Ni No Kuni 2 Revenant Kingdom (Steam)

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mac4500
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by mac4500 »

i just need a have all items cheat that is much easier for me to use please

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

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HylianZ
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by HylianZ »

mac4500 wrote:
Fri Mar 23, 2018 7:59 pm
hey Drummerix

thanks for all of these great cheats, is there anyway to make a have all items cheat
mac4500 wrote:
Sun Mar 25, 2018 9:35 pm
I really need a have all items cheat that is much easier for me to use please
mac4500 wrote:
Sun Mar 25, 2018 9:47 pm
why no have all items cheat
mac4500 wrote:
Sun Mar 25, 2018 9:59 pm
i am used to just using a have all items cheat where i can just active the cheat to show all items in the game
mac4500 wrote:
Sun Mar 25, 2018 10:10 pm
i just need a have all items cheat that is much easier for me to use please

Please stop spamming the thread with this request. We know.
Last edited by HylianZ on Sun Mar 25, 2018 10:26 pm, edited 1 time in total.

acecel
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by acecel »

HylianZ wrote:
Sun Mar 25, 2018 10:12 pm
mac4500 wrote:
Sun Mar 25, 2018 10:10 pm
i just need a have all items cheat that is much easier for me to use please
Please stop spamming the thread with this request. We know.
I was preparing a quote with all his posts :(

I spent so much time doing it, i am so sad :mrgreen:

acecel
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by acecel »

But console players didn't even made a wiki ? with most items listed and stuff ?

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HylianZ
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by HylianZ »

acecel wrote:
Sun Mar 25, 2018 10:14 pm
I was preparing a quote with all his posts :(

I spent so much time doing it, i am so sad :mrgreen:
Better?

But in regards to your earlier question. I don't know how to add the outfits. May be a quest flag, may be something else entirely. I haven't even looked at the code of the game yet. But the outfit IDs are in the current version of the table, they just don't go into the inventory when purchased.

Drae
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by Drae »

Pladdicus wrote:
Sun Mar 25, 2018 9:40 pm
Damage multiplier doesn't seem to work, I set it to 10 and the enemy would deal 16 (and it would subtract 160) but subsequent hits wouldn't kill me? Testing more.
For me, "Hero cannot die" was ON by default - you need to turn it OFF, even if it's unchecked. Same goes for hero healing multiplier: it's 2 by default, you probably don't want that if you're making the game harder.

For anyone wondering: the damage multipliers unfortunately don't change the damage numbers that appear onscreen. But if you look at your health bar you can see that they work.
sergerburger wrote:
Sun Mar 25, 2018 9:18 pm
Would anyone mind helping me out with this?
I am a complete noob to CE. I managed to load the table and checked the scripts that I wanted (lower hero damage and higher enemy damage.) When I reenter the game, no values have changed.
As above, the displayed damage numbers don't change. But also be aware that the damage multipliers refer to damage RECEIVED by heroes/enemies, not dealt. So if you're trying to make things harder the "enemy damage" value should be low (below 1) and the "hero damage" value should be high (above 1).

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pox911
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by pox911 »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>5</ID>
      <Description>"Get Currently Selected Equipment"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(GetItemAOB,Nino2.exe,8B 01 48 8D 4C 24 50) // should be unique
alloc(newmem,$1000,"Nino2.exe"+8E64E6)

label(code)
label(return)
label(EquipData)
registersymbol(EquipData)

newmem:

code:
  mov [EquipData],rcx
  mov eax,[rcx]
  lea rcx,[rsp+50]
  jmp return

EquipData:

GetItemAOB:
  jmp newmem
  nop
  nop
return:
registersymbol(GetItemAOB)

[DISABLE]

GetItemAOB:
  db 8B 01 48 8D 4C 24 50

unregistersymbol(GetItemAOB)
unregistersymbol(EquipData)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Nino2.exe"+8E64E6

"Nino2.exe"+8E64CF: CC                    -  int 3 
"Nino2.exe"+8E64D0: 40 56                 -  push rsi
"Nino2.exe"+8E64D2: 48 83 EC 40           -  sub rsp,40
"Nino2.exe"+8E64D6: 48 8B F1              -  mov rsi,rcx
"Nino2.exe"+8E64D9: 48 85 C9              -  test rcx,rcx
"Nino2.exe"+8E64DC: 75 08                 -  jne Nino2.exe+8E64E6
"Nino2.exe"+8E64DE: 33 C0                 -  xor eax,eax
"Nino2.exe"+8E64E0: 48 83 C4 40           -  add rsp,40
"Nino2.exe"+8E64E4: 5E                    -  pop rsi
"Nino2.exe"+8E64E5: C3                    -  ret 
// ---------- INJECTING HERE ----------
"Nino2.exe"+8E64E6: 8B 01                 -  mov eax,[rcx]
"Nino2.exe"+8E64E8: 48 8D 4C 24 50        -  lea rcx,[rsp+50]
// ---------- DONE INJECTING  ----------
"Nino2.exe"+8E64ED: 48 89 5C 24 58        -  mov [rsp+58],rbx
"Nino2.exe"+8E64F2: 89 44 24 50           -  mov [rsp+50],eax
"Nino2.exe"+8E64F6: E8 95 DD 00 00        -  call Nino2.exe+8F4290
"Nino2.exe"+8E64FB: 48 8B D8              -  mov rbx,rax
"Nino2.exe"+8E64FE: 48 85 C0              -  test rax,rax
"Nino2.exe"+8E6501: 75 0B                 -  jne Nino2.exe+8E650E
"Nino2.exe"+8E6503: 48 8B 5C 24 58        -  mov rbx,[rsp+58]
"Nino2.exe"+8E6508: 48 83 C4 40           -  add rsp,40
"Nino2.exe"+8E650C: 5E                    -  pop rsi
"Nino2.exe"+8E650D: C3                    -  ret 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>12</ID>
          <Description>"ID"</Description>
          <LastState Value="4083049142" RealAddress="1F5E71A8"/>
          <VariableType>4 Bytes</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>13</ID>
          <Description>"Buff 1"</Description>
          <LastState Value="83609099" RealAddress="1F5E71B0"/>
          <VariableType>4 Bytes</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>14</ID>
          <Description>"Buff 2"</Description>
          <LastState Value="2803510902" RealAddress="1F5E71B4"/>
          <VariableType>4 Bytes</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Buff Known?"</Description>
          <LastState Value="1" RealAddress="1F5E71F2"/>
          <VariableType>Byte</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>4a</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>16</ID>
          <Description>"Charge %"</Description>
          <LastState Value="0" RealAddress="1F5E71CC"/>
          <VariableType>Float</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>24</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>17</ID>
          <Description>"Upgrade Count?"</Description>
          <LastState Value="0" RealAddress="1F5E71F0"/>
          <VariableType>Byte</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>48</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>18</ID>
          <Description>"Upgrade Bonus?"</Description>
          <LastState Value="1" RealAddress="1F5E71F4"/>
          <VariableType>Byte</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>4C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>15</ID>
          <Description>"Rarity"</Description>
          <DropDownList DisplayValueAsItem="1">0:White
1:Blue
2:Red
3:Purple
</DropDownList>
          <LastState Value="0" RealAddress="1F5E71F7"/>
          <VariableType>Byte</VariableType>
          <Address>EquipData</Address>
          <Offsets>
            <Offset>4f</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
There is the code i have so far on item editing. There is a lot i didnt map yet in there, like the direct value for damage increase and junk. There are a few float values that i havent figured out either. I also added another tab to doc page to have the status effects i found.

Lexicon
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by Lexicon »

Is it just me, or is the Inf. Item/Minimum Amount cheat not applicable in combat?

eugene9
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by eugene9 »

What about enabling all party members from the very beginning?
Thanks for sharing your work!!!

Imparasite
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by Imparasite »

guys pls make some skirmish battle codes like quick level up, inf health and one hit kill. thank you in advance

acecel
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by acecel »

HylianZ wrote:
Sun Mar 25, 2018 10:26 pm
Better?
I took time to show how much he spammed :D
HylianZ wrote:
Sun Mar 25, 2018 10:26 pm
But in regards to your earlier question. I don't know how to add the outfits. May be a quest flag, may be something else entirely. I haven't even looked at the code of the game yet. But the outfit IDs are in the current version of the table, they just don't go into the inventory when purchased.
Yep, as usual it's not handled in the same way as a normal object even if it has a object_id.
The method to add it is probably more like "add_outfit_to_list" instead of "add_item_to_inventory" for a basic object.

If all outfit are related to quest, maybe it's simpler than that, like where you start a new game, you have all outfits, but they is just a flag "quest_done:bool", forcing the portion to check this value to always answer yes may be an idea ?

Sorry if i stay stupid stuff, i am kinda high right now :mrgreen:

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HylianZ
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by HylianZ »

Imparasite wrote:
Sun Mar 25, 2018 11:20 pm
guys pls make some skirmish battle codes like quick level up, inf health and one hit kill. thank you in advance
Well the EXP booster script works for the skirmishes also. Set it to some outrageous number and watch your armies be instantly level 99. So that's one thing down.

acecel
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by acecel »

Would it be possible in the "Highlighted Character Stats" script to also list the hero Level / Exp / Exp to next level ? (my goal is to make sure all my team have same level)

DrummerIX
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by DrummerIX »

I filled out the list of 1400++ items in another alternate drop down you can use for Shop Override.

acecel
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Re: Ni No Kuni 2 Revenant Kingdom (Steam)

Post by acecel »

acecel wrote:
Mon Mar 26, 2018 12:13 am
Would it be possible in the "Highlighted Character Stats" script to also list the hero Level / Exp / Exp to next level ? (my goal is to make sure all my team have same level)
Or better : can you make everyone in the team get xp for every fight even if they are not in the group ?

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