Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

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kaniwalla
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by kaniwalla »

minhnhatx wrote:
Mon Jul 07, 2025 9:42 pm
kaniwalla wrote:
Mon Jul 07, 2025 7:10 pm
Hey all!

Apologies if I'm missing something obvious here. I looked through both of the tables and didn't see what I was looking for.
Is there any way to complete quests without actually doing the tasks? Making it possible to progress in your Life without killing the monsters/crafting the things you need to get to the next Life level?
Niedzielan's table on second page.
getDataManager --> Data Manager --> Chara Status --> m_stAvatarP --> m_lifeStatus
Pick a life, you can edit the number of stars you have and skip rank-up quests entirely.

Or if you want quests to be marked as completed, you can try this table. Open the Quest menu, select the Life Challenges quest you want, then go back to this table and edit your progression.
FantasyLifeI-RankUpQuests.CT

Edit: Because I cannot guarantee Steam Achievements or unlocking Encyclopedia, I would recommend Niedzielan's table instead of mine. This way, you would still have the opportunity to do the quests and fight specific monsters.
Thanks so much for pointing this out. That is exactly what I was looking for. Really appreciate it!

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

Duhllin
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by Duhllin »

Niedzielan wrote:
Fri Jun 06, 2025 10:51 am
Duhllin wrote:
Fri Jun 06, 2025 6:15 am
I have now got the table to work. But when I go to change the value of the object/armor/etc., sometimes it will just freeze. The "change value" tab comes up and I can type things into it, but it's very slow, and it will not allow me to cancel, nor will it allow me to press OK. It's just stuck. The only way I can get out of it is by closing Cheat Engine completely. And then I have to close the game completely as well, because for whatever reason, I can't activate any of the scripts if I close and then reopen Cheat Engine. Do you, or does anyone, know what's going on and how to fix it?
The reason you need to restart the game if you close Cheat Engine without disabling scripts is because of how scripts work:
The game has its code, suppose when you use an item the code to decrease the value is like this:

Code: Select all

function use_item:
  load item
  item = item - 1
function something_else:
  ...
With a script, we're changing what that use_item code does. But there's only two lines, and we want more than that, e.g.

Code: Select all

load item
if item is not important:
  item = item - 1
which is three lines, and won't fit without overwriting function something_else. So instead, we find some empty space somewhere, and define our custom code there:

Code: Select all

function use_item:
  go to function custom_use_item
function something_else:
  ...
...
function custom_use_item:
  load item
  if item is not important:
    item = item - 1
When you enable the script it searches for the original code and replaces it with the new code. Disabling the script replaces it with the original code. If you restart Cheat Engine without disabling scripts, then when it searches for the original code it can't find it, so just does nothing.

As for the freeze...
When you say "change the value of the object/armor/etc" do you mean specifically the Name/ID or FName field?
If it's an FName field, does it already have a value in? If it has nothing in it, do not change it. Even if that thing is the word "None", that's fine - but if it's blank or says "Err: FNameStringAlgo required" then something has gone wrong.
Has "getNameStuff" completely finished (red X instead of spinning circle)?

Just now as I was investigating your issue, the very same thing happened to me - it got stuck in the Change Value box, had to force close everything. This is the first time it's happened to me, and restarting everything it worked again despite doing exactly the same steps.
I suspect the CE process is busy (i.e. it's already doing something in the background) which might mean it's stuck in a loop somewhere... that might be tricky to narrow down.
Does this happen every time? If you right click on the FName you want to change, Set/Change dropdown, and remove the line in there (e.g. (FNameSkillDropdown) ) does the slowdown/freeze still happen when typing in Change Value?
I never gave an update about this issue. So, I did try to remove the line in Set/Change dropdown, and that did nothing. The freeze still happens. I can't find anywhere in CE where it may be busy with something else. And it's nothing to do with my CPU or Memory having too much going on. When it's frozen, even when I close the game itself, it still will not let me close out the tab that CE opened. Here is a video of what I am experiencing.


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Niedzielan
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by Niedzielan »

Duhllin wrote:
Wed Jul 09, 2025 12:22 am
I never gave an update about this issue. So, I did try to remove the line in Set/Change dropdown, and that did nothing. The freeze still happens. I can't find anywhere in CE where it may be busy with something else. And it's nothing to do with my CPU or Memory having too much going on. When it's frozen, even when I close the game itself, it still will not let me close out the tab that CE opened. Here is a video of what I am experiencing.

That video is marked as private, by the way. I'll try to take another look at this, if it's happening to you it's probably happening to several other people too.

covlee
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by covlee »

Niedzielan wrote:
Mon May 19, 2025 4:42 pm
So far I've made a very basic item editor, should just work on hovering over an item.

Features
Item Editor:
Item ID
Quantity - Material / Consumable only
Rank - Equipment only
Skill 1/2 ID - Equipment only

Location/Coordinate pointer

FoV/Zoom/Camera pointer

Drop rate modifier (WIP)

DataManager pointer (WIP)
- DataManager should contain most saveable data, e.g. money, inventory, quest status. Most fields still need to be filled in, however. Still WIP
- money
- celestia gift (goddessHerbBlue and goddessHerbGold)
- chestnut
- life status, lv, exp (Chara Status -> m_stAvatarP)
- inventory status (use script Populate Items)
- TODO flag status (includes number of infrastructure and fields buildable, houses too but any after 6 aren't usable)
- also includes aoc_receive_ flags so you can get add on content (preorder bonuses) again. This does NOT let you get it if you are not already entitled to it. Messing with the aoc_right_ flags WILL cause a fade-to-black. Any questions about gaining access will be ignored, unless the game is abandoned and it is no longer possible to buy the content.
- TODO vegetable field status
- ginormosia status - area rank and points
- TODO farm stand status
- TODO others (NPCStatus, QuestStatus, WeatherStatus, etc)


You can change the Item ID to another item's ID to change that item (switch tabs then back), ditto with the Skill IDs.

Skill IDs:
skilllist.txt
Item IDs:
itemlist_v2.txt
old lists
Old list: itemlist.txt
Note: some people have experienced crashes or have been unable to get scripts working. In some of these cases updating to the latest CE version (7.6) has fixed those issues.

FName custom type guide:
Note: string-based custom types require CE 7.5 or higher.
Written guide:
1. Right click the "Value Type" dropdown in the Scan stuff, choose "Define new custom type (LUA)"
2. Overwrite the default stuff (i.e. select everything and delete) by pasting the following script, then click "Ok"

Code: Select all

--Note: keep the function base name unique.
local typename="FName" --shown as the typename in ce
local bytecount=4  --number of bytes of this type
local functionbasename="fnametype"
local usesfloat=false
local usesstring=true

function fnametype_bytestovalue(b1,b2,b3,b4,address)
 if FNameStringAlgo ~= nil then
return FNameStringAlgo(address)
else
return "Err: FNameStringAlgo required"
end
end

function fnametype_valuetobytes(i,address)
if FindStringFName ~= nil then
local foundID = nil
if findInNameList ~= nil then
foundID = findInNameList(i)
end
if not foundID then foundID = FindStringFName(i, false, true) end
local b1 = (foundID>>24)&0xff
local b2 = (foundID>>16)&0xff
local b3 = (foundID>>8)&0xff
local b4 = foundID&0xff
return b4,b3,b2,b1
else
return 0,0,0,0
end
end
return typename, bytecount, functionbasename, usesfloat, usesstring
Image guide
Image
Image
Image
Image
Currently there are some issues with getting FNamePool for some people, so the ID <-> name feature might not work for you.
With fli_008 I've added a "Manually set offset" which has the 1.1.3 and 1.1.4 and 1.2.1 offsets in the dropdown menu. Hopefully this works even if the other scanning methods don't. If there's an update and I haven't updated the offsets, please try the second method here: viewtopic.php?p=408166#p408166

Note that some items have no stats for certain ranks - an Oak Axe doesn't have stats for Supreme or Legendary, and a Verdant Axe doesn't have stats until Notable.
Note that you can't turn one type of item into another. Lifeweed -> Big Egg is fine. Lifeweed -> Oak Axe isn't. As long as it would be in the same tab, you should be able to transmute it.
Changelog
Edit: Actually the Item ID and Skill ID change each launch... why? I assume that's some kind of Unreal thing. Without some way of mapping those to the names I can't make a list of item codes... It'll work for duplicating easily enough, but swapping to an item/skill you don't already have will be a pain.

Edit2: Added a location/coordinate pointer

Edit3: Added FoV and zoom pointers:
zoom vertical (top-down) and zoom horizontal
Edit4: Added more camera stuff:
max/min camera angle (-60 and -30 default in the past, I find that -89 and -10 is better - min to 0 lets you go flat, and positive min is under the floor - but clipping is a bit wonky so sometimes it'll zoom in and sometimes it'll go under the floor)

Edit5: Fixed item pointer for 1.1.3, should also work for objects (i.e. furniture), etc, now.
Edit6: fix disabling item pointer... thought I'd done that already but apparently not

Edit7: Added some Item / Skill ID stuff... kinda experimental but hopefully if it doesn't work it won't break anything else.
I borrowed code from Cake-san's excellent UE4 table (which isn't fully compatible with UE5 games like FLi) because the FName parsing stuff works, so we can translate between gamedata names and the FNames stored in inventory memory.
That is, you can now look up an item name and find the ID for it, then modify your existing item.
The itemlist and skilllist as wekk as the dropdown menu stuff are all hardcoded, so any updates adding new items or changing names won't be reflected here.

Edit7.5: Separated itemlist into sections

Edit8: Found what some of the item fields are, and hopefully made it a bit easier to enter a manual FName offset

Edit9: Add drop rate modifier (additive) Still WIP but should work well enough for now

Edit10: Modified Cake's UE helper to work with FLi, added DataManager pointer

Edit11: Revamped FName stuff a bit - now added as a custom type

Edit12: Hopefully fixed FNamePool not being found when using CE 7.6, and filled in some more DataManager stuff, fixed quantity (should be 2bytes not 4bytes, oops)

Edit13: Added buff time and value multiplier script, and pointer to some base item data (e.g. weapon damage). Filled in a few more DataManager stuff - including player Life status, and infrastructure and vegetable field flags (i.e. have more fields - note that house flag also exists but more than 6 are NOT functional). Also, fun fact, you can reset your "add on content received" flag so you can duplicate your preorder bonuses (so far - can't duplicate deluxe because it doesn't let you have more than 1 of the same mount - this does NOT let you access DLC content you do not own. Trying to set the "aoc_right_01" flag if you don't have the preorder will case a fade-to-black.)
how do I use item list.txt only code on the cheat engine like

iam01000910 Iron Cuiras 007FEBFD
iam01004460 Hunter's Vest 007FEA9A

any idea how to get the code?

Duhllin
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by Duhllin »

Niedzielan wrote:
Wed Jul 09, 2025 8:10 am
Duhllin wrote:
Wed Jul 09, 2025 12:22 am
I never gave an update about this issue. So, I did try to remove the line in Set/Change dropdown, and that did nothing. The freeze still happens. I can't find anywhere in CE where it may be busy with something else. And it's nothing to do with my CPU or Memory having too much going on. When it's frozen, even when I close the game itself, it still will not let me close out the tab that CE opened. Here is a video of what I am experiencing.

That video is marked as private, by the way. I'll try to take another look at this, if it's happening to you it's probably happening to several other people too.
I'm a bit new to that service, I had assumed that giving the link meant people with it could view it. It's fixed now.


My second question is, you mentioned FModel, and I believe you gave me a link to it a few weeks ago or so, but I can't seem to find the comment you made that has the link. I see the reply that I made, which says "([Link])" but shows no link. Would you mind including another one, please?

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by Niedzielan »

Duhllin wrote:
Wed Jul 09, 2025 8:50 am
I'm a bit new to that service, I had assumed that giving the link meant people with it could view it. It's fixed now.


My second question is, you mentioned FModel, and I believe you gave me a link to it a few weeks ago or so, but I can't seem to find the comment you made that has the link. I see the reply that I made, which says "([Link])" but shows no link. Would you mind including another one, please?
I notice you have the FName entry ticked. In CE when you activate an entry that means it will try to "freeze" that value - which writes that value something like a hundred times every second. For a regular type that's a very quick calculation. For FNames though it has to do a dictionary lookup which is (relatively) slow.
If I activate an FName entry I also experience massive slowdown. Do the slowdowns occur even if you don't activate any FName entries?
If I remember I'll add a note in future releases to not freeze FNames.

My post mentioning FModel is here: viewtopic.php?p=412526#p412526
But if the links still don't show you can just google "FModel" and "FLi-FModel".

OhSoDizzy
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by OhSoDizzy »

Can someone tell me if the populate items works in the data management? Ive been able to edit items stats just not actually add new items..

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