Legend of Heroes: Trails of Cold Steel 2 (PC, Version 1.4.1)

D

DrummerIX

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My original post for Trails of Cold Steel 2 is here:
https://fearlessrevolution.com/viewtopic.php?t=6037

I am unable to edit the first post on that topic but it contains all the tables that work up to version 1.4.

They changed things drastically with 1.4.1 and I will have to devote time to basically find everything again and I haven't had much time to do that, but I did spend some time pulling the item id list again and adding in an Override Item ID on Gain of Item option that I had put in the other Legend of Heroes tables I've done.

This table is for 1.4.1, but not everything works.

Options so far:
Damage Mod (God Mode, One Hit Kill, Enemy Damage Mult, Enemy Healing Mult, Hero Damage Mult, Hero Healing Mult, HeroCannotDie)
Infinite Battle EP
Infinite CP, Max CP on Hit
Max Bravery Points (5)
Overdrive Multiplier/Instant Overdrive
Infinite Items/Set Minimum Item Amount
Override Item ID On Gain of Item
Infinite Turns Left (Allies, Positive Status Effects)
Add Positive Status Effects (Allies, When Adding A Status Normally)
Infinite NG+ Points
Infinite Fishing Attempts
Always Have Moebius Effect For Item Range
Always Have Megalith HP/EP/CP Regeneration Effect
Always Have Magius Arts Area Effect
Fast Link EXP (Bonding Events)
Fast Link EXP (Battle)
EXP Multiplier
Multiply Stats On Equip / Add Bonus ACC+/EVA+ On Equip
Pointers for Mira, Sepith Crystals and Sepith (All Types), Angler Points (Current and Cumulative)
Pointers for Bonding Points, Current Rank, AP and Bonus AP
Inventory Editor
Orbment Editor
Character Editor

EDIT 1 file:
I found time to fix Orbment Editor. You have to view main menu and then choose character manually.

EDIT 1.5 file:
I spent some time trying to fix a few more issues with 1.4.1 and this table. I have Multiply Stats On Equip working and put in Add Bonus ACC+/EVA+ On Equip with it. I fixed Character Editor pointers and Quartz Pointers was working for me if you viewed your items, but I made it work by just viewing main menu. I'm not sure if I have more time to fix a few other things.

EDIT 1.75 file:
I was able to come up with a different approach and fixed Always Critical Hit (Allies) in this update.


How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
 

Attachments

  • ed8_2_PC_US.CT

    Initial file for 1.4.1 (Override Item ID on Gain of Item)

    101.7 KB Views: 204
  • ed8_2_PC_US.CT

    EDIT 1 file (Fix Orbment Editor for 1.4.1 and CE 7.0)

    100.2 KB Views: 171
  • ed8_2_PC_US.CT

    EDIT 1.75 file (Fixed Multiply Stats On Equip and Character Editor and Always Critical Hit)

    99 KB Views: 1,030
HanLiem

HanLiem

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Aug 26, 2017
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Awesome as always DrummerIX, thank you so much for the great Table :)
 
T

TheByteSize

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Here are some bread crumbs while waiting for Drummer to finish the Original Table.
Added some more updated scripts; some scripts are made by Drummer's.
 

Attachments

K

KS212

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Mar 3, 2017
Messages
809
Here's what's not working:

Always Critical Hit (allies)
Infinite Turns on Positive Effects
Add Positive Status Effects
Infinite New Game+ Points
Moebius Effect for Items always Available
Fast Link EXP Battle
EXP Multiplier
Multiply Stats on Equip
Quartz Pointers
Character and Inventory editors

The rest are fine :)
 
D

DrummerIX

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I spent some time trying to fix a few more issues with 1.4.1 and this table. I have Multiply Stats On Equip working and put in Add Bonus ACC+/EVA+ On Equip with it. I fixed Character Editor pointers and Quartz Pointers was working for me if you viewed your items, but I made it work by just viewing main menu. I'm not sure if I have more time to fix a few other things.
 
K

KS212

Expert Cheater
Joined
Mar 3, 2017
Messages
809
DrummerIX said:
I spent some time trying to fix a few more issues with 1.4.1 and this table. I have Multiply Stats On Equip working and put in Add Bonus ACC+/EVA+ On Equip with it. I fixed Character Editor pointers and Quartz Pointers was working for me if you viewed your items, but I made it work by just viewing main menu. I'm not sure if I have more time to fix a few other things.
Great work! Is it possible to at least fix Always Critical if nothing else? That one has a larger gameplay impact since crits trigger Rush attacks.
 
D

DrummerIX

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I think I have Always Critical Hit working again in EDIT 1.75. It worked for me in the first area.
 
K

KS212

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Mar 3, 2017
Messages
809
DrummerIX said:
I think I have Always Critical Hit working again in EDIT 1.75. It worked for me in the first area.
Just tested, its working fine at absolute endgame, thanks!

This one was one of the main options for me as crits basically give you a 'choice' per attack on if you want the rest of the party to bumrush or not.
 
T

TyranquanTm

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Mar 25, 2020
Messages
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Having problems with Magius effect on the cheat table 1.4, I hope you can fix it fully to work with 1.4.1. Thank you for your hard work.
 
T

TheByteSize

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Mar 4, 2017
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241
Here is Overdrive always charge script so, your OD will charge even during OD.
Code:
<i>
</i><?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <Description>"OD Always Charge"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]
aobscanmodule(ToCS2_ODAlwaysCharge,ed8_2_PC_US.exe,80 BF 0C 0B 00 00 00) // should be unique
aobscanmodule(ToCS2_ODAlwaysCharge2,ed8_2_PC_US.exe,80 B8 64 0E 00 00 00 75) // should be unique

ToCS2_ODAlwaysCharge:
  nop 9
ToCS2_ODAlwaysCharge2:
  nop 12

registersymbol(ToCS2_ODAlwaysCharge)
registersymbol(ToCS2_ODAlwaysCharge2)



[DISABLE]
ToCS2_ODAlwaysCharge:
  db 80 BF 0C 0B 00 00 00 75 38
ToCS2_ODAlwaysCharge2:
  db 80 B8 64 0E 00 00 00 75 38 80 B8 63 0E 00 00 00 75 2F
unregistersymbol(ToCS2_ODAlwaysCharge)
unregistersymbol(ToCS2_ODAlwaysCharge2)

{
// ORIGINAL CODE - INJECTION POINT: "ed8_2_PC_US.exe"+21E8A6

"ed8_2_PC_US.exe"+21E89A: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E89B: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E89C: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E89D: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E89E: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E89F: CC                    -  int 3 
"ed8_2_PC_US.exe"+21E8A0: 55                    -  push ebp
"ed8_2_PC_US.exe"+21E8A1: 8B EC                 -  mov ebp,esp
"ed8_2_PC_US.exe"+21E8A3: 57                    -  push edi
"ed8_2_PC_US.exe"+21E8A4: 8B F9                 -  mov edi,ecx
// ---------- INJECTING HERE ----------
"ed8_2_PC_US.exe"+21E8A6: 80 BF 0C 0B 00 00 00  -  cmp byte ptr [edi+00000B0C],00
// ---------- DONE INJECTING  ----------
"ed8_2_PC_US.exe"+21E8AD: 75 5B                 -  jne ed8_2_PC_US.exe+21E90A
"ed8_2_PC_US.exe"+21E8AF: E8 5C 4D F1 FF        -  call ed8_2_PC_US.exe+133610
"ed8_2_PC_US.exe"+21E8B4: 8B 80 EC 61 00 00     -  mov eax,[eax+000061EC]
"ed8_2_PC_US.exe"+21E8BA: 80 B8 64 0E 00 00 00  -  cmp byte ptr [eax+00000E64],00
"ed8_2_PC_US.exe"+21E8C1: 75 38                 -  jne ed8_2_PC_US.exe+21E8FB
"ed8_2_PC_US.exe"+21E8C3: 80 B8 63 0E 00 00 00  -  cmp byte ptr [eax+00000E63],00
"ed8_2_PC_US.exe"+21E8CA: 75 2F                 -  jne ed8_2_PC_US.exe+21E8FB
"ed8_2_PC_US.exe"+21E8CC: 56                    -  push esi
"ed8_2_PC_US.exe"+21E8CD: FF 75 08              -  push [ebp+08]
"ed8_2_PC_US.exe"+21E8D0: 8B B7 B0 0A 00 00     -  mov esi,[edi+00000AB0]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
 
T

TheByteSize

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Mar 4, 2017
Messages
241
Finally got to where Bonding Points appear in game so here script that will set minimum Bonding Points.
Code:
<i>
</i><?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <Description>"Min Bonding Points"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToCS2_InfBondingPoints,ed8_2_PC_US.exe,8B 84 81 24 1C 00 00) // should be unique
alloc(newmem,64)

alloc(minBP,4)
registersymbol(minBP)
minBP:
dd 6

label(code)
label(return)

newmem:
  push ebx
  mov ebx,[minBP]
  cmp [ecx+1C4C],ebx  //[ecx+A*4+00001C24]
  jge code
  mov [ecx+1C48],ebx  //[ecx+9*4+00001C24]
  mov [ecx+1C4C],ebx  //[ecx+A*4+00001C24]
code:
  pop ebx
  mov eax,[ecx+eax*4+00001C24]
  jmp return

ToCS2_InfBondingPoints:
  jmp newmem
  nop 2
return:
registersymbol(ToCS2_InfBondingPoints)

[DISABLE]

ToCS2_InfBondingPoints:
  db 8B 84 81 24 1C 00 00

unregistersymbol(minBP)
unregistersymbol(ToCS2_InfBondingPoints)
dealloc(minBP)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ed8_2_PC_US.exe"+176BAB

"ed8_2_PC_US.exe"+176B9B: CC                    -  int 3 
"ed8_2_PC_US.exe"+176B9C: CC                    -  int 3 
"ed8_2_PC_US.exe"+176B9D: CC                    -  int 3 
"ed8_2_PC_US.exe"+176B9E: CC                    -  int 3 
"ed8_2_PC_US.exe"+176B9F: CC                    -  int 3 
"ed8_2_PC_US.exe"+176BA0: 55                    -  push ebp
"ed8_2_PC_US.exe"+176BA1: 8B EC                 -  mov ebp,esp
"ed8_2_PC_US.exe"+176BA3: 8B 45 08              -  mov eax,[ebp+08]
"ed8_2_PC_US.exe"+176BA6: 83 F8 60              -  cmp eax,60
"ed8_2_PC_US.exe"+176BA9: 73 0B                 -  jae ed8_2_PC_US.exe+176BB6
// ---------- INJECTING HERE ----------
"ed8_2_PC_US.exe"+176BAB: 8B 84 81 24 1C 00 00  -  mov eax,[ecx+eax*4+00001C24]
// ---------- DONE INJECTING  ----------
"ed8_2_PC_US.exe"+176BB2: 5D                    -  pop ebp
"ed8_2_PC_US.exe"+176BB3: C2 04 00              -  ret 0004
"ed8_2_PC_US.exe"+176BB6: 33 C0                 -  xor eax,eax
"ed8_2_PC_US.exe"+176BB8: 5D                    -  pop ebp
"ed8_2_PC_US.exe"+176BB9: C2 04 00              -  ret 0004
"ed8_2_PC_US.exe"+176BBC: CC                    -  int 3 
"ed8_2_PC_US.exe"+176BBD: CC                    -  int 3 
"ed8_2_PC_US.exe"+176BBE: CC                    -  int 3 
"ed8_2_PC_US.exe"+176BBF: CC                    -  int 3 
"ed8_2_PC_US.exe"+176BC0: 55                    -  push ebp
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          5106
          <Description>"Minimum Bonding Points"</Description>
          <LastState Value="6" RealAddress="014B0040"/>
          <VariableType>4 Bytes</VariableType>
          <Address>minBP</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
 
T

TheByteSize

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Mar 4, 2017
Messages
241
I was able to re-produce 2 more scripts: Fast Link EXP Event(Bonding Event) and Buff/De-buff Duration.
updated my original reply can be found here.
 
R

raijuyn

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Joined
Mar 15, 2020
Messages
6
TheByteSize said:
I was able to re-produce 2 more scripts: Fast Link EXP Event(Bonding Event) and Buff/De-buff Duration.
updated my original reply can be found here.
Thank you!

Have you incidentally had any luck getting an Master Quartz exp multiplier working? I've been trying but can't seem to find the address of battle MQ exp... :?
 
T

TheByteSize

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Mar 4, 2017
Messages
241
raijuyn said:
Thank you!

Have you incidentally had any luck getting an Master Quartz exp multiplier working? I've been trying but can't seem to find the address of battle MQ exp... :?
If you want Master Quartz goes up 1 level per fight, you can use the script in my table.
 
R

raijuyn

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Joined
Mar 15, 2020
Messages
6
TheByteSize said:
raijuyn said:
Thank you!

Have you incidentally had any luck getting an Master Quartz exp multiplier working? I've been trying but can't seem to find the address of battle MQ exp... :?
If you want Master Quartz goes up 1 level per fight, you can use the script in my table.
Thanks. I know, but I wanted the MQ exp to be multiplied, much like the EXP multiplier, so I don't get too overpowered too fast.
 
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