[i].Description)
elseif attack_base_entry[i].Type == vtByte then
local read_bytes = readBytes(attack_base_entry[i].CurrentAddress, 1, true)
table_string = table_string .. "writeBytes(speffects_param_pcbase_addr+0x"..string.format("%x",tonumber(attack_paramentry_offset_hex,16)+tonumber(string.sub(attack_base_entry[i].Address,2),16)) .. ","
table_string = table_string .. string.format("%d) --%s\n", read_bytes[1], attack_base_entry[i].Description)
else
print("WARNING unknown type at i="..i)
end
end
--count the flags bytes as a single 7 byte chunk
table_string = table_string .. "writeBytes(speffects_param_pcbase_addr+0x"..string.format("%x",tonumber(attack_paramentry_offset_hex,16)+tonumber(string.sub(attack_base_entry[110].Address,2),16)) .. ","
local flag_bytes = readBytes(attack_base_entry[110].CurrentAddress, 7, true)
table_string = table_string .. string.format("%d, %d, %d, %d, %d, %d, %d) --flags\n", flag_bytes[1], flag_bytes[2], flag_bytes[3], flag_bytes[4], flag_bytes[5], flag_bytes[6], flag_bytes[7])
table_string = table_string .. "{$asm}\n"
return table_string
end
--after attack weapon atribs, user triggers the generation of the CE script generation for the changes
generate_code_entry = AddressList.getMemoryRecordByDescription('Generate CE Code')
generate_code_entry.OnActivate = function(record, before, currentstate)
local table_string = "[ENABLE]\n"..
GenerateStringForAttack() .. "\n" ..
"[DISABLE]\n" ..
table_string_disable
--get varable name for attack and fix up
local variable_name = readString(generate_code_entry.getCurrentAddress(), 100, false)
variable_name = variable_name:gsub(" ","_"):lower()
--insert variable name into table
table_string = table_string:gsub(attack_name,variable_name)
print(table_string)
return false
end
</LuaScript>
</CheatTable>