[Request] Tales of Arise

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zachillios
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Re: [Request] Tales of Arise

Post by zachillios »

So I tried to make an accessory editor, and I found the EXP for it, and found what I think are abilities, but I've got no clue how to properly edit them. So if any of you that are smarter than I want to take a whirl, feel free:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>6</ID>
      <Description>"Auto Assemble script"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Tales of Arise.exe
  Version: 
  Date   : 2021-09-11
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(ACC_EDIT,Tales of Arise.exe,44 8B 42 08 48 8D 4C 24 48 48 8B 12 44 8B 4C 24 54 E8 C9) // should be unique
alloc(newmem,$1000,ACC_EDIT)
globalalloc(ACCEDIT,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rdx+08]
mov [ACCEDIT],rax
pop rax

code:
  mov r8d,[rdx+08]
  lea rcx,[rsp+48]
  jmp return

ACC_EDIT:
  jmp newmem
  nop 4
return:
registersymbol(ACC_EDIT)

[DISABLE]

ACC_EDIT:
  db 44 8B 42 08 48 8D 4C 24 48

unregistersymbol(ACC_EDIT)
dealloc(newmem)
dealloc(ACCEDIT)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+CE11F1

Tales of Arise.exe+CE11CB: 48 8D 44 24 38  - lea rax,[rsp+38]
Tales of Arise.exe+CE11D0: 89 4C 24 34     - mov [rsp+34],ecx
Tales of Arise.exe+CE11D4: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11D7: 74 0A           - je "Tales of Arise.exe"+CE11E3
Tales of Arise.exe+CE11D9: 48 8D 4C 24 38  - lea rcx,[rsp+38]
Tales of Arise.exe+CE11DE: E8 0D F2 E3 FF  - call "Tales of Arise.exe"+B203F0
Tales of Arise.exe+CE11E3: 48 8D 53 18     - lea rdx,[rbx+18]
Tales of Arise.exe+CE11E7: 48 8D 44 24 48  - lea rax,[rsp+48]
Tales of Arise.exe+CE11EC: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11EF: 74 16           - je "Tales of Arise.exe"+CE1207
// ---------- INJECTING HERE ----------
Tales of Arise.exe+CE11F1: 44 8B 42 08     - mov r8d,[rdx+08]
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+CE11F5: 48 8D 4C 24 48  - lea rcx,[rsp+48]
Tales of Arise.exe+CE11FA: 48 8B 12        - mov rdx,[rdx]
Tales of Arise.exe+CE11FD: 44 8B 4C 24 54  - mov r9d,[rsp+54]
Tales of Arise.exe+CE1202: E8 C9 8A 97 FF  - call "Tales of Arise.exe"+659CD0
Tales of Arise.exe+CE1207: 8B 4C 24 34     - mov ecx,[rsp+34]
Tales of Arise.exe+CE120B: E8 30 FF FF FF  - call "Tales of Arise.exe"+CE1140
Tales of Arise.exe+CE1210: 48 8B 4C 24 48  - mov rcx,[rsp+48]
Tales of Arise.exe+CE1215: 8B D8           - mov ebx,eax
Tales of Arise.exe+CE1217: 48 85 C9        - test rcx,rcx
Tales of Arise.exe+CE121A: 74 05           - je "Tales of Arise.exe"+CE1221
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>5</ID>
          <Description>"Abilities"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Binary</VariableType>
          <BitStart>1</BitStart>
          <BitLength>10</BitLength>
          <ShowAsBinary>0</ShowAsBinary>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>7</ID>
          <Description>"EXP"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Impala
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Re: [Request] Tales of Arise

Post by Impala »

Anyone have a save that enables new game+?

MasterKhoa
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Tales of Arise.

Post by MasterKhoa »

Any cheats for this game,yet?

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HylianZ
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Re: Tales of Arise.

Post by HylianZ »

Why don't you look instead of posting in the wrong forum like a jackass.

MasterKhoa
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Re: Tales of Arise.

Post by MasterKhoa »

HylianZ wrote:
Sun Sep 12, 2021 12:47 am
Why don't you look instead of posting in the wrong forum like a jackass.
Am I offended you?

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HylianZ
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MasterKhoa is a lazy idiot.

Post by HylianZ »

Just being a lazy idiot isn't offensive. But still, fuck off and look before posting in the wrong place.

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Re: MasterKhoa is a lazy idiot.

Post by MasterKhoa »

HylianZ wrote:
Sun Sep 12, 2021 1:06 am
Just being a lazy idiot isn't offensive. But still, fuck off and look before posting in the wrong place.
What have I ever do to you?Jesus Christ!!!Did you have a PERIOD?Lols!!!!

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HylianZ
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Re: [Request] Tales of Arise

Post by HylianZ »

Ack. Merged rather than deleted. Fixing the title. lol

Master_Builder
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Re: [Request] Tales of Arise

Post by Master_Builder »

This sets CP to max when you use the recovery function from the field menu:
(If you really want it in battle, I could hunt it down, but this does the job without being too cheaty for my tastes.)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>35</ID>
      <Description>"Max CP from Menu/Recovery"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{ Game   : Tales of Arise.exe
  Version: 
  Date   : 2021-09-11
  Author : Master_Builder

  rcx+9c == current cp
  rcx+9e == max cp
  rcx+f9c == cp bonus from food or something, not sure

  The game calculates the max CP, then assignes the current CP to it if it's less than max (cmovl).
  This stops the conditional move and thus 'current' becomes 'max'.
}

[ENABLE]

aobscanmodule(INF_CP,Tales of Arise.exe,0F 4C C7 8B D8) // should be unique

INF_CP:
  nop 3

registersymbol(INF_CP)

[DISABLE]

INF_CP:
  db 0F 4C C7 8B D8

unregistersymbol(INF_CP)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+D7DAAD

Tales of Arise.exe+D7DA7D: 0F 84 F7 00 00 00        - je "Tales of Arise.exe"+D7DB7A
Tales of Arise.exe+D7DA83: 48 8B 80 C8 00 00 00     - mov rax,[rax+000000C8]
Tales of Arise.exe+D7DA8A: 48 8B 50 50              - mov rdx,[rax+50]
Tales of Arise.exe+D7DA8E: 48 8B 4A 28              - mov rcx,[rdx+28]
Tales of Arise.exe+D7DA92: 44 0F B7 81 9C 00 00 00  - movzx r8d,word ptr [rcx+0000009C]
Tales of Arise.exe+D7DA9A: 85 FF                    - test edi,edi
Tales of Arise.exe+D7DA9C: 78 14                    - js "Tales of Arise.exe"+D7DAB2
Tales of Arise.exe+D7DA9E: 0F B7 81 9E 00 00 00     - movzx eax,word ptr [rcx+0000009E]
Tales of Arise.exe+D7DAA5: 03 81 9C 0F 00 00        - add eax,[rcx+00000F9C]
Tales of Arise.exe+D7DAAB: 3B F8                    - cmp edi,eax
// ---------- INJECTING HERE ----------
Tales of Arise.exe+D7DAAD: 0F 4C C7                 - cmovl eax,edi
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+D7DAB0: 8B D8                    - mov ebx,eax
Tales of Arise.exe+D7DAB2: 66 89 99 9C 00 00 00     - mov [rcx+0000009C],bx
Tales of Arise.exe+D7DAB9: 48 8B 42 28              - mov rax,[rdx+28]
Tales of Arise.exe+D7DABD: 66 44 3B 80 9C 00 00 00  - cmp r8w,[rax+0000009C]
Tales of Arise.exe+D7DAC5: 0F 84 AF 00 00 00        - je "Tales of Arise.exe"+D7DB7A
Tales of Arise.exe+D7DACB: E8 C0 26 10 00           - call "Tales of Arise.exe"+E80190
Tales of Arise.exe+D7DAD0: 48 85 C0                 - test rax,rax
Tales of Arise.exe+D7DAD3: 0F 84 A1 00 00 00        - je "Tales of Arise.exe"+D7DB7A
Tales of Arise.exe+D7DAD9: 48 8B 88 80 05 00 00     - mov rcx,[rax+00000580]
Tales of Arise.exe+D7DAE0: 48 85 C9                 - test rcx,rcx
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
For those interested in offsets:
+9c == current cp
+9e == max cp
+f9c == cp bonus from food or something, not sure


(Feel free to add this to any table, just give me credit.)



Edit: This doesn't work sometimes when healing, I'm not sure the exact reason why. There's two other functions that alter CP. A second one fo the field menu that also affects the battle usage and a third for field actions like breaking ice walls.

Essentially, here's an updated infinite CP script that covers all the cases (battle/menu/field/etc): viewtopic.php?p=210734#p210734 (This was also added to Dhaos's table so you can grab that one if you prefer.)
Last edited by Master_Builder on Wed Sep 15, 2021 2:01 pm, edited 1 time in total.

Algester
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Re: [Request] Tales of Arise

Post by Algester »

zachillios wrote:
Sat Sep 11, 2021 7:19 pm
So I tried to make an accessory editor, and I found the EXP for it, and found what I think are abilities, but I've got no clue how to properly edit them. So if any of you that are smarter than I want to take a whirl, feel free:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>6</ID>
      <Description>"Auto Assemble script"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Tales of Arise.exe
  Version: 
  Date   : 2021-09-11
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(ACC_EDIT,Tales of Arise.exe,44 8B 42 08 48 8D 4C 24 48 48 8B 12 44 8B 4C 24 54 E8 C9) // should be unique
alloc(newmem,$1000,ACC_EDIT)
globalalloc(ACCEDIT,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rdx+08]
mov [ACCEDIT],rax
pop rax

code:
  mov r8d,[rdx+08]
  lea rcx,[rsp+48]
  jmp return

ACC_EDIT:
  jmp newmem
  nop 4
return:
registersymbol(ACC_EDIT)

[DISABLE]

ACC_EDIT:
  db 44 8B 42 08 48 8D 4C 24 48

unregistersymbol(ACC_EDIT)
dealloc(newmem)
dealloc(ACCEDIT)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+CE11F1

Tales of Arise.exe+CE11CB: 48 8D 44 24 38  - lea rax,[rsp+38]
Tales of Arise.exe+CE11D0: 89 4C 24 34     - mov [rsp+34],ecx
Tales of Arise.exe+CE11D4: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11D7: 74 0A           - je "Tales of Arise.exe"+CE11E3
Tales of Arise.exe+CE11D9: 48 8D 4C 24 38  - lea rcx,[rsp+38]
Tales of Arise.exe+CE11DE: E8 0D F2 E3 FF  - call "Tales of Arise.exe"+B203F0
Tales of Arise.exe+CE11E3: 48 8D 53 18     - lea rdx,[rbx+18]
Tales of Arise.exe+CE11E7: 48 8D 44 24 48  - lea rax,[rsp+48]
Tales of Arise.exe+CE11EC: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11EF: 74 16           - je "Tales of Arise.exe"+CE1207
// ---------- INJECTING HERE ----------
Tales of Arise.exe+CE11F1: 44 8B 42 08     - mov r8d,[rdx+08]
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+CE11F5: 48 8D 4C 24 48  - lea rcx,[rsp+48]
Tales of Arise.exe+CE11FA: 48 8B 12        - mov rdx,[rdx]
Tales of Arise.exe+CE11FD: 44 8B 4C 24 54  - mov r9d,[rsp+54]
Tales of Arise.exe+CE1202: E8 C9 8A 97 FF  - call "Tales of Arise.exe"+659CD0
Tales of Arise.exe+CE1207: 8B 4C 24 34     - mov ecx,[rsp+34]
Tales of Arise.exe+CE120B: E8 30 FF FF FF  - call "Tales of Arise.exe"+CE1140
Tales of Arise.exe+CE1210: 48 8B 4C 24 48  - mov rcx,[rsp+48]
Tales of Arise.exe+CE1215: 8B D8           - mov ebx,eax
Tales of Arise.exe+CE1217: 48 85 C9        - test rcx,rcx
Tales of Arise.exe+CE121A: 74 05           - je "Tales of Arise.exe"+CE1221
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>5</ID>
          <Description>"Abilities"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Binary</VariableType>
          <BitStart>1</BitStart>
          <BitLength>10</BitLength>
          <ShowAsBinary>0</ShowAsBinary>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>7</ID>
          <Description>"EXP"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I just hope unlike GE3 or Code Vein the slots arent in hash ids... it would be simple if it was a flag for 1-255+

Watermonster20
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Re: [Request] Tales of Arise

Post by Watermonster20 »

This should fill CP with max value when you use any CP action during battle. Can be merged with any other script.
Attachments
Tales of Arise _battle CP.CT
(2.63 KiB) Downloaded 82 times

SilveRMO0N
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Re: [Request] Tales of Arise

Post by SilveRMO0N »

Is SP (got after battle) multiplier possible?

miwagre
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Re: [Request] Tales of Arise

Post by miwagre »

here are the arte IDS for alphen and shionne if anyone wants to make an arte modifier


SHIONNE
47233:Explosive Charge MYSTIC ARTE
47240:Consuming Wildfire MYSTIC ARTE
6280:Magna Ray
6293:Gemini Aqua
6269:Gravitas Field
6281:Annihilation
6259:Displode
6277:Toxicity
6295:Spear Sweep
6266:Scorched Earth
6292:Tres Ventos
6282:Aqueous Impact
6272:Cyan Instant
6151:First Aid
6158:Healing Circle
6167:Revitalize
6165:Recover
6144:dispel
6163:Resurrection
6137:Burning Strike
6152:Flare Tornade
6149:Explosion
6172:Spread
6153:Freeze Lancer
6159:Ice Tornado
6164:Ray
6262:Ignis Celestra
6291:Tonitus Celestra
6286:Aranea Celestra
6284:Luke Celestra
6270:Glacio Celestra
6273:lunar corruption
6264:Lunar Blast

ALPHEN
47185:Blazing Pillay MYSTIC ARTE
47178:Scarlet Outburst MYSTIC ARTE
6089:Swallow Blade
6126:Sonic Thrust
6111:Shockwave Slash
6127:Iron CLeaver
6117:Rising Wyvern
6077:Destruction
6113:Lightning Thrust
6076:Sword Rain: Alpha
6080:Severing Wind
6085:Reigning Slash
6096:Mega Sonic Thrust
6093:Eternal Devastation
6114:Vacuum Blades
6105:Thunder Fang
6112:Dragon Swarm
6116:Howling Azure Storm
6128:Orochi Glaeforce Fury
6110:Plasma Shock
6095:Mirage
6090:Rising Falcon
6081:Luna Rondo
6092:Devastation
6094:Hurricane Thrust
6107:Stardust
6108:Void Slash
6109:Soaring Light Spear
6129:Thunderous Devastation
6098:demon Fang
6099:double demon fang
6100:searing gale
6086:explosive ring
6087:incineration wave
6091:rising phoenix
6097:Infernal Torrent
6100:Searing Gale
6106:Rending Flash
6118:Burning Wave

chipmunk12
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Re: [Request] Tales of Arise

Post by chipmunk12 »

zachillios wrote:
Sat Sep 11, 2021 7:19 pm
So I tried to make an accessory editor, and I found the EXP for it, and found what I think are abilities, but I've got no clue how to properly edit them. So if any of you that are smarter than I want to take a whirl, feel free:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>6</ID>
      <Description>"Auto Assemble script"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Tales of Arise.exe
  Version: 
  Date   : 2021-09-11
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(ACC_EDIT,Tales of Arise.exe,44 8B 42 08 48 8D 4C 24 48 48 8B 12 44 8B 4C 24 54 E8 C9) // should be unique
alloc(newmem,$1000,ACC_EDIT)
globalalloc(ACCEDIT,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rdx+08]
mov [ACCEDIT],rax
pop rax

code:
  mov r8d,[rdx+08]
  lea rcx,[rsp+48]
  jmp return

ACC_EDIT:
  jmp newmem
  nop 4
return:
registersymbol(ACC_EDIT)

[DISABLE]

ACC_EDIT:
  db 44 8B 42 08 48 8D 4C 24 48

unregistersymbol(ACC_EDIT)
dealloc(newmem)
dealloc(ACCEDIT)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+CE11F1

Tales of Arise.exe+CE11CB: 48 8D 44 24 38  - lea rax,[rsp+38]
Tales of Arise.exe+CE11D0: 89 4C 24 34     - mov [rsp+34],ecx
Tales of Arise.exe+CE11D4: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11D7: 74 0A           - je "Tales of Arise.exe"+CE11E3
Tales of Arise.exe+CE11D9: 48 8D 4C 24 38  - lea rcx,[rsp+38]
Tales of Arise.exe+CE11DE: E8 0D F2 E3 FF  - call "Tales of Arise.exe"+B203F0
Tales of Arise.exe+CE11E3: 48 8D 53 18     - lea rdx,[rbx+18]
Tales of Arise.exe+CE11E7: 48 8D 44 24 48  - lea rax,[rsp+48]
Tales of Arise.exe+CE11EC: 48 3B C2        - cmp rax,rdx
Tales of Arise.exe+CE11EF: 74 16           - je "Tales of Arise.exe"+CE1207
// ---------- INJECTING HERE ----------
Tales of Arise.exe+CE11F1: 44 8B 42 08     - mov r8d,[rdx+08]
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+CE11F5: 48 8D 4C 24 48  - lea rcx,[rsp+48]
Tales of Arise.exe+CE11FA: 48 8B 12        - mov rdx,[rdx]
Tales of Arise.exe+CE11FD: 44 8B 4C 24 54  - mov r9d,[rsp+54]
Tales of Arise.exe+CE1202: E8 C9 8A 97 FF  - call "Tales of Arise.exe"+659CD0
Tales of Arise.exe+CE1207: 8B 4C 24 34     - mov ecx,[rsp+34]
Tales of Arise.exe+CE120B: E8 30 FF FF FF  - call "Tales of Arise.exe"+CE1140
Tales of Arise.exe+CE1210: 48 8B 4C 24 48  - mov rcx,[rsp+48]
Tales of Arise.exe+CE1215: 8B D8           - mov ebx,eax
Tales of Arise.exe+CE1217: 48 85 C9        - test rcx,rcx
Tales of Arise.exe+CE121A: 74 05           - je "Tales of Arise.exe"+CE1221
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>5</ID>
          <Description>"Abilities"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Binary</VariableType>
          <BitStart>1</BitStart>
          <BitLength>10</BitLength>
          <ShowAsBinary>0</ShowAsBinary>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>7</ID>
          <Description>"EXP"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>ACCEDIT</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Found it, The offset before the ability, about -8, is actually a pointers to skill table. You'll have to disect that part and found the pointers. Edit them to get the skills. :D

The Layout look like an array with:
4 bytes Skill ID
4 bytes Unknown
4 bytes/floats ??

There are total of 5 editable slots.

xfxgfx
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Re: [Request] Tales of Arise

Post by xfxgfx »

teslaranger93 wrote:
Sat Sep 11, 2021 9:09 am
Is there any way to unlock chaos difficulty from start?
It's very easy to find the difficulty variable by doing 1-byte value scans while changing the difficulty in the Settings menu -- 0 = story, 1 = normal, 2= moderate, 3 = hard, and 4 = chaos.

I tested freezing the value at 4 and it works. I take more damage/mobs have more HP compared to Hard difficulty, and I get a higher score multiplier after the battle. It resets to Normal whenever you go into the settings menu or reload a save but as long as you freeze the value, it will still work.

I used the pointer scanner and picked the first stable pointer in the list to make a quick cheat table, but I don't really know what I'm doing so I imagine it will break whenever the game is updated.
Attachments
Tales of Arise Difficulty Setting.CT
(643 Bytes) Downloaded 93 times

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