@Clorf I made an addon that does something similar. It can identify what rank special weapon is equipped and provides damage or activation chance in real time based on your current target
Everything listed is for sale and is negotiable.
Message me here or on Discord .quilliam.
DB'S SABER [15/15/0/0|0]
DURANDAL [0/0/35/0|0]
FLOWEN'S SWORD [0/15/0/0|0]
LAST SURVIVOR [20/0/0/35|0]
BLOODY ART [15/0/0/40|0]
CROSS SCAR [0/0/0/25|25]
Raygun +4 [Hell] [0/35/0/0|0]
Raygun +1 [Dark]...
I included below for reference a level 1 hunter, with and without a Saber equipped. Ignore for now the label +2 and +1, thats while I was testing on my FO. Saber ATP is 40-55, so 15 ATP range. When equipped, the game shows a 20 ATP range which includes HU unarmed range. Weapon/gear ATP shows 45...
Thanks guys, this is what ive been able to do so far with this data. All able to be calculated in-game based on currently targeted monster, taking into consideration shifta and zalure applied along with attribute % on weapon
I was able to determine that the +2 in the weapon ATP range and the...
Do you happen to know how to find out what attribute a monster is? Native/ABeast/Machine/Dark? I was looking through Soly’s Monster Reader but there wasn’t any references to this. I suppose I could try using your addon to find the memory reference but I’d have to find an area where there are 2...
Thank you for this! I was just now able to find the memory offsets for ATP and they update accurately when items are equipped/unequipped and the player has Shifta/loses Shifta
Oh wow this is great. I’m gonna need to spend a lot of time playing with this to see how it works. I entered 0x00A94254 in the 2nd box and wrote down the first four bytes. I then entered those 8 digits into the 2nd box. At this point all of the offsets cycled from red - yellow - white. I then...
I’ve got the addon loaded but what do you do with it? Is the value on the left supposed to return a memory address on the right? I’m on my ROG Ally so it may not be working due to the virtual keyboard
So using 0x2C4 and 0x2CC are close to the base ATP but not exact. I logged on multiple different characters, unequipped all their gear, and was able to conclude that on a Hunter, these memory addresses are always 10 points lower than the actual base ATP. On Rangers, these numbers are 7 points...
@Lancelot @PalasX
I have updated the monster reader to recommend techniques based on monster resistance, technique level, technique cost and any equipped gear.
@staphen @Soly
I'm trying to find the player's ATP stat but i am coming up unsuccessful, do you have any tips? My current ATP is 386...
How did you initially find the offset value's when creating characters.lua? One of your previous posts mentioned using Cheat Engine, how difficult is this to use? Do you have any instructions i can follow?
@Soly So I ran a loop to try and find this but no luck. My ATP is currently 713.
characters.lua
local function GetPlayerATP(player,check)
return pso.read_u16(player + check)
end
init.lua
for x=0x001,0xFFF,1 do
myAtp = lib_characters.GetPlayerATP(playerAddr,x)...
@Soly do you happen to know how to obtain the player's ATP? I can't seem to get a value with what I have currently:
characters.lua
local function GetPlayerATP(player,atk)
return pso.read_u16(player + (0x00000 + atk))
end
init.lua
local myAtp = lib_characters.GetPlayerATP(playerAddr,0)
@Soly Thank you sir! I had originally displayed the total damage for each technique cast accurate to +/- 1 point of damage, which i may end up reverting back to, but I then took it one step further and calculated damage dealt based on every 1 TP spent, factoring in player MST and enemy...
@Soly any idea how to determine what the player's highest level learned for each technique would be? I was able to find the player's MST address. I want to create a function to determine the most optimal tech to cast for each enemy using the tech damage formula on pso-world, and this is the one...
I edited my monster reader lua to calculate the optimal techs to use as a force based solely on the enemies resistance. Also added an inventory counter to be displayed on the AIO frame. I need to determine how to calculate better tech usage based on enemy resistance AND current player tech...
I'm trying to determine how to color code a tech drop in the floor window to stand out if its a higher level than what i currently have learned, without going into the .lua after each playthrough and updating the table manually. Is there a way to reference what level the tech is with the maximum...