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- [ENABLE]
- {$lua}
- if not syntaxcheck then
- local Template = { --This is a descriptor (I guess). Put something here, it's kinda just for telling WHAT it is that's being edited.
- {ID,Offset,"Value"}, --See the bottom for info.
- }
- ParamIterator("Param",Template,"Script") --"Param" is the type of parameter you're changing. An effect would be SpEffectParam, for example, whereas a spell would just be Magic.
- end
- {$asm}
- [DISABLE]
- {$lua}
- if not syntaxcheck then
- ParamDepatcher("Script") --This matches the "Script" seen in ParamIterator.
- end
- --The ID is the DECIMAL ID of whatever you're changing.
- --For example, if editing the red soapstone, you'd put 10.
- --The method of getting the ID you're looking for varies depending on what you're trying to get.
- --Weapon, Armor, and Spell IDs can be gotten from Hero>Equipped Items/Spells. Weapon IDs end with 0s, as that determines the base upgrade and infusion.
- --Consumable IDs can be gotten from "Last Highlighted Stackable Item" in Helpers. Estus functions differently thanks to it being upgradeable, so I'm not sure how to get that.
- --Bullet are converted using Igro's tool in the Tools section (The only thing in there at the time of writing).
- --Effects can be gotten from the Memory Viewer, sometimes. Other times, it's just not the right ID. Ask your local colleagues or something.
- --The Offset determines what part of the thing you're changing to change.
- --Effect Duration would be 0x08, for example.
- --The Value is the change itself. It's also in bytes. Here's how you get it:
- --Open up Memory View.
- --Back on the table, click on the value you plan on changing.
- --Hit Control+B to move the memory viewer to that spot.
- --Now, go change that value. The 1-4 octets (3E would be an octet) are what you want in the Value section.
- --For multiple changes, make sure there's a comma at the end of the line, then hit enter and put in another change, same format.
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