Re: Tales of Vesperia Definitive Edition (Steam)
Posted: Fri Jan 25, 2019 2:25 am
One misclick with a macro and I undid ALL the work. I was almost done too. Screw it. I give up tonight. Maybe I'll redo it all tomorrow.
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
I know the feeling. I can imaging the effort put in and am grateful for it nonetheless. Really awesome for you to take on the tedious work.
thanks , and just to be sure as always i remember that the arte with the apposite symbol are only a part of all the technique of a character , the very first ability that must be present in the list is the one called " Regular Attack - O" , and the very last one is the one that is quite right before the " Regular Attack - O" of the following playable character in the list ( patty is the last character in the list ) , the aymboled arte that we can normally see are more or less in the middle of all the abilities that need to be at disposal in the shortcut menu , and that of course include the mystic arte , but not only that , even the brust arte and the fatal stickes , the fatal stikes don't have any symbol just like the mystic arteGeordan9 wrote: ↑Fri Jan 25, 2019 6:24 amI know the feeling. I can imaging the effort put in and am grateful for it nonetheless. Really awesome for you to take on the tedious work.
In regards to some of the artes not being functional, that should be fine. I plan to split my "Access All Artes" script into separate scripts to give choice on what aspects you want to enable. If you noticed when viewing the script, each "aobscanmodule" stores the address in individual symbols that I've labeled descriptively, while keeping it simple, that can be used in their own script (some rely rely on specific lua scripting that I included). Once the list of artes have been made, I'll get to it.
If your wondering if the adjustments to my script will allow the artes to be filtered per character, then no. Once the arte section of the Character Data is complete, you can unlock the specific artes for the specific character however you want. My script will just bypass specific conditions in the code.
Haha, sorry, guess I should have mentioned that the script works by raising the luck stat to ludicrous levels . It resets back to the previous value for each character on deactivation, though, so no worries (plus, luck is randomly recalculated whenever you stay at an inn anyways).
MancombSeepgood wrote: ↑Thu Jan 24, 2019 9:33 pmSince I like not having to use external trainers and having everything available in CE directly, I've gone ahead and ported the 100% drop rate code from the fearlessrevolution trainer, feel free to include the script in whatever table you're using .
Code: Select all
[ENABLE] aobscanmodule(ItemDropAOB,TOV_DE.exe,89 86 50 01 00 00 8B 86 F8) // should be unique alloc(newmem1,1024,ItemDropAOB) label(code1) label(return1) newmem1: code1: cmp dword ptr [rsi+44],00 je +0B cmp dword ptr [rsi+44],08 ja +05 mov eax,000F4240 mov [rsi+00000150],eax jmp return1 ItemDropAOB: jmp newmem1 nop return1: registersymbol(ItemDropAOB) [DISABLE] ItemDropAOB: db 89 86 50 01 00 00 8B 86 F8 unregistersymbol(ItemDropAOB) dealloc(newmem1)
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>4827</ID>
<Description>"Item Drop Rate Hack"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(Item_Drop_Rate_Hack,TOV_DE.exe,0F 2F C6 73 * F7)
Item_Drop_Rate_Hack:
db EB 03
registersymbol(Item_Drop_Rate_Hack)
[DISABLE]
Item_Drop_Rate_Hack:
db 0F 2F
unregistersymbol(Item_Drop_Rate_Hack)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
It's honestly not rocket science (though the process is probably different for trainers by different coders): You can eithertizzio wrote: ↑Fri Jan 25, 2019 2:50 pmi am not an hacker and i would like to do the same thing you did , and exactly for your same reason , can you explain me how to do that ? and before anyone may run with the fantasy , i don't want to do anything nasty like steal anyone's credits , is just to enjoy those modifications and have them all in cheat engine
The Unrandomizer actually works perfectly for that annoying little minigame - just activate it and you'll always roll three 1s.Darkedone02 wrote: ↑Sun Jan 20, 2019 11:34 pmThere is a dice master game over at a port town, is there a way we can cheat the system with always even or always low results to instantly win this game?
I only find one value and it doesn't stop the timer.ciphray wrote: ↑Wed Jan 23, 2019 5:34 pmI have found how to stop the timer in repedes mini games, but it's beyond me to actually make something functional
0.06s=1024
0.21s=3328
0.25s=3848
0.26s=4096
0.33s=5120
0.46s=7168
0.51s=7936
0.93s=14336
1.73s=26624
1.91s=29440
2.10s=32256
for instance with the timer at those values on the left in seconds, if you pause it on them and search for the value on the right, you'll find 2 matches to them in memory, if you freeze them it will stop the timer, but if you exit to do another race the address changes, though it does remain the same value during retries, maybe someone more capable could do something
in my case I was starting a race, pausing the game, doing a search for values between the numbers I had recorded and usually would take about 3 pauses to find the value for that particular race, I was considering trying to use that to find where the game stores them after the race, but I don't know if I'd be able to.
Using the above method would allow you to get all the costumes with a bit of searching each race
make sure you're searching the full default ram that cheat engine starts with, make sure you're doing a 4 byte search, and make sure the game is paused while you perform this search, has worked for me every time, would be a lot easier if you were able to pause the game during the portion where the game is counting down, but sadly it doesn't let youLabast wrote: ↑Fri Jan 25, 2019 10:40 pmI only find one value and it doesn't stop the timer.ciphray wrote: ↑Wed Jan 23, 2019 5:34 pmI have found how to stop the timer in repedes mini games, but it's beyond me to actually make something functional
0.06s=1024
0.21s=3328
0.25s=3848
0.26s=4096
0.33s=5120
0.46s=7168
0.51s=7936
0.93s=14336
1.73s=26624
1.91s=29440
2.10s=32256
for instance with the timer at those values on the left in seconds, if you pause it on them and search for the value on the right, you'll find 2 matches to them in memory, if you freeze them it will stop the timer, but if you exit to do another race the address changes, though it does remain the same value during retries, maybe someone more capable could do something
in my case I was starting a race, pausing the game, doing a search for values between the numbers I had recorded and usually would take about 3 pauses to find the value for that particular race, I was considering trying to use that to find where the game stores them after the race, but I don't know if I'd be able to.
Using the above method would allow you to get all the costumes with a bit of searching each race
Code: Select all
[ENABLE]
aobscanmodule(aobAlwaysCooking,TOV_DE.exe,0F B6 81 4C 3A 00 00) // should be unique
alloc(newmem,$1000,"TOV_DE.exe"+5BAC30)
label(code)
label(return)
newmem:
code:
mov byte ptr [rcx+00003A4C],0 // (bool) canCook = 0 (true) / 1 (false)
movzx eax,byte ptr [rcx+00003A4C] //original
jmp return
aobAlwaysCooking:
jmp newmem
nop
nop
return:
registersymbol(aobAlwaysCooking)
[DISABLE]
aobAlwaysCooking:
db 0F B6 81 4C 3A 00 00
unregistersymbol(aobAlwaysCooking)
dealloc(newmem)