There are 2 spots in memory the game saves basic HP and MP. I update both with a script similar to Gameshark codes to always set HP and MP to maximum values if you use the Infinite HP and MP scripts.
Options so far:
Infinite HP for All Characters
Infinite MP for All Characters
All Spells Cost Zero MP
Inf Familiar Stamina
Change Alchemy Formulas (Either Easy Mad Scientist or White Bread Only)
Multiply Extra Stat Increases of Familiars
Can Use Philmobile Before Endgame
Can Use Dragon Horn (Tengri) From Beginning of Game
No Fullness for Familiars When Feeding
Infinite Item Usage/Set Minimum Amount
EXP Multiplier (For Characters and Familiars)
Merit Stamps Multiplier
Guilders (Gold) Multiplier
Monsters Drop All Items (Common & Rare Drop Plus Common & Rare Steal)
Override Shop Item ID
Override Get Familiar (Ticket Exchange or Capturing)
Ability To Add Spells To Your Spell List
Pointer to Known Spell List
Pointers to Oliver Current HP and MP
Pointers to Guilders, Merit Stamps, Casino Chips (Found By ImpalaPUA)
Pointers to Number of Time Stolen, Glims Collected and Battles Won (For Easy Achievements)
Pointers to Highlighted Familiar Stats
I put in a pointer to Guilders. This is all I have time for tonight but will work on more tomorrow.
I found time to put in an Infinite Item Usage/Set Minimum Amount and EXP Multiplier so far. The EXP Multiplier only affects characters for now like Oliver. I will have to look for the familiars later. You can set the Multiplier to a number between 0 and 1 to effectively lower the EXP you receive and thus make the game harder. 0.5 for example is half EXP.
I put in a Highlighted Familiar Stat pointer where you can give your familiars extra stats. The maximum extra stat you can set is 255, but it makes them strong. I also fixed EXP Multiplier to affect both characters and familiars.
I put in a fix for the Infinite Oliver HP and MP to not crash during certain cutscenes. The pointer I was using was changing during certain cutscenes. Fearless has been having issues all day and I haven't had much time to add much of anything else. Someone found an issue with EXP Multiplier causing you not to metamorph your familiar's. Haven't had much time to try fixing that, so use EXP Multiplier with familiar's with caution.
I was able to come up with a Override Shop Item ID option. Thanks to predprey for posting the items. I tested buying a few things from multiple categories and things worked okay for me. You just choose the item you want to get and you get it instead of what you select in the shop while the option is on. I would turn it off when not using it. The game still says you bought what was in the shop, but if you check your inventory, the Override Item is there instead. Enjoy!
I did some work on Infinite Item Usage/Set Minimum Amount. I made it work on gaining an item and put in code to not affect important items. I also fixed the issue of buying an item with the option on making you get max of the item. I found a pointer to Merit Stamps and put in a Merit Stamp Multiplier option. Although you can edit things with the pointer, it might not show your merit cards correctly when you do. So using the Merit Stamp Multiplier, you can speed things up with your questing.
I got a little lucky and was able to find something with 100% drops. Normally, you are only allowed one item per monster I think but I put in code to give you all the drops of a monster. In my testing, it worked except for the White Bread of the Baatender. Not sure why it doesn't work for that in my game. I might of messed up my inventory of that item or something. Anyway, let me know of any issues you find and Enjoy!
I fixed Monster Drop All Items to include the Steal drops. According to information I found on the Internet, this is all a monster can drop (Common & Rare Drop Plus Common & Rare Steal). This option gives you everything for every monster, so your inventory might fill up quickly with it on.
I did a little work on the table today. I put in the requested Guilders Multiplier and added Learned Tricks and Sign to the Highlighted Familiar Stats pointer section. Someone mentioned it didn't work for them, but I am only up to where you have 2 familiars in the beginning and both work for me. You view the Creature Cage to update the pointer. The extra stats fields don't update until you refresh the page in game if you change them for me. Oh, I also fixed the Merit Stamps pointer. It is actually divided into Merit Stamps Earned which is 2 Bytes and Merit Stamps Spent which is 2 Bytes. You can keep setting Merit Stamps Spent to 0 to have full Merit Cards even after purchasing a Merit Reward.
Fixed a bug in the Guilders Multiplier that affected when you purchased things too. It now only multiplies when you get gold or sell something. Added in Casino Chips pointer found by ImpalaPUA.
I changed the option of Infinite HP and MP to affect All Characters. I don't have Swaine yet, but I think I have his offsets based on the pattern of Oliver and Esther. Let me know of any issues.
I came up with an Infinite Familiar Stamina option in this update. I am passed the trials and can now tame familiars. I plan on working on options for that tomorrow but it might be tomorrow night before I have time to post anything. Stay tuned.
To facilitate getting any familiar you want, I came up with an Override Get Familiar option that works when you exchange tickets with Solomon or when capturing a familiar in the wild. The default name and type it says doesn't change, but the familiar added to your stash is the override one when you have the option activated and choose one. I think it works out fairly well. Enjoy!
I was able to improve things with Override Get Familiar when exchanging tickets. It now puts the default name of the Override Familiar you selected when exchanging tickets with Solomon. Capturing wild familiar's still doesn't change the default name or type it says but it overrides it when it puts it in your stash. I think the easiest way to get familiars with the table is use Override Shop and give yourself however many tickets you want familiars for and then use Override Get Familiar as you exchange them with Solomon.
I really wanted a way to get Travel early in the game to speed up things if needed. After much searching, I have the ability to add a spell to your spell list. I am not positive if this will mess up your game when you get the spell when you are supposed to in the game. I may add the ability to just edit existing spells in your list later on. For now, you can add any spell you want but be careful of adding too many too early. There is a maximum of 55 spells I believe. You need to view your spell list once after you Enable the table to update pointers I use to add the spells.
The spell list id's I had to come up with manually and didn't have time to check them out when I made EDIT 4.7. In this update I cleaned up the Spell LIst ID's so you can add Astra now correctly if you want. It appears many of the ID's I pulled from the game don't point to anything so there are less than 55 spells I have that you can add. I did test adding Astra in the beginning of the game and it worked as long as I changed my maximum MP to have enough to cast it. Enjoy. Unleash might be another good spell to have early in the game if you wish.
I am making one more update I think and hopefully the table will be feature complete as far as I can tell. I've added in the pointer to your known spell list. You have to view your spells to update the pointer, but I list 50 slots for spells. It should be enough I think. Someone requested an easier way to add spells and so I gave you the ability to just change a spell slot to a spell you want and once you view your spell list again, it adds it. You have to keep the same format as all your known spells are first before any blank spots (i.e. you cannot have a blank spot and then another spell). Enjoy the table and the game!
I guess I lied. I am thinking getting all trophies for this game. It looks to be a grind fest for some of them, but it's a good game. I added in Battles Won pointer and Glims Collected pointer. Also put in the Familiarity EXP under Highlighted Familiar Stats. Setting this to 999 and Familiarity to 4 gets you close to the achievement for max familiarity. Oh I also added in a No Fullness for Familiars When Feeding. It takes many treats to max things out if you use the game interface. I am thinking this is about all I can do for now.
Had major bug with EDIT 5.1. It broke Esther's Spells and Swaine's special moves too. I put in a fix in this update and as long as you haven't changed their names, it fixes things once you use them in battle with this enabled again. I didn't know the same code affected spells, songs and Swaine's moves. I guess I could put in options to edit their things, but I'm only doing spells for now.
Another attempt to fix Swaine's special attacks. I don't have Swaine in the party so I cannot confirm if it works. Let me know.
One more attempt to fix Swaine's special attacks. If this doesn't work, I will need to play the game until I get Swaine to see what is going on with him. I attempted to look at the code to determine what I need to set things to to fix it. I guess it might be better to use EDIT 4.8 until I get to point in the game to make sure this works. I did recently start over because I wanted a fresh experience without stopping to look for options. I will try playing as much as I can over the weekend.
I haven't progressed to the point where I have Swaine or Marcassin yet, but one person said my change worked for them. According to my understanding Oliver and Marcassin cast Spells, while Esther and Swaine do Songs and Trickshots. There appears to be only two values for the memory I modified that tells the game you have a spell or song or trickshot. 1 for spells and 2 for songs and trickshots. In this update, I did some changes that hopefully fix things for those of you who used any of the tables that messed things up. It requires Oliver and Marcissin's name to not have changed. I hope this works for everyone.
I've played up until the boat and am enjoying the game with the table. Giving yourself spells early makes things easier. I gave mysel Veil for the no aggro spell along with many others that reveal treasure chests and vacate to leave dungeons along with Travel to fast travel to places you've been easier. I've found a few issues with Infinite HP and MP not working all the time as you get party members. I've attempted to fix this as it appears things move around a little in memory. However, if you cast too many spells outside battle, it says you don't have MP. To fix this issue I came up with a All Spells Cost Zero MP option. Now you can cast Veil as often as you like outside battle. I also added in the pointer to Number of Times You Have Stolen. This makes the achievement easier. It appears the game stores all these trackers right next to each other, but that may be the last one I make a pointer for. Anyway, that's it for now I think.
Someone requested a no cooldown. I was able to get a Quick Cooldown working fairly quickly. This makes cooldowns pretty quick but not zero it seems. I do not plan to stop playing and search for things that take a long time to find. I'm enjoying the game at the moment.
The Russian version was still having issues. I am not using the names of characters anymore to determine what to write for spells, songs and trickshots. I found an id or party slot that seems to work for me in every version. Here it is in this update. I haven't changed anything else but I have Esther and Swaine in my party and they still kept their songs and trickshots with this version.
I perfected No Cooldown, but I'm unsure if this affects enemies too. It's possible it does, but it now works for familiars and characters and it is now no cooldown.
Someone requested a no ingredients option for Alchemy. This game seems to always complicate things and it takes some time to figure out what it's doing to change what you want. I was able to come up with a All Alchemy Formula's Require 1 White Bread Only. This should make things easier when you go to make a formula. It might mess things up with the Mix and Match option with this option on. I haven't tested that part, but I probably recommend you turn the option off if you use Mix and Match. I found the area in memory for all 134 alchemy formula's but didn't want to spend more time figuring out how to make them all viewable.
I came up with an option to get the Mad Scientist Achievement earlier in the game. The option to change alchemy formulas to all white bread only now as an optional Easy Mad Scientist flag. If you set this flag to ON and go back into your alchemy, you can Mix and Match various quantities of White Bread or Iced Coffee to make all the formula's available. There are a total of 134 formulas. You just go 1 thru 70 of White Bread and 1 thru 64 of Iced Coffee and soon enough, you get the achievement and make the items. I recommend setting Infinite Item on while you do this at least or you will run out of materials quickly. I tested this and the achievement triggered for me.
Someone wanted pointers to Grow Stats for Familiars. I added them to the Highlighted Familiar Stats pointer section. Higher numbers for these values cause you to get better stat increases on level up. I'm not sure exactly how it all works but higher is better. This might be the last update. I am in post-game and only have few more achievements to get before I am done playing for now.
I have now completed the game and received every achievement in the process. I added a few things to the table to make things a little easier. First, Multiply Extra Stat Increases of Familiars. Normally, you can only add up to 255 points to a stat of the familiar but with this option every point counts as the multiplier you select instead of just 1, so you can easily max out the familiar stats to 999 if you so desire. When I was testing this option, I was hitting enemies for the maximum damage of 9999 consistently. I guess there is a one hit kill option if you need it. I modified the Override Familiar ID option to allow for an Auto Increase Familiar ID. If you turn this on then every time you hand in a ticket to Solomon, the game sets the next Override Familiar ID to the next one. I used this to try to quickly get the Familiarologist Achievement but it still took a little time because you need 250 distinct familiars. But if you turn the option on and have enough tickets (Use Override Shop and maybe Change Alchemy to get those as needed), you can get it done fairly quickly.
Well, I attempted to get a few other requests working since I thought they would be nice to have from beginning of game. I think I nailed down the options to Can Use Philmobile Before Endgame and Can Use Dragon Horn From Beginning of Game. Basically these options set flags that are required to use the items. You still have to give yourself the item with Override Shop but you can use that when picking up a chest or forage point from the beginning. I tested this and it works from start of the game. Use Tengri with caution as I'm sure you can break your game by going places you should not.
Fixed for the version update around December 14, 2019. Put back in No Familiar Fullness.
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1