- Joined
- Jan 24, 2014
- Messages
- 120
- Reaction score
- 64
Alright, I've vaguely mentioned this in other topics before, but now I think it's time to really start talking about it. This has been a two man effort for the better part of 6 months, and I'd say it's now in a state where it's usable, with a basic feature set for doing build testing and playing through a majority of the story content.
Features
All contributions are welcome, as there's an absolute ton of stuff that still needs to be done. I will also say that I am not an end-game player by any means (I'm pretty bad honestly lol), so there are still some mechanics I don't fully understand and game modes I haven't played. Because of this, we welcome any experienced PGR players coming in to help with some of that and to accuracy check things.
Some things that I'd personally like to see some progress on would include:
We are discussing better ways to handle and manage packet capturing. Right now it's a bit of a clusterfuck with Wireshark. Ultimately I'd like a simple system that an end-user can use to help provide us with data in the future.
We are fully capable of dumping the entirety of the client's lua code fully preserved, and it's been a very good point of reference for implementation details. It is an absolute Ducking disaster though, to put it lightly.
You can always reach out to us on our Discord server if you have any questions, comments, etc.
And me playing while half asleep because I've been up 20 hours smh (testing to make sure the server handles the anti-cheat payload the client sends from longer combat sessions without it exploding)
Features
- Login/Account system hooks
- MongoDB state storage
- Command system
- Character levelling via materials
- Character Promotion
- Character Evolution
- Character skill upgrading
- Character unlocking via fragments
- Character Coatings
- Character Gacha
- Weapon and Memory Enhancement and Breakthrough
- Partial Weapon and Memory Resonance
- Weapon and Memory locking
- Name/Icon changing
- Assistant management
- Stage entry and clearing
- PoC stage drops and EXP handling
All contributions are welcome, as there's an absolute ton of stuff that still needs to be done. I will also say that I am not an end-game player by any means (I'm pretty bad honestly lol), so there are still some mechanics I don't fully understand and game modes I haven't played. Because of this, we welcome any experienced PGR players coming in to help with some of that and to accuracy check things.
Some things that I'd personally like to see some progress on would include:
- CUBs
- Better stage drop and EXP handling
- Exchange shops
- Full Weapon and Memory Resonance handling
- Hypertuning
- Co-op
We are discussing better ways to handle and manage packet capturing. Right now it's a bit of a clusterfuck with Wireshark. Ultimately I'd like a simple system that an end-user can use to help provide us with data in the future.
We are fully capable of dumping the entirety of the client's lua code fully preserved, and it's been a very good point of reference for implementation details. It is an absolute Ducking disaster though, to put it lightly.
You can always reach out to us on our Discord server if you have any questions, comments, etc.
You must be registered to see links
You must be registered to see links
You must be registered to see links
And me playing while half asleep because I've been up 20 hours smh (testing to make sure the server handles the anti-cheat payload the client sends from longer combat sessions without it exploding)
Last edited: