Oninaki Release Version (Steam)

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DrummerIX
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Oninaki Release Version (Steam)

Post by DrummerIX » Thu Aug 22, 2019 4:24 pm

Most things worked from the Demo table, so here is my contribution for Oninaki release version.

Options so far:
Damage Modifier (God Mode, One Hit Kill, EnemyDamageMultiplier, HeroDamageMultiplier)
EXP Multiplier
Almost No Skill Cool Down
Infinite Potion Use
Manifest Gauge Minimum 100% Maximum 150%
Infinite Shade Stones/Set Minimum Quantity On Use/Gain
Daemon Soulstone EXP Multiplier
Always Have 4 Shadestone Slots On Weapons You Pickup
Greatly Increase Awaken Skill Chance
Override Awaken Skill Choice
Pointers to Player Current HP, EXP, Manifest Gauge
Pointers to Potion Quantity and Maximum
Pointers to Null Stone Quantity and Playtime
Ability To Override A Drop Item With A Weapon You Pick
Ability To Override A Drop Item With A Stone You Pick
Pointers to Highlighted Weapon ID, Attack, Defense

I'm not sure what else I will work on but this should be sufficient for now.

EDIT 1:
I think I have a way to override the drop item with a weapon you pick. I give it 4 slots for shade stones. It doesn't work for every weapon id I found in the files, but the few I tested for Aishi worked. You choose the Override Item ID in the Pointers section and then hit the Perform Override Item Drop With Weapon You Picked option in the Pointers section. Next item you pick up with override it. It can be a healing potion or any other item you pick up. To pick up healing potions when you are max healing items, just set your healing potion quantity down by 1. Try it out and let me know of issues.

EDIT 1.5:
I fixed Almost No Skill Cooldown and added in some pointers to the Highlighted Weapon Attack and Defense in this update. Working on a few more things later.

EDIT 2:
I have an option to increase the rate Daemon's get their soulstones used for skill tree. I also added the ability to Override the drop item with a stone you pick. This works similar to the Weapon one. Don't choose to perform both a Weapon Override and Stone Override at the same time. If you do, the Weapon one takes priority. I also added an option to always force the game to give your weapons you pickup 4 available Shadestone slots. I'm thinking this is about all I will do for now.

EDIT 2.5:
I put in a Greatly Increase Awaken Skill Chance option by request.

EDIT 2.6:
I put in the rest of the Shadestones in the Override Drop Item With Stone You Pick option. Thanks to Anacra for pulling the data out of the game files for this.

EDIT 3.0:
I came up with an Override Awaken Skill Choice option. This allows you to specify the Awaken Skill you want to unlock. It takes an integer and I'm not positive if they always point to the same Awaken skills, but maybe someone can come up with the list of number to awaken skill and I will update the table. This option also allows you to continuously learn Awaken skills without waiting for the text to disappear of the last awaken skill you received or the time between Awaken skills the game usually puts in. You can only learn 9 Awakens on any one skill, so you cannot get all options on one skill it seems. Let me know of issues.

EDIT 3.1:
I modified the Override Awaken Skill Choice to hopefully not be so random in the skill to the number. I do think you may have to go through the list a couple of times to unlock everything though as sometimes an unlock didn't trigger for me when I was testing. I think a certain number now will always try to unlock a specific awaken property though. I hope this pleases you all enough. I will be moving on to another game tomorrow.
Attachments
Oninaki.CT
EDIT 3.1 file (Modified Override Awaken Skill Choice)
(39.2 KiB) Downloaded 504 times
Oninaki.CT
EDIT 3.0 file (Override Awaken Skill Choice)
(39.21 KiB) Downloaded 101 times
Oninaki.CT
EDIT 2.6 file (Updated Stone Drop List)
(36.82 KiB) Downloaded 605 times
Oninaki.CT
EDIT 2.5 file (Greatly Increase Awaken Skill Chance)
(35.07 KiB) Downloaded 542 times
Oninaki.CT
EDIT 2 file (Daemon Soulstone EXP Multiplier, Override Drop item With Stone You Pick)
(34.29 KiB) Downloaded 402 times
Oninaki.CT
EDIT 1.5 file (Fixed Almost No Skill Cooldown)
(25.71 KiB) Downloaded 155 times
Oninaki.CT
EDIT 1 file (Added Ability To Override A Drop Item With Weapon You Pick)
(24.82 KiB) Downloaded 467 times
Oninaki.CT
Initial file (for Oninaki Release version)
(16.6 KiB) Downloaded 283 times
Last edited by DrummerIX on Mon Sep 02, 2019 9:41 pm, edited 7 times in total.

nos4r2
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Re: Oninaki Release Version (Steam)

Post by nos4r2 » Thu Aug 22, 2019 4:42 pm

Thx that really fast

acecel
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Re: Oninaki Release Version (Steam)

Post by acecel » Thu Aug 22, 2019 5:01 pm

Thanks for the table

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Re: Oninaki Release Version (Steam)

Post by BlackMonster » Thu Aug 22, 2019 5:12 pm

its here, ty

Tsukasa035
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Re: Oninaki Release Version (Steam)

Post by Tsukasa035 » Thu Aug 22, 2019 8:37 pm

Could you please look into the obtaining the pre-order weapons for the different platforms like Switch and PS4? They're 100% guaranteed in the game files.

DrummerIX
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Re: Oninaki Release Version (Steam)

Post by DrummerIX » Fri Aug 23, 2019 12:45 am

I have something I'm trying to perfect and it will probably be tomorrow before I add anything to the table. You only receive items as drops, so I'm trying to override the drop item with a weapon you pick. I think I can get it working. I pulled in the 119 weapon item id's from the files already. I'm not sure which one of those are the DLC items, but I think it's every weapon in the data files.

I can probably also override the drop item with a Shadestone you pick also, but haven't done much with those item id's.

EDIT:
I put up EDIT 1 with what I've come up with so far with overriding the drop item with a weapon you pick.

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sage3k
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Re: Oninaki Release Version (Steam)

Post by sage3k » Fri Aug 23, 2019 4:20 am

That was uber fast... THANK YOU!

KS212
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Re: Oninaki Release Version (Steam)

Post by KS212 » Fri Aug 23, 2019 5:31 am

DrummerIX wrote:
Fri Aug 23, 2019 12:45 am
I have something I'm trying to perfect and it will probably be tomorrow before I add anything to the table. You only receive items as drops, so I'm trying to override the drop item with a weapon you pick. I think I can get it working. I pulled in the 119 weapon item id's from the files already. I'm not sure which one of those are the DLC items, but I think it's every weapon in the data files.

I can probably also override the drop item with a Shadestone you pick also, but haven't done much with those item id's.

EDIT:
I put up EDIT 1 with what I've come up with so far with overriding the drop item with a weapon you pick.
I was actually going to request this or similar... you are the man! I should buy you another beer :D

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teinousi
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Re: Oninaki Release Version (Steam)

Post by teinousi » Fri Aug 23, 2019 6:09 am

Is anyone got the skill cool down work ? my is not work , still need to wait the bar fullfill

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Re: Oninaki Release Version (Steam)

Post by anon9 » Fri Aug 23, 2019 7:38 am

Edit: Ah, this is a mono game. That is why I was having issues.

I saw that someone already made one so I'll just post a few snips from my table to hopefully help out. These might not work (they are works in progress), but might help with finding the code that does if they don't. These tend to cause quite a bit of lag in activation or usage so I'm going up/down to try to find a point where the code won't cause lag.



This might be near Rinne:UiKamishiroNameInfoContent:SetSPCount (+45). (For finding the access based pointer) 48 63 56 38 48 8B C8 is the line I used. This only appears after opening the menu.
This might be near Rinne:UiSkillTreeNode:OpenNode (+277) for finding usage. While the Null Stones work for this, some skills mention becoming stronger based on your stone count. This appears to only appear after using a stone.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>40017</ID>
      <Description>"Inf Stone Test"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ONINAKI.exe
  Author : anon-9

  This script attempts to make Weapon Stones infinite
}

[ENABLE]

aobscan(inf_WeapStones,41 89 46 38 83 3F ** 48 63 8F ** ** 00 00 2B 4D ** 83 3F ** 4C 63 87 ** ** 00 00 33 D2 66 90) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [r14+38],#40
  cmp dword ptr [rdi],00
  jmp return

inf_WeapStones:
  jmp newmem
  nop 2
return:
registersymbol(inf_WeapStones)

[DISABLE]

inf_WeapStones:
  db 41 89 46 38 83 3F 00

unregistersymbol(inf_WeapStones)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 2E1A0BA7D97

2E1A0BA7D6A: 49 63 4E 38                    -  movsxd  rcx,dword ptr [r14+38]
2E1A0BA7D6E: 48 63 86 4C 01 00 00           -  movsxd  rax,dword ptr [rsi+0000014C]
2E1A0BA7D75: 2B C8                          -  sub ecx,eax
2E1A0BA7D77: 41 83 3E 00                    -  cmp dword ptr [r14],00
2E1A0BA7D7B: 4D 63 46 38                    -  movsxd  r8,dword ptr [r14+38]
2E1A0BA7D7F: 33 D2                          -  xor edx,edx
2E1A0BA7D81: 48 8D 64 24 00                 -  lea rsp,[rsp+00]
2E1A0BA7D86: 49 BB E0 E6 43 CE E1 02 00 00  -  mov r11,000002E1CE43E6E0
2E1A0BA7D90: 41 FF D3                       -  call r11
2E1A0BA7D93: 41 83 3E 00                    -  cmp dword ptr [r14],00
// ---------- INJECTING HERE ----------
2E1A0BA7D97: 41 89 46 38                    -  mov [r14+38],eax
2E1A0BA7D9B: 83 3F 00                       -  cmp dword ptr [rdi],00
// ---------- DONE INJECTING  ----------
2E1A0BA7D9E: 48 63 8F 54 01 00 00           -  movsxd  rcx,dword ptr [rdi+00000154]
2E1A0BA7DA5: 2B 4D D8                       -  sub ecx,[rbp-28]
2E1A0BA7DA8: 83 3F 00                       -  cmp dword ptr [rdi],00
2E1A0BA7DAB: 4C 63 87 54 01 00 00           -  movsxd  r8,dword ptr [rdi+00000154]
2E1A0BA7DB2: 33 D2                          -  xor edx,edx
2E1A0BA7DB4: 66 90                          -  nop 
2E1A0BA7DB6: 49 BB E0 E6 43 CE E1 02 00 00  -  mov r11,000002E1CE43E6E0
2E1A0BA7DC0: 41 FF D3                       -  call r11
2E1A0BA7DC3: 48 8B C8                       -  mov rcx,rax
2E1A0BA7DC6: 48 8B 45 D0                    -  mov rax,[rbp-30]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Also, another code I was testing. Affects all.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13</ID>
      <Description>"Inf HP"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ONINAKI.exe
  Author : anon-9

  This script attempts to make HP infinite, but creates lag.
}

[ENABLE]

aobscan(inf_hp,89 87 BC 00 00 00 48 8B CF 48 8B 07 FF 50 ** 48 8B 7D ** 48 8D 65 ** 5D C3) // should be unique
alloc(newmem,$1000,2E07FA0894B)

label(code)
label(return)

newmem:

code:
  mov [rdi+000000BC],r8
  jmp return

inf_hp:
  jmp newmem
  nop
return:
registersymbol(inf_hp)

[DISABLE]

inf_hp:
  db 89 87 BC 00 00 00

unregistersymbol(inf_hp)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 2E07FA0894B

2E07FA0891F: 48 89 55 F0                    -  mov [rbp-10],rdx
2E07FA08923: 66 66 90                       -  nop 
2E07FA08926: 49 BB 80 89 A0 7F E0 02 00 00  -  mov r11,000002E07FA08980
2E07FA08930: 41 FF D3                       -  call r11
2E07FA08933: 4C 8B C0                       -  mov r8,rax
2E07FA08936: 48 63 4D F0                    -  movsxd  rcx,dword ptr [rbp-10]
2E07FA0893A: 33 D2                          -  xor edx,edx
2E07FA0893C: 66 90                          -  nop 
2E07FA0893E: 49 BB E0 E6 29 7F E0 02 00 00  -  mov r11,000002E07F29E6E0
2E07FA08948: 41 FF D3                       -  call r11
// ---------- INJECTING HERE ----------
2E07FA0894B: 89 87 BC 00 00 00              -  mov [rdi+000000BC],eax
// ---------- DONE INJECTING  ----------
2E07FA08951: 48 8B CF                       -  mov rcx,rdi
2E07FA08954: 48 8B 07                       -  mov rax,[rdi]
2E07FA08957: FF 50 60                       -  call qword ptr [rax+60]
2E07FA0895A: 48 8B 7D F8                    -  mov rdi,[rbp-08]
2E07FA0895E: 48 8D 65 00                    -  lea rsp,[rbp+00]
2E07FA08962: 5D                             -  pop rbp
2E07FA08963: C3                             -  ret 
2E07FA08964: 00 00                          -  add [rax],al
2E07FA08966: 00 00                          -  add [rax],al
2E07FA08968: 01 04 02                       -  add [rdx+rax],eax
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This is the section that activates for stones when you enter the menu.

Code: Select all

2BD81766086: 48 8B 87 F8 00 00 00           -  mov rax,[rdi+000000F8]
2BD8176608D: 48 8B C8                       -  mov rcx,rax
2BD81766090: BA 01 00 00 00                 -  mov edx,00000001
2BD81766095: 83 38 00                       -  cmp dword ptr [rax],00
2BD81766098: 48 8D 64 24 00                 -  lea rsp,[rsp+00]
2BD8176609D: 90                             -  nop 
2BD8176609E: 49 BB 30 C6 D6 CD BD 02 00 00  -  mov r11,000002BDCDD6C630
2BD817660A8: 41 FF D3                       -  call r11
2BD817660AB: 48 8B 87 F8 00 00 00           -  mov rax,[rdi+000000F8]
2BD817660B2: 83 3E 00                       -  cmp dword ptr [rsi],00
// ---------- INJECTING HERE ----------
2BD817660B5: 48 63 56 38                    -  movsxd  rdx,dword ptr [rsi+38]
2BD817660B9: 48 8B C8                       -  mov rcx,rax
// ---------- DONE INJECTING  ----------
2BD817660BC: 41 B8 01 00 00 00              -  mov r8d,00000001
2BD817660C2: 83 38 00                       -  cmp dword ptr [rax],00
2BD817660C5: 90                             -  nop 
2BD817660C6: 49 BB E0 13 76 81 BD 02 00 00  -  mov r11,000002BD817613E0
2BD817660D0: 41 FF D3                       -  call r11
2BD817660D3: 66 66 90                       -  nop 
2BD817660D6: 49 BB C0 17 76 81 BD 02 00 00  -  mov r11,000002BD817617C0
2BD817660E0: 41 FF D3                       -  call r11
2BD817660E3: 85 C0                          -  test eax,eax
2BD817660E5: 0F 84 85 00 00 00              -  je 2BD81766170
Last edited by anon9 on Sat Aug 24, 2019 3:33 am, edited 6 times in total.

gongkouben
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Re: Oninaki Release Version (Steam)

Post by gongkouben » Fri Aug 23, 2019 10:59 am

非常感谢!

tontsa00
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Re: Oninaki Release Version (Steam)

Post by tontsa00 » Fri Aug 23, 2019 11:39 am

Anyone able to edit stats yet?

Tried editing with CheatEngine but those stats always change back :(

Anacra
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Re: Oninaki Release Version (Steam)

Post by Anacra » Fri Aug 23, 2019 2:35 pm

Oh wow, I completely forgot about posting that spreadsheet I made for this game from the demo. Enjoy!

https://docs.google.com/spreadsheets/d/ ... sp=sharing

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Re: Oninaki Release Version (Steam)

Post by KS212 » Fri Aug 23, 2019 4:06 pm

Almost no skill cooldown doesn't seem to work, the bar still refills at a normal rate.

Why 'almost'?...

Tsukasa035
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Re: Oninaki Release Version (Steam)

Post by Tsukasa035 » Fri Aug 23, 2019 4:18 pm

Thank you very much DrummerIX!

For those wondering, all the DLC Bonus weapons are:
Switch - "WP_0001_11_001" "Ouka-Setsugetsu"
PS4 - "WP_0002_11_001" "Emrys"
Steam - "WP_0003_11_001" "Titan"

Managed to add the PS4 and Switch ones to my collection. Thanks again!

EDIT: Only other request I have is just a Soulstone drop rate multiplier if possible. I don't want to manually set my Null Stones to some obscene amount, just make it a little bit faster and less of a grind to get new Daemons up to speed.
Last edited by Tsukasa035 on Fri Aug 23, 2019 4:42 pm, edited 1 time in total.

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