Very nice work MiMiCAX!
The Gear format on equipped stuff is as follows:
XXXX YYYL YYYL YYYL ZZZZ ZZZZ ZZZZ
X=the id of the weapon, Skell, armor. A fun Skell id is 0x13, for party members, sort of a invincible Ares at level 10 with hp, armor, eva and fuel at 60k-65535. it cannot normally equip weapons or armor though.
Y/Z=the skill id
L=upgrade count, max per skill would be 15(edit, couldn't let the 16 stand after all), making the max total of any gear 45, but the ramjet has 99 possible upgrades...
A word of caution regarding Skell Frame ids, they love to crash the game.
The good normally inaccessible non-craftable ones are -1 from the level 60 ultimate ones, with an insane amount of filler in between. And even those usually at best just have more fuel or evasion and lack raw stats elsewhere.
You can equip the level 60 armor of ie. the Ares 90 on any frame via script. And since you usually only change skills on them you won't need to remove that anyway, so I'd limit the Armor digits to the level 60 ones.
Also, unequipped(from anything not an Ares) Ares 90 medium armor can be equipped by any medium+ crafted level 60 Skell.
edit:
I should add that you can start flying the moment you get your Skell license with any level 60 Skell,
haven't bothered to find the quest flag to allow getting Skells from the get go.
Any Armor, Weapon or Skell has innate stats based on the ID, which cannot be changed if you want to not mod the game itself.
Me, I eventually want to mod the game to have a proper 1-100(255) Level progression among other things, damn that cap.
Haven't found Fuel yet, but XYZ coordinates in the world, but not editable, seems there is little point to it in that range.
btw, it'd be more sensible to note down the Level 20 skills and their exact effect, so you can ie. easily determine if that boost/drive skill caps(at 100%) if you add more.
The Skell Augment digits follow more or less the same format as the human ones, I did those first since it was less work just running a script on the tons of slots on Skell gear, knowing the approximate spacing.
I've been experimenting with a gui for a gear editor, a grid layout seems the most feasible, ideally with a status explanation for each ID/Skill entry, displaying the final stats.
I'd be omitting the upgrade counter, doubt anyone will want anything but 0 there.
But so far I'm only at the stage where I can read,edit and apply the raw digits, been playing too much to actually get to add the planned features, so...
Also am using Wx for gui.
I had the crazy idea of coding a script which reads in all gear/augments, you name it, and sorts the crap by whatever metric you want,
so you actually have a chance of finding that relevant piece in a timely fashion.
It drove me crazy before I just made my gear from scratch to navigate the damned item lists.
Now I just sell anything I deem worthless and shrink my inventory to the bare minimum.
It still is a lot of work selling the crap which piles up from careless "Take All" clicks...
Another crazy Idea I had was an editable digit list which can be filled ie when you read in your current equip and decide to note down the digits of the stuff not listed.
With a template to fill in the required data quickly by category.
Ideally having the digit lists as a sortable exportable drag and dropable treeview with templates and categories for quick sets, ie Skell driving or walking, etc.
Anyhow, I hacked together a pokemem8 and 16 so poking can be done with less danger of corrupting something.
Parsing a Readmem of that 32 bit aligned original value with the value to be poked parsed in, very slow, but helps tremendously with all the 8 and 16 bit values around.
Didn't get around to publishing any of that since it seemed noone cared ><;
edit: correcting a stupid mistake and adding information.