Celestian Tales: Old North

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Celestian Tales: Old North

Post by STN » Wed May 03, 2017 11:19 am

Simple table for Celestian Tales: Old North, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Made by Shinkansen

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.

1. Tested game version 64-bit. May work on other versions.

2. PlayerData.
"Livre Set to Massive?" sets Livre to massive.

3. Character.
"HP Set to Max?" sets HP to max.
"Stamina Set to Max?" sets Stamina to max.
"Stats Set to Massive?" sets Stats to massive.

4. InventoryItem.
"Quantity Set to Massive?" sets Quantity to massive.

5. CharacterBattleScript.
"HP Set to Max if Not Critical?" sets HP to max if not yet Critical. Game seems to lock when attacking from a Critical animation when HP is modified to not Critical.
"Stamina Set to Max?" sets Stamina to max.
"Stats Set to Massive?" sets Stats to massive.
Shinkansen Celestian Tales Old North V1000.CT
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