Our Adventurer Guild

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Pinguinoide
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Re: Our Adventurer Guild

Post by Pinguinoide »

Valatros wrote:
Wed Aug 28, 2024 10:38 pm

Alright so that particular code I forgot to set to auto-enable mono features, that's my best guess. Try the version in the updated table here: all that's changed is it'll enable mono if you haven't already. Meant to put that into all the codes, but missed one apparently, and nobody else noticed because it was already on from one of the other codes I guess.

Y'had me worried for a sec there, thought the update mighta broken things, haven't had the chance to play OAG for awhile...
Thank you for the fast reply! All four are working for me now! I also upgraded to Cheat Engine 7.5 just in case!

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

DevilBlack
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Re: Our Adventurer Guild

Post by DevilBlack »

Valatros wrote:
Wed Aug 28, 2024 10:38 pm
Pinguinoide wrote:
Wed Aug 28, 2024 4:48 pm
Hello, I tried tu use the "Always Best Roll On LevelUp" but it said "Error in line 14 (je UpgradeLineUI:GenerateUpgradeValue+df): This istruction cant be compiled". I know nothing about moding or the work you do to make the tables work so i also have no idea how to fix it, or if there is some easy solution, so I hope that this information is useful to help find a solution. The other three worked great! Thank you.
I use Cheat Engine 7.3 and the game version I play in is the V1.32 in case this information is relevant.
Alright so that particular code I forgot to set to auto-enable mono features, that's my best guess. Try the version in the updated table here: all that's changed is it'll enable mono if you haven't already. Meant to put that into all the codes, but missed one apparently, and nobody else noticed because it was already on from one of the other codes I guess.

Y'had me worried for a sec there, thought the update mighta broken things, haven't had the chance to play OAG for awhile...
I tried it today with latest version and reroll crashes the game and best stats roll doesn't work at all. I didn't test the other two

Valatros
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Re: Our Adventurer Guild

Post by Valatros »

DevilBlack wrote:
Thu Dec 05, 2024 4:39 pm
9
I tried it today with latest version and reroll crashes the game and best stats roll doesn't work at all. I didn't test the other two
Updated for the latest steam update, 1.5. Note that this is a new update as of today and your message was on December 5th, so no idea what version you were on at the time.

Fixed the reroll script, best roll seems to just... work still on this version, if you or anyone else still have trouble let me know. 99 traits also works without adjustment, didn't have time to actually pop into a level and test camp actions, but enabling it doesn't crash the game at least so it's probably fine.
Attachments
OAValatrosv3.CT
(3.82 KiB) Downloaded 418 times

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Current table version:
  • OAG_HenryEx.CT
    Table v9 for Game Version 1.55
    (426.68 KiB) Downloaded 534 times
Caution for Cheat Engine 7.6
Unfortunately, 7.6 is currently much slower due to some unoptimized lua libraries being packed with the release. (See thread: [Link] )

To get back some lost speed, download these optimized lua DLLs from the cheatengine website and unzip them into your Cheat Engine folder, overwriting the previous files:
[Link]

Hopefully this will be fixed with the next CE release.

Whipped up a table for the version 1.51+, tried to cover the most common bases for cheats.
But any fine control concerning characters (like stat editing, relationships, moods etc.) is complicated by the way the game handles / stores the data. I'd have to go full-blown custom scripting and rewriting game data to properly and effectively do that.
Instead of, well, doing the "change two bytes of game code to do X" that's quick and easy and is most of the common things like infinite HP / SP, Gold, map stealth, etc.


So, more tahn 3k written lines of code later, i implemented some of the "complicated" stuff.
Keep in mind the table setup and some scripts are very complex, so it can take a few seconds to activate them.

Rudimentary stat editing for characters implemented in v3.
Extended options from v4 onwards.
Rudimentary Inventory stuff implemented in v5.
Inventory stuff during quests implemented in v6.
Adding skills to items implemented in v7.
Basic Quest editing implemented in v9.

FEATURES

"Get current Character stats" fetches the adventurer whose stat sheet you're currently looking at or, in battle, the character whose stats you check with Right-Click.This includes enemies. Keep in mind the game caches many adventurer stats, so you won't see any changes show up in-game until the cache is refreshed.
There's a script included that invalidates the cache for the current character. Change the stats with CE,, then use the script to update the character in-game.
Another script to Customize Traits allows you to add or remove traits from a character, as well as get some basic info on any trait in the game. A similar script to Change Traits lets you toggle stat talents (the gold stars).
Lastly, you can use Customize last viewed char with Tavern Scout: activate script, then go to the tavern's "Scout" feature (if it isn't enabled in your game settings, you can enable it with the table script "Enable character scouting" ), and select any class. The character you viewed last will show up in the game's customization window. Note: the character's name might show up a random value, but it won't be changed if you don't click into the name box. You can ignore it.

"Inventory" provides basic inventory management. It applies to party inventory when on a quest and guild inventory otherwise. You can select one of your current items to fetch its data (currently only displays ID / Description and skills) and change its amount (for items that can stack).
There's a sub-option to add new items to the inventory, from a list of all items in the game. Don't forget to specify the amount of items you want to add. This also includes an option to print some stats for the chosen item to the console, like item type, value, stat bonuses etc.
Another sub-option lets you add an arbitrary skill to the selected item. Since there's over 900 skills in the game, they are roughly separated into categories by their type. This should let you have any skill you want on a character without class changes, level ups etc. resetting your skills every time. Do note, the game will only properly load your edited items from a save file if you have activated Table setup before loading the save!

"Quests" features basic quest list management. Can add random quest with X stars to the list, or edit / remove the selected quest. Editing includes things like time left or the location modifiers. Don't want rain on the map? Remove it. Want to farm ores or wood? Add the Rich Resources mod.

"Database Pointers" includes a few pre-made entries like pointers to Gold or the Global Variable Table where you can edit stuff like the point cost for attributes / traits in character creation. You can use these pointers and CE's Mono Dissect Structure feature to get access to almost anything in the game. A few sample structures for game version 1.54 included. Structures may change with future game updates, but there is a way to update them after a patch. ;)

Me.
An option for those who'd like the Guild Master to take a more hands-on approach. Create a character with the same name as the Guild Master (or rename an existing one) and that character gets special perks: No wage, full happiness, no injuries, guaranteed chain attacks and at least friendship status with all guild members. The friendship script will also make sure you gain relationship with the 2 adventurers you choose to eat with at the tavern.

Other scripts:

Code: Select all

Time Progression (for progress / expiry on assignments and quests)
Don't decrease gold
Always in a Good Mood
Don't lose Party Synergy
Increase Stat Levelup Chance
Best Possible Levelup Rolls
Infinite Levelup Rerolls
Unlock all skill trees
Enable character scouting
Expanded character customization
Filter random traits by cost (trait filter on random characters)
Reroll tavern recruits
All Guild Upgrades unlocked & instant
Exp Multiplier
Increase Loot value
Guarantee Loot Drops After Battle
Unlimited Camping Actions
Unlimited Inventory Space
Monsters Don't Notice You ( + optional Monsters Can't Attack You)
Dice Rolls always succeed
Disable Stamina / Vigor Exhaustion
Spot all traps
Take No Damage
Unlimited SP (Mana)
Bravery doesn't decrease
Unlimited AP
Unlimited Movement in Battle
Infinite Counters
Increase Chain Attack Chance
Escape always succeeds
These are using AOB searches, so unless there's major code changes, they should be relatively patch-proof.

If you are using character scouting (or activate it with one of the scripts), you can go under Database Pointers - [->] Global Variable Table and change the TotalCustomizationPoints you get, or change the cost of talents / stats in the character creator to 0 or even negative. Alternatively, 'Expanded character customization' lets you ignore the customization points entirely.

If you enable Debug features (look under Database Pointers), you get access to some developer cheats:
  • Press [CTRL] + [Space] in town to get +1000 gold.
  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.
  • Press [CTRL] + [Enter] to win a battle immediately (might have to take a turn to take effect).

To cut down on table size, most of the LUA scripts have been compressed. This means the table will only work with 64-bit Cheat Engine (but it's a 64-bit game anyways...). You can still edit things like which of the game's fields the table displays by editing the relevant tables in the Character Stats script yourself.


Changelog:

Code: Select all

v9
Added: Script "Increase Loot value"
Fixed: Pointer to Quest Map Effect not properly fetched for list
Added: "Quests" section with pointer to selected quest
Added: options to add a random quest or remove the selected quest
Added: "Edit Location Modifiers" for quests
Changed: "We get along." - Eating lunch with adventurers now also gives the guild master a relationship bonus with both, and prevents the GM from being one of the invited adventurers.
Changed: "No AP Decrease" -> "Unlimited AP", changed script so you have a minimum AP (default 3) to always be able to act.
Changed: "No SP Decrease" -> "Unlimited SP", changed script so skills can also be used without enough SP

v8
Added: Script that unlocks higher ranked Guild Upgrades and lets you complete them instantly
Fixed: Game will now load custom skills on items properly when loading a save, if you have already executed Table Setup.
Added: Time Progression option, to progress quest and assignment list independently from current day
Added: Scripts that keep quests and assignments from expiring
Added: exposed MovementRange stat for characters and made it actually work

v7
Fixed: Added fallback for slower symbol registering in case no valid image is found
Fixed: (Hopefully) fixed issue where Table setup sometimes failed to setup fields properly on CE 7.6
Fixed: cache character pointers to avoid errors when switching between characters too quickly
Changed: Adding and removing traits now works with mono functions instead of assembly
Changed: Cache invalidation also works via Mono now
Added: Centralized Code Setup, for custom functions that other scripts can call
Added: Script 'Reroll tavern recruits' to get a fresh batch of recruits. Leave and enter tavern to update list
Added: Option to add/remove talents for a character
Added: In-game UI should now update when you add/remove traits and talents or invalidate characters
Added: Script to customize characters via the "recruit" screen in the tavern. The table remembers the last character whose stats you looked at. Go to the tavern and click on "Recruit" (pick any class) and you get to customize your character.
Changed: Sorted common scripts into three general categories
Added: Script "Unlock all skill trees"
Added: Inventory script "Add Skill to Selected Item"

v6.1
Changed: removed check for CE version so it works properly on the new CE 7.6
Changed: overhauled way to fetch class fields, centralized in table setup now
Changed: fetch assembly image first to speed up Table Setup
Changed: rewrote function to register ssymbols to be much faster
Changed: switched functions to OOP syntax
Changed: store class fields in separate table to avoid cluttering up main class
Added: verbose table setup - change "verbose" to true in Table setup script for detailed run-time stats

v6:
Added: Database pointer to Party Inventory Limit (superfluous with a later script)
Added: Me script: good relations to party members
Added: Script to avoid losing party synergy whem removing members
Fixed: fixed out of bounds error on Inventory item selection
Changed: Sped up (hopefully) the table setup by using only Lua and running it async
Added: Inventory management now displays items in Party Inventory when on a mission, and Guild Inventory otherwise. This way, you can change item amounts in party inventory.
Changed: 'Add Item' now works on quests and in battles, and adds items to party inventory instead.
Added: Script for Unlimited Inventory Space. Collect everything like a loot goblin.
Added: Script for Expanded character customization - in character creation, you can freely distribute stats, talents and traits, and get access to ALL traits.
Added: 'Me.' Script changed to check for Guild Master name, and moved into main table section for general use.

v5:
Fixed: bug in table sorting for traits with same-name traits
Added: script Always in a Good Mood
Added: script Guarantee Loot Drops After Battle
Added: auto-update on current battle character for Database Pointers
Added: script to auto-update CE structures with mono
Fixed: returned mono types and offsets can differ in newer versions of Cheat Engine; fixed offsets and types in CE versions >7.5
Changed: function that returns mono fields now also returns mono type of field
Fixed: Infinite Counters script uses 14 byte jumps now
Fixed: Increase Stat Levelup Chance script uses 14 byte jumps now
Fixed: Trait Info now prints negative numbers correctly
Added: Print Trait Info now displays basic info on trait effects.
Changed: scripts that fetch memory records now take additional steps to verify we got the right one (check via ID and description)
Added: function to fetch item info from list of items
Added: function to fetch item info from list of item stacks
Added: Basic guild inventory management, can get basic stats (name, description, amount) on items in guild inventory
Added: Script to add items directly to the guild inventory, from a list of all game items
Added: Script to print some info on item to be added (type, description, effects etc.)
Changed: compressed lua scripts for smaller table size
Added: Script to increase chain attack chance

v4:
Fixed: CE bug(?) that created additional String structs on mono dissect
Changed battle char pointer from "current character" to "viewing stat sheet in battle". This way you can check / edit enemies, too.
Pointers automatically created / destroyed when you open stat sheet.
Implemented option for full pointer inheritance.
Added: LUA scripting to display character Traits
Script to fetch a list of all traits.
Added: Customize Traits for current character
Reorganized into main script enabler called Table Setup
Filter: random traits now works properly! Filtered traits don't jut get removed but also replaced with other traits.
Fixed: several bugs in appendMemRec, can now specify that vtPointers aren't address headers, will display as 8 byte values instead
Fixed: addMonoListPointers, can now specify lists that aren't filled with pointers (like Talents)
Added option to display and change existing Talents
Added: Can display and change value of character moods
Added: Can display and change value of character relationships
Added: display of enemy character loot in battle

v3:
Added pointer chain to Current Battle Character from Database pointer, as example on how to reach characters from Database; valid for game version 1.51
Added script "No AP Decrease"
Added script "Unlimited Movement in Battle"
Added script "Infinite Counters"
Added script "Spot all traps"
Added script "Enable character scouting"
Added script "Filter random traits by cost"
Added script "Get current Character stats"

v2:
Added LUA scripting to table - execute the table LUA script before using the table!
Added script to fetch Database pointer, giving access to many variables with pointer chains.
Added option via Database to set game to debug mode, granting access to a few Developer Cheats:
[*]Press [CTRL] + [Space] in town to get +1000 gold.
[*]Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
[*]Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.
[*]Press [CTRL] + [Enter] for all enemies to die ( = instant victory). Take a turn to trigger effect.

v1:
Initial Release
Old versions
OAG_HenryEx.CT
Table v8 for Game Version 1.55
(402.42 KiB) Downloaded 75 times
OAG_HenryEx.CT
Table v7 for Game Version 1.55
(389.18 KiB) Downloaded 74 times
OAG_HenryEx.CT
Table v6.1 for Game Version 1.54
(361.33 KiB) Downloaded 99 times
OAG_HenryEx.CT
Table v6 for Game Version 1.54
(348.73 KiB) Downloaded 98 times
OAG_HenryEx.CT
Table v5 for Game Version 1.53
(326.92 KiB) Downloaded 92 times
OAG_HenryEx.CT
Table v4 for Game Version 1.51
(331.06 KiB) Downloaded 125 times
OAG_HenryEx.CT
Table v3 for Game Version 1.51
(182.31 KiB) Downloaded 117 times
OAG_HenryEx.CT
Tablev1 for Game Version 1.51
(155.85 KiB) Downloaded 86 times
Last edited by HenryEx on Sat Apr 05, 2025 8:22 pm, edited 10 times in total.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Small corrections to the table posted above. Noticed i missed an overloaded function, so the "Bravery doesn't decrease" script didn't work properly. I fixed that, should always work now.

Used some LUA scripts to fetch the game's Database, for easier access to changing variables. As mentioned before, there's some sample structures under Dissect Structure available.

Added an option to activate the game's "Debug Mode" (get Database first), which enables a few developer cheats:
  • Press [CTRL] + [Space] in town to get +1000 gold.
  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.

edit: Found another dev cheat shortcut in debug mode: In a battle, press [CTRL] + [Enter] for all enemies to die ( = instant victory). You'll have to take a turn for the effect to show and the battle to end though.
Attachments
OAG_HenryEx.CT
Tablev2 for Game Version 1.51
(160.61 KiB) Downloaded 330 times

MinusVitaminNinja
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Re: Our Adventurer Guild

Post by MinusVitaminNinja »

HenryEx wrote:
Sat Jan 04, 2025 4:39 pm
Small corrections to the table posted above. Noticed i missed an overloaded function, so the "Bravery doesn't decrease" script didn't work properly. I fixed that, should always work now.

Used some LUA scripts to fetch the game's Database, for easier access to changing variables. As mentioned before, there's some sample structures under Dissect Structure available.

Added an option to activate the game's "Debug Mode" (get Database first), which enables a few developer cheats:
  • Press [CTRL] + [Space] in town to get +1000 gold.
  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.

edit: Found another dev cheat shortcut in debug mode: In a battle, press [CTRL] + [Enter] for all enemies to die ( = instant victory). You'll have to take a turn for the effect to show and the battle to end though.
Tested in Ver1.51
The “get Database” cannot be enabled due to an error.
Image

I can't wait to use the debug mode.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

MinusVitaminNinja wrote:
Tue Jan 07, 2025 7:13 pm
HenryEx wrote:
Sat Jan 04, 2025 4:39 pm
Small corrections to the table posted above. Noticed i missed an overloaded function, so the "Bravery doesn't decrease" script didn't work properly. I fixed that, should always work now.

Used some LUA scripts to fetch the game's Database, for easier access to changing variables. As mentioned before, there's some sample structures under Dissect Structure available.

Added an option to activate the game's "Debug Mode" (get Database first), which enables a few developer cheats:
  • Press [CTRL] + [Space] in town to get +1000 gold.
  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.

edit: Found another dev cheat shortcut in debug mode: In a battle, press [CTRL] + [Enter] for all enemies to die ( = instant victory). You'll have to take a turn for the effect to show and the battle to end though.
Tested in Ver1.51
The “get Database” cannot be enabled due to an error.
Image

I can't wait to use the debug mode.
Probably because you didn't execute the table's LUA script first. It contains some custom functions you need to use some of the table entries.
CE should ask you to run the LUA script when you open the table, otherwise you'll have to check CE's General Settings for the section on Table Lua scripts to either make them run automatically or to ask you to run them when opening the table.

MinusVitaminNinja
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Re: Our Adventurer Guild

Post by MinusVitaminNinja »

HenryEx wrote:
Wed Jan 08, 2025 11:30 pm
MinusVitaminNinja wrote:
Tue Jan 07, 2025 7:13 pm
HenryEx wrote:
Sat Jan 04, 2025 4:39 pm
Small corrections to the table posted above. Noticed i missed an overloaded function, so the "Bravery doesn't decrease" script didn't work properly. I fixed that, should always work now.

Used some LUA scripts to fetch the game's Database, for easier access to changing variables. As mentioned before, there's some sample structures under Dissect Structure available.

Added an option to activate the game's "Debug Mode" (get Database first), which enables a few developer cheats:
  • Press [CTRL] + [Space] in town to get +1000 gold.
  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.
  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.

edit: Found another dev cheat shortcut in debug mode: In a battle, press [CTRL] + [Enter] for all enemies to die ( = instant victory). You'll have to take a turn for the effect to show and the battle to end though.
Tested in Ver1.51
The “get Database” cannot be enabled due to an error.
Image

I can't wait to use the debug mode.
Probably because you didn't execute the table's LUA script first. It contains some custom functions you need to use some of the table entries.
CE should ask you to run the LUA script when you open the table, otherwise you'll have to check CE's General Settings for the section on Table Lua scripts to either make them run automatically or to ask you to run them when opening the table.
Thank you for your detailed explanation. I was able to use it properly!

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Updated table again. See the main post for download.

Added more LUA scripting to implement some rudimentary character editing. Yes, it's finally here!
The script Get current Character stats will give you a pointer to the character whose stat sheet you#re currently looking at, and to the current character in a battle. You can then use structure dissect + Mono to get access at the full structure of values, but i've also added a selection of values to the table, so you can edit them straight from the address list.

Also added a couple of miscellaneous scripts:
No AP Decrease
Unlimited Movement in Battle
Infinite Counters
Spot all traps
Enable character scouting
Filter random traits by cost


The last one filters out all traits below a certain cost, on randomly generated adventurers. You can see the trait cost in character creation - in general, good traits cost more, bad traits cost less / are negative. Filtering traits cost to at least 1 means only "good" traits show up on random adventurers.
Note that bad traits just disappear and are not replaced with good traits. So you will get adventurers with less traits overall.

jgoemat
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Re: Our Adventurer Guild

Post by jgoemat »

I don't have a table for it yet, but I have some instructions if you want to edit attributes. Go to the 'Mono' menu and activate mono features. Now open the memory viewer and right-click in the disassembly window and pick 'Goto Address'. Type 'Character:EquipArmor'. When the method is entered, rcx contains a pointer to the character. If you look down a bit you see it is moved into r15 and there's a statement 'movsxd rax,dword ptr [r15+5c]'. This accesses memory in the character object when you equip armor. Right-click on that statement and select 'Find out what addresses this instruction accesses':

Image

A window will pop up to show the addresses accessed by that code. Then go to the game and unequip and re-equip some armor, then you should see an address in that window. Right-click on the address and select 'Open dissect data with selected addresses' land accept the options to auto-create a structure and populate it using mono data:

Image

This will open a window where it should be easy to find and update the attributes for that character:

Image

To see them updated in-game you should do something to cause the game to recalculate your stats like unequip and re-equip the armor again.

Image

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Updated table again, now on v4. See the main post for download.

Added even more LUA scripting to extend character editing.With over a thousand lines of code written for the table's character editing / stats display, i'm pretty sure i have now spent more than triple the time on the cheat engine table than i have spent on actually playing the game.
Maybe i'll get to that eventually... Anyways.

The script to edit characters is now a lot fancier.

Automatically updates when changing characters, lets you view relationships and moodchanges and traits and so on, and while you can't outright add/delete mood changes or relationship changes, you can change the value of individual changes. Set your base mood to +100, or change that little argument that two characters had from a -6 to a +10 relationship bonus.

There's special functionality for Traits, which you can now just add or remove from characters at will! You can choose from all traits in the game, and display some basic info like the description or which traits are incompatible to it, but you'll probably want a trait list or wiki open for more info.

Added option to change gender and sexuality for characters, if you want to for some reason.

You can check an enemy's (possible) loot in battle, and change their stats too, of course.

Changelog:

Code: Select all

v4:
Fixed: CE bug(?) that created additional String structs on mono dissect
Changed battle char pointer from "current character" to "viewing stat sheet in battle". This way you can check / edit enemies, too.
Pointers automatically created / destroyed when you open stat sheet.
Implemented option for full pointer inheritance.
Added: LUA scripting to display character Traits
Script to fetch a list of all traits.
Added: Customize Traits for current character
Reorganized into main script enabler called Table Setup
Filter: random traits now works properly! Filtered traits don't jut get removed but also replaced with other traits.
Fixed: several bugs in appendMemRec, can now specify that vtPointers aren't address headers, will display as 8 byte values instead
Fixed: addMonoListPointers, can now specify lists that aren't filled with pointers (like Talents)
Added option to display and change existing Talents
Added: Can display and change value of character moods
Added: Can display and change value of character relationships
Added: display of enemy character loot in battle

kspiegler
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Re: Our Adventurer Guild

Post by kspiegler »

HenryEx wrote:
Sat Jan 25, 2025 11:11 pm
Updated table again, now on v4. See the main post for download.

Added even more LUA scripting to extend character editing.With over a thousand lines of code written for the table's character editing / stats display, i'm pretty sure i have now spent more than triple the time on the cheat engine table than i have spent on actually playing the game.
Maybe i'll get to that eventually... Anyways.

The script to edit characters is now a lot fancier.

Automatically updates when changing characters, lets you view relationships and moodchanges and traits and so on, and while you can't outright add/delete mood changes or relationship changes, you can change the value of individual changes. Set your base mood to +100, or change that little argument that two characters had from a -6 to a +10 relationship bonus.

There's special functionality for Traits, which you can now just add or remove from characters at will! You can choose from all traits in the game, and display some basic info like the description or which traits are incompatible to it, but you'll probably want a trait list or wiki open for more info.

Added option to change gender and sexuality for characters, if you want to for some reason.

You can check an enemy's (possible) loot in battle, and change their stats too, of course.

Changelog:

Code: Select all

v4:
Fixed: CE bug(?) that created additional String structs on mono dissect
Changed battle char pointer from "current character" to "viewing stat sheet in battle". This way you can check / edit enemies, too.
Pointers automatically created / destroyed when you open stat sheet.
Implemented option for full pointer inheritance.
Added: LUA scripting to display character Traits
Script to fetch a list of all traits.
Added: Customize Traits for current character
Reorganized into main script enabler called Table Setup
Filter: random traits now works properly! Filtered traits don't jut get removed but also replaced with other traits.
Fixed: several bugs in appendMemRec, can now specify that vtPointers aren't address headers, will display as 8 byte values instead
Fixed: addMonoListPointers, can now specify lists that aren't filled with pointers (like Talents)
Added option to display and change existing Talents
Added: Can display and change value of character moods
Added: Can display and change value of character relationships
Added: display of enemy character loot in battle
Amazing work on the table and I am very thankful for your work
I do have a question though in working with the game have you made a Equipment database? or maybe considered making an Equipment replacer script for the guild inventory where you can swap the ID of one Equipment with another to get it? that is the only addition I wish the table had otherwise its a Masterpiece

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

kspiegler wrote:
Thu Jan 30, 2025 4:38 pm
Amazing work on the table and I am very thankful for your work
I do have a question though in working with the game have you made a Equipment database? or maybe considered making an Equipment replacer script for the guild inventory where you can swap the ID of one Equipment with another to get it? that is the only addition I wish the table had otherwise its a Masterpiece
The way the game's engine works (separately allocated memory pieces for every item) makes it kind of a hassle to deal with, and means you need to hijack the game's routines itself to make it do any work on items. But yeah, i've been trying to figure out how to deal with items in CE's UI for a while now.


And even more Lua coding later, i have some basic inventory manipulation up and running! You can now access your Guild Inventory in the new table (see the main post). Fetching your current items doesn't do much currently, you can check an item's ID / Description and, if it's stackable, edit the item's amount.
But i've also included an additional script to add items to your Guild Inventory, selected from a list of all items* in the game. You can also display some stat infos in the console for any of the items-to-be-added, like type, value, stat bonuses etc.

*or so the game claims

Aside from that, there's a lot of code overhaul under the hood, some bug fixes, and a few new scripts like "Guarantee Loot Drops After Battle" or "Always in a Good Mood".

Changelog:

Code: Select all

v5:
Fixed: bug in table sorting for traits with same-name traits
Added: script Always in a Good Mood
Added: script Guarantee Loot Drops After Battle
Added: auto-update on current battle character for Database Pointers
Added: script to auto-update CE structures with mono
Fixed: returned mono types and offsets can differ in newer versions of Cheat Engine; fixed offsets and types in CE versions >7.5
Changed: function that returns mono fields now also returns mono type of field
Fixed: Infinite Counters script uses 14 byte jumps now
Fixed: Increase Stat Levelup Chance script uses 14 byte jumps now
Fixed: Trait Info now prints negative numbers correctly
Added: Print Trait Info now displays basic info on trait effects.
Changed: scripts that fetch memory records now take additional steps to verify we got the right one (check via ID and description)
Added: function to fetch item info from list of items
Added: function to fetch item info from list of item stacks
Added: Basic guild inventory management, can get basic stats (name, description, amount) on items in guild inventory
Added: Script to add items directly to the guild inventory, from a list of all game items
Added: Script to print some info on item to be added (type, description, effects etc.)
Changed: compressed lua scripts for smaller table size
Added: Script to increase chain attack chance

kspiegler
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Re: Our Adventurer Guild

Post by kspiegler »

HenryEx wrote:
Sat Feb 08, 2025 11:45 am
kspiegler wrote:
Thu Jan 30, 2025 4:38 pm
Amazing work on the table and I am very thankful for your work
I do have a question though in working with the game have you made a Equipment database? or maybe considered making an Equipment replacer script for the guild inventory where you can swap the ID of one Equipment with another to get it? that is the only addition I wish the table had otherwise its a Masterpiece
The way the game's engine works (separately allocated memory pieces for every item) makes it kind of a hassle to deal with, and means you need to hijack the game's routines itself to make it do any work on items. But yeah, i've been trying to figure out how to deal with items in CE's UI for a while now.


And even more Lua coding later, i have some basic inventory manipulation up and running! You can now access your Guild Inventory in the new table (see the main post). Fetching your current items doesn't do much currently, you can check an item's ID / Description and, if it's stackable, edit the item's amount.
But i've also included an additional script to add items to your Guild Inventory, selected from a list of all items* in the game. You can also display some stat infos in the console for any of the items-to-be-added, like type, value, stat bonuses etc.

*or so the game claims

Aside from that, there's a lot of code overhaul under the hood, some bug fixes, and a few new scripts like "Guarantee Loot Drops After Battle" or "Always in a Good Mood".

Changelog:

Code: Select all

v5:
Fixed: bug in table sorting for traits with same-name traits
Added: script Always in a Good Mood
Added: script Guarantee Loot Drops After Battle
Added: auto-update on current battle character for Database Pointers
Added: script to auto-update CE structures with mono
Fixed: returned mono types and offsets can differ in newer versions of Cheat Engine; fixed offsets and types in CE versions >7.5
Changed: function that returns mono fields now also returns mono type of field
Fixed: Infinite Counters script uses 14 byte jumps now
Fixed: Increase Stat Levelup Chance script uses 14 byte jumps now
Fixed: Trait Info now prints negative numbers correctly
Added: Print Trait Info now displays basic info on trait effects.
Changed: scripts that fetch memory records now take additional steps to verify we got the right one (check via ID and description)
Added: function to fetch item info from list of items
Added: function to fetch item info from list of item stacks
Added: Basic guild inventory management, can get basic stats (name, description, amount) on items in guild inventory
Added: Script to add items directly to the guild inventory, from a list of all game items
Added: Script to print some info on item to be added (type, description, effects etc.)
Changed: compressed lua scripts for smaller table size
Added: Script to increase chain attack chance
You are truly a champ providing us with this table and doing so much work to fix and add things despite it not being easy, truly appriciate your effort and the work you are doing!

HenryEx
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Posts: 76
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Re: Our Adventurer Guild

Post by HenryEx »

kspiegler wrote:
Sat Feb 22, 2025 4:15 pm
You are truly a champ providing us with this table and doing so much work to fix and add things despite it not being easy, truly appriciate your effort and the work you are doing!
Thank you, you're welcome. I like tinkering with the game, which is why i've put so much time into it. Although it's been almost two months now that i've been spending time working on this table... There's probably gonna be less frequent updates in the future.


But speaking of updates, here's version 6! (Download link in main post)

Inventory management slightly upgraded: During a quest, this will now display items from your party inventory instead of the guild inventory. I also expanded the Add Item option to also work during quests. I wanted this in from the start but it took me a while to finish, because the game keeps crashing when using mono Lua on Party Inventory, but not Guild Inventory. Hmm... Wanted to wait for Cheat Engine 7.6 to see if that fixes it, but since it's delayed, i coded around it by hijacking more game functions. ¯\_(ツ)_/¯

A few miscellaneous scripts:
Don't lose Party Synergy removes the party synergy penalty when you remove / switch out a party member.
Unlimited Inventory Space lets you ignore the item limit in your inventory. Take everything like the loot goblin that you are.
Expanded character customization: an interesting one. This removes the stat limits (usually 3 to 8) during character creation, lets you choose from a list of ALL traits and pick more than three, as well as let you ignore the customization point budget. Craft your ultimate custom character. Pairs well with the following script.

Me.
A script to bring the guild master into quests! More or less. If you've been hankering for a more hands-on approach as the guild master, then this is for you. Create an adventurer with the same name as the guild master (for example, with the scripts Enable character scouting and Expanded character customization) or maybe just rename an existing one and edit it to your liking.
This script will give the adventurer with the guild master's name some special privileges: you don't have to pay wage (obviously), are always in a good mood, do not suffer injuries, have guaranteed chain attacks and are at least friends with every adventurer.

This way, you can build yourself a suitably bad-ass avatar as an ace in the hole. Something like this:
Image


Changelog:

Code: Select all

v6:
Added: Database pointer to Party Inventory Limit (superfluous with a later script)
Added: Me script: good relations to party members
Added: Script to avoid losing party synergy whem removing members
Fixed: fixed out of bounds error on Inventory item selection
Changed: Sped up (hopefully) the table setup by using only Lua and running it async
Added: Inventory management now displays items in Party Inventory when on a mission, and Guild Inventory otherwise. This way, you can change item amounts in party inventory.
Changed: 'Add Item' now works on quests and in battles, and adds items to party inventory instead.
Added: Script for Unlimited Inventory Space. Collect everything like a loot goblin.
Added: Script for Expanded character customization - in character creation, you can freely distribute stats, talents and traits, and get access to ALL traits.
Added: 'Me.' Script changed to check for Guild Master name, and moved into main table section for general use.

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