Oninaki Release Version (Steam)

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tontsa00
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Re: Oninaki Release Version (Steam)

Post by tontsa00 »

Still wanting to edit stats, but can't

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

DrummerIX
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Re: Oninaki Release Version (Steam)

Post by DrummerIX »

I haven't had much time today, but I think you can edit the Weapon's attack and defense fairly easily. I will add some pointers next update and maybe work on adding stones to the Override Drop Item option. It will be later though as I had a busy day.

DrummerIX
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Re: Oninaki Release Version (Steam)

Post by DrummerIX »

KS212 wrote:
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'?...
I will attempt to fix it next update but later today. They must have changed the offset or something. The way it works is it still has a cooldown but on the first update to it, I set it to zero.

KS212
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Re: Oninaki Release Version (Steam)

Post by KS212 »

DrummerIX wrote:
Fri Aug 23, 2019 5:52 pm
KS212 wrote:
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'?...
I will attempt to fix it next update but later today. They must have changed the offset or something. The way it works is it still has a cooldown but on the first update to it, I set it to zero.
Aha, so it has to 'tick' once first, gotcha.

DrummerIX
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Re: Oninaki Release Version (Steam)

Post by DrummerIX »

Put in an update to fix Almost No Skill Cooldown and added some Highlighted Weapon Data pointers for attack and defense.

tedios
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Re: Oninaki Release Version (Steam)

Post by tedios »

Not sure if a bug or not, however after overriding the drop to get the DLC weapons i turned off the game and CE complete and then emrys the ps4 weapon dropped from enemies with no CE started

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fantomas
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Re: Oninaki Release Version (Steam)

Post by fantomas »

No Skill Cooldown can be found here:

Code: Select all

[ENABLE]
SkillCoolTimeInfo:.ctor+10+3:
  db 44
//F3 0F 11 44 24 10
//movss [rsp+10],xmm0

[DISABLE]
SkillCoolTimeInfo:.ctor+10+3:
  db 54
//F3 0F 11 54 24 10
//movss [rsp+10],xmm2  //default value 12
Depending on your system, "SkillCoolTimeInfo:.ctor+10" could may be different, just check it before using the script.

--Edit--

... or here:

Code: Select all

[ENABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
  db 73
//73 1E
//jae Rinne:CharacterPointCounter:UpdateSkillCoolTime+153

[DISABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
  db 72
//72 1E
//jb Rinne:CharacterPointCounter:UpdateSkillCoolTime+153

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teinousi
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Re: Oninaki Release Version (Steam)

Post by teinousi »

KS212 wrote:
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'?...
thats why I say >.<

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fantomas
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Re: Oninaki Release Version (Steam)

Post by fantomas »

Disable Collision :lol:

Code: Select all

[ENABLE]
alloc(newmem,2048,Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c) 
label(returnhere)
label(originalcode)
label(exit)

newmem:
mov [r13+000001C8],1  //1:Yes 0:No

originalcode:
movsxd  rax,dword ptr [r13+000001C8]

exit:
jmp returnhere

Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c:
jmp newmem
nop 2
returnhere:
 
[DISABLE]
dealloc(newmem)
Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c:
movsxd  rax,dword ptr [r13+000001C8]
//Alt: db 49 63 85 C8 01 00 00
Super Run (Default, 2x, 3x, 4x) - Copy/Past this one in notepad++ and save it as .ct extension.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
  <CheatEntries>
    <CheatEntry>
      <ID>8</ID>
      <Description>"Super Run"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
alloc(newmem,2048,Rinne:PlayerController:UpdateMove+894)
alloc(runSpeed,8)
registersymbol(runSpeed)
label(returnhere)
label(originalcode)
label(exit)

newmem:
mov [runSpeed],r12
mov [r12+000001B4],(float)28 //&lt;runSpeedLimit&gt;k__BackingField

originalcode:
movss xmm0,[r12+000001B0]  //&lt;runSpeed&gt;k__BackingField

exit:
jmp returnhere

Rinne:PlayerController:UpdateMove+894:
jmp newmem
nop 5
returnhere:

[DISABLE]
unregistersymbol(runSpeed)
dealloc(runSpeed)
dealloc(newmem)
Rinne:PlayerController:UpdateMove+894:
movss xmm0,[r12+000001B0]
//Alt: db F3 41 0F 10 84 24 B0 01 00 00
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>9</ID>
          <Description>"runSpeed"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">7:Default
14:2x
21:3x
28:4x
</DropDownList>
          <VariableType>Float</VariableType>
          <Address>[runSpeed]+1B0</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
Super Jump - Copy/Past this one in notepad++ and save it as .ct extension.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
  <CheatEntries>
    <CheatEntry>
      <ID>34</ID>
      <Description>"Super Jump"</Description>
      <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
alloc(newmem,2048,Rinne:CharacterPhysicsController:UpdateGravity+15b)
alloc(gravity,8)
registersymbol(gravity)
label(returnhere)
label(originalcode)
label(exit)

newmem:
mov [gravity],rsi

originalcode:
movss xmm1,[rsi+000001A8]

exit:
jmp returnhere

Rinne:CharacterPhysicsController:UpdateGravity+15b:
jmp newmem
nop 3
returnhere:

[DISABLE]
unregistersymbol(gravity)
dealloc(gravity)
dealloc(newmem)
Rinne:CharacterPhysicsController:UpdateGravity+15b:
movss xmm1,[rsi+000001A8]
//Alt: db F3 0F 10 8E A8 01 00 00
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>33</ID>
          <Description>"m_jumpGravity"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">-15.19999981:Default
-10:1.5x
-7:2.5x
-3:3.5.x
</DropDownList>
          <VariableType>Float</VariableType>
          <Address>[gravity]+1A8</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
How it does works? Activate the script then jump once. The value will immediately show up. Then choose an option from dropdown (Default, 1.5x, 2.5x, 3.5x). An important thing!!! You'll have to lock the pointer value by toggle it, otherwise the jump value will immediately restore the default value.

--Edit--

Image
Attachments
ONINAKI_v1.0.2.CT
Table rewritten to provide a better support on different systems.
(26.82 KiB) Downloaded 58 times
ONINAKI_v1.0.0.CT
First Release
(9.25 KiB) Downloaded 45 times
Last edited by fantomas on Sun Sep 27, 2020 6:59 am, edited 4 times in total.

DrummerIX
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Re: Oninaki Release Version (Steam)

Post by DrummerIX »

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.

Tsukasa035
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Re: Oninaki Release Version (Steam)

Post by Tsukasa035 »

DrummerIX wrote:
Fri Aug 23, 2019 11:24 pm
I have an option to increase the rate Daemon's get their soulstones used for skill tree.
Thank you so incredibly much for all your work!

variante
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Re: Oninaki Release Version (Steam)

Post by variante »

Anacra wrote:
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!

[Link]
I think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.

Foulfeather: crit chance + healing
Jabberite: damage from reflected atk + soulstone drop rate

Anacra
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Re: Oninaki Release Version (Steam)

Post by Anacra »

variante wrote:
Sat Aug 24, 2019 12:13 am
Anacra wrote:
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!

[Link]
I think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.

Foulfeather: crit chance + healing
Jabberite: damage from reflected atk + soulstone drop rate
Yeah there were some blank stones in the demo data. I'll try to update the sheet if possible. Or might open it up for editing by be community.

Anacra
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Re: Oninaki Release Version (Steam)

Post by Anacra »

DrummerIX wrote:
Fri Aug 23, 2019 11:24 pm
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.
Hi Drummer! There is also a mechanic where you can awaken skills. They basically get upgraded based on chance. The awakening they get I believe is a random effect from a list of certain effects. I'll update the previous spreadsheet with the awakenings info.

Not sure if something can be added in the table for that?

anon9
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Re: Oninaki Release Version (Steam)

Post by anon9 »

So using DrummerIX's asm, I managed to get this to work properly. This is less for the purpose of infinite skills (Null Stones takes care of that) and more for the purpose of skills that look for your stone count. Note: This may require learning a skill (Null Stones work) to activate it and uses learning a skill to trigger. (The scan portion is actually far longer than necessary)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>40017</ID>
      <Description>"Inf Stone Test (May need to learn a skill to activate)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ONINAKI.exe
  Author : anon-9

  This script attempts to make Weapon Stones infinite. Uses DrummerIX's code.
}

[ENABLE]
{$lua}
mono_compile_method(mono_getJitInfo(getAddress('Rinne:UiSkillTreeNode:OpenNode')).method)
{$asm}

aobscanregion(inf_WeapStones,Rinne:UiSkillTreeNode:OpenNode,Rinne:UiSkillTreeNode:OpenNode+350,41 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,1024,Rinne:UiSkillTreeNode:OpenNode)

label(code)
label(return)

newmem:

code:
  mov [r14+38],#60
  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>

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