Tales of Arise

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gradius12
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Re: Tales of Arise

Post by gradius12 »

raxele123 wrote:
Tue Sep 14, 2021 5:03 pm
Can you add something that unlocks all owls and their accessories? So annoying to find.
the owls are pretty easy since hootle appears if he senses them in the map and stays when they are near and they make sounds too so

also i may add that tuuuups table has an battle chain script and one script for fishing
viewtopic.php?p=210160#p210160

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

xros
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Re: Tales of Arise

Post by xros »

can anyone make a item editor?

TheByteSize
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Re: Tales of Arise

Post by TheByteSize »

  • Max BG - just a little fix so when you're in tutorial, you don't get constant ping sound.
  • Arte Proficiency Multiplier
  • Cooking Cost 0
  • Easy + Inf Battle Chain Timer
  • After Battle HP Heal
  • Easy Fishing
  • Character Stats - Some basic stats.
  • Chant/Casting Time - PT and Enemy
  • Always Wet State
And some more scripts I copied from other tables.
Attachments
Tales of Arise.CT
(198.85 KiB) Downloaded 1170 times
Last edited by TheByteSize on Mon Oct 18, 2021 8:54 pm, edited 11 times in total.

321123
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Re: Tales of Arise

Post by 321123 »

Toggle wet state anyone?!
Lets go to the beach.
The beach DLC dictates it!

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BlackMonster
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Re: Tales of Arise

Post by BlackMonster »

TheByteSize wrote:
Wed Sep 15, 2021 4:50 am
Here is Arte Proficiency Multiplier for those whom prefer multiplier instead of instant max.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>18</ID>
      <Description>"Arte Proficiency Mult"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)

label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)

newmem:

code:
  mulss xmm2,xmm8
  mulss xmm2,[arte_prof_mult]
  jmp return

arte_prof_mult:
  dd (float)10

ToA_ArteProficiency:
  jmp newmem
return:
registersymbol(ToA_ArteProficiency)

[DISABLE]

ToA_ArteProficiency:
  db F3 41 0F 59 D0

unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5

Tales of Arise.exe+BFD0B3: 75 EB           - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09           - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF        - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA     - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03           - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3        - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04  - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2        - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1  - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17  - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0  - mulss xmm2,xmm8
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+BFD0DA: 45 85 C9        - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41           - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0        - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF     - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38     - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB     - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01        - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8        - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81        - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF        - cmp eax,-01
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Arte Proficiency Mult"</Description>
          <LastState Value="10" RealAddress="7FF7605B0012"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>arte_prof_mult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi

TheByteSize
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Re: Tales of Arise

Post by TheByteSize »

BlackMonster wrote:
Wed Sep 15, 2021 6:36 am

how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
sorry, copy new code. I changed injection location so now it should works for all.

MzJ
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Re: Tales of Arise

Post by MzJ »

Wish I could give you guys more reps, thanks for the hard work!

Tastymarmot
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Re: Tales of Arise

Post by Tastymarmot »

BlackMonster wrote:
Wed Sep 15, 2021 6:36 am
TheByteSize wrote:
Wed Sep 15, 2021 4:50 am
Here is Arte Proficiency Multiplier for those whom prefer multiplier instead of instant max.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>18</ID>
      <Description>"Arte Proficiency Mult"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)

label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)

newmem:

code:
  mulss xmm2,xmm8
  mulss xmm2,[arte_prof_mult]
  jmp return

arte_prof_mult:
  dd (float)10

ToA_ArteProficiency:
  jmp newmem
return:
registersymbol(ToA_ArteProficiency)

[DISABLE]

ToA_ArteProficiency:
  db F3 41 0F 59 D0

unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5

Tales of Arise.exe+BFD0B3: 75 EB           - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09           - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF        - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA     - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03           - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3        - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04  - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2        - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1  - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17  - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0  - mulss xmm2,xmm8
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+BFD0DA: 45 85 C9        - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41           - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0        - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF     - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38     - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB     - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01        - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8        - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81        - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF        - cmp eax,-01
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Arte Proficiency Mult"</Description>
          <LastState Value="10" RealAddress="7FF7605B0012"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>arte_prof_mult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
Could you let me know how you added the code?

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BlackMonster
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Re: Tales of Arise

Post by BlackMonster »

Tastymarmot wrote:
Wed Sep 15, 2021 3:31 pm
BlackMonster wrote:
Wed Sep 15, 2021 6:36 am
TheByteSize wrote:
Wed Sep 15, 2021 4:50 am
Here is Arte Proficiency Multiplier for those whom prefer multiplier instead of instant max.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>18</ID>
      <Description>"Arte Proficiency Mult"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)

label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)

newmem:

code:
  mulss xmm2,xmm8
  mulss xmm2,[arte_prof_mult]
  jmp return

arte_prof_mult:
  dd (float)10

ToA_ArteProficiency:
  jmp newmem
return:
registersymbol(ToA_ArteProficiency)

[DISABLE]

ToA_ArteProficiency:
  db F3 41 0F 59 D0

unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5

Tales of Arise.exe+BFD0B3: 75 EB           - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09           - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF        - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA     - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03           - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3        - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04  - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2        - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1  - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17  - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0  - mulss xmm2,xmm8
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+BFD0DA: 45 85 C9        - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41           - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0        - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF     - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38     - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB     - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01        - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8        - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81        - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF        - cmp eax,-01
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Arte Proficiency Mult"</Description>
          <LastState Value="10" RealAddress="7FF7605B0012"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>arte_prof_mult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
Could you let me know how you added the code?
Load ur normal arise table then go to a blank space, copy the whole code and i used the bottom of table and just paste it in and then drag it to where u want it, i dragged it under the skill multiplier, then save the table where u have it saved. and next time ull have it added.
Last edited by BlackMonster on Wed Sep 15, 2021 5:26 pm, edited 1 time in total.

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gunbalde60
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Re: Tales of Arise

Post by gunbalde60 »

TheByteSize wrote:
Wed Sep 15, 2021 4:50 am
Here is Arte Proficiency Multiplier for those whom prefer multiplier instead of instant max.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>35</ID>
      <Description>"Arte Prociency Mult"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 0F 58 34 B1) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)

label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)

newmem:
  mulss xmm6,[arte_prof_mult]
  comiss xmm6,[arte_prof_mult]
  ja code
  mulss xmm6,[arte_prof_mult]
code:
  addss xmm6,[rcx+rsi*4]
  jmp return

arte_prof_mult:
  dd (float)10

ToA_ArteProficiency:
  jmp newmem
return:
registersymbol(ToA_ArteProficiency)

[DISABLE]

ToA_ArteProficiency:
  db F3 0F 58 34 B1

unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+C6583E

Tales of Arise.exe+C65814: 48 8B D8                 - mov rbx,rax
Tales of Arise.exe+C65817: EB 1B                    - jmp "Tales of Arise.exe"+C65834
Tales of Arise.exe+C65819: 48 8B 0D 28 85 FE 03     - mov rcx,["Tales of Arise.exe"+4C4DD48]
Tales of Arise.exe+C65820: E8 DB C3 FE FF           - call "Tales of Arise.exe"+C51C00
Tales of Arise.exe+C65825: 40 0F B6 D7              - movzx edx,dil
Tales of Arise.exe+C65829: 48 8B C8                 - mov rcx,rax
Tales of Arise.exe+C6582C: 48 8B D8                 - mov rbx,rax
Tales of Arise.exe+C6582F: E8 4C 66 FF FF           - call "Tales of Arise.exe"+C5BE80
Tales of Arise.exe+C65834: 48 8B 8B B8 01 00 00     - mov rcx,[rbx+000001B8]
Tales of Arise.exe+C6583B: 0F 57 C0                 - xorps xmm0,xmm0
// ---------- INJECTING HERE ----------
Tales of Arise.exe+C6583E: F3 0F 58 34 B1           - addss xmm6,[rcx+rsi*4]
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+C65843: 0F 2F F0                 - comiss xmm6,xmm0
Tales of Arise.exe+C65846: 73 07                    - jae "Tales of Arise.exe"+C6584F
Tales of Arise.exe+C65848: F3 0F 11 04 B1           - movss [rcx+rsi*4],xmm0
Tales of Arise.exe+C6584D: EB 0D                    - jmp "Tales of Arise.exe"+C6585C
Tales of Arise.exe+C6584F: F3 0F 5D 35 E1 C1 31 03  - minss xmm6,["Tales of Arise.exe"+3F81A38]
Tales of Arise.exe+C65857: F3 0F 11 34 B1           - movss [rcx+rsi*4],xmm6
Tales of Arise.exe+C6585C: 48 8B 5C 24 40           - mov rbx,[rsp+40]
Tales of Arise.exe+C65861: 48 8B 74 24 48           - mov rsi,[rsp+48]
Tales of Arise.exe+C65866: 0F 28 74 24 20           - movaps xmm6,[rsp+20]
Tales of Arise.exe+C6586B: 48 83 C4 30              - add rsp,30
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Arte Proficiency Mult"</Description>
          <LastState Value="10" RealAddress="7FF760590027"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>arte_prof_mult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


Did not work for me, I tried setting it 10 then 100 but it doesnt multiply proficiency for me.

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BlackMonster
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Re: Tales of Arise

Post by BlackMonster »

gunbalde60 wrote:
Wed Sep 15, 2021 5:21 pm
TheByteSize wrote:
Wed Sep 15, 2021 4:50 am
Here is Arte Proficiency Multiplier for those whom prefer multiplier instead of instant max.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>35</ID>
      <Description>"Arte Prociency Mult"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 0F 58 34 B1) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)

label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)

newmem:
  mulss xmm6,[arte_prof_mult]
  comiss xmm6,[arte_prof_mult]
  ja code
  mulss xmm6,[arte_prof_mult]
code:
  addss xmm6,[rcx+rsi*4]
  jmp return

arte_prof_mult:
  dd (float)10

ToA_ArteProficiency:
  jmp newmem
return:
registersymbol(ToA_ArteProficiency)

[DISABLE]

ToA_ArteProficiency:
  db F3 0F 58 34 B1

unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+C6583E

Tales of Arise.exe+C65814: 48 8B D8                 - mov rbx,rax
Tales of Arise.exe+C65817: EB 1B                    - jmp "Tales of Arise.exe"+C65834
Tales of Arise.exe+C65819: 48 8B 0D 28 85 FE 03     - mov rcx,["Tales of Arise.exe"+4C4DD48]
Tales of Arise.exe+C65820: E8 DB C3 FE FF           - call "Tales of Arise.exe"+C51C00
Tales of Arise.exe+C65825: 40 0F B6 D7              - movzx edx,dil
Tales of Arise.exe+C65829: 48 8B C8                 - mov rcx,rax
Tales of Arise.exe+C6582C: 48 8B D8                 - mov rbx,rax
Tales of Arise.exe+C6582F: E8 4C 66 FF FF           - call "Tales of Arise.exe"+C5BE80
Tales of Arise.exe+C65834: 48 8B 8B B8 01 00 00     - mov rcx,[rbx+000001B8]
Tales of Arise.exe+C6583B: 0F 57 C0                 - xorps xmm0,xmm0
// ---------- INJECTING HERE ----------
Tales of Arise.exe+C6583E: F3 0F 58 34 B1           - addss xmm6,[rcx+rsi*4]
// ---------- DONE INJECTING  ----------
Tales of Arise.exe+C65843: 0F 2F F0                 - comiss xmm6,xmm0
Tales of Arise.exe+C65846: 73 07                    - jae "Tales of Arise.exe"+C6584F
Tales of Arise.exe+C65848: F3 0F 11 04 B1           - movss [rcx+rsi*4],xmm0
Tales of Arise.exe+C6584D: EB 0D                    - jmp "Tales of Arise.exe"+C6585C
Tales of Arise.exe+C6584F: F3 0F 5D 35 E1 C1 31 03  - minss xmm6,["Tales of Arise.exe"+3F81A38]
Tales of Arise.exe+C65857: F3 0F 11 34 B1           - movss [rcx+rsi*4],xmm6
Tales of Arise.exe+C6585C: 48 8B 5C 24 40           - mov rbx,[rsp+40]
Tales of Arise.exe+C65861: 48 8B 74 24 48           - mov rsi,[rsp+48]
Tales of Arise.exe+C65866: 0F 28 74 24 20           - movaps xmm6,[rsp+20]
Tales of Arise.exe+C6586B: 48 83 C4 30              - add rsp,30
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19</ID>
          <Description>"Arte Proficiency Mult"</Description>
          <LastState Value="10" RealAddress="7FF760590027"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>arte_prof_mult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


Did not work for me, I tried setting it 10 then 100 but it doesnt multiply proficiency for me.
he updated the code try it again. it worked for me , i tested Blast Arts and Gun strike and it worked.

TheByteSize
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Re: Tales of Arise

Post by TheByteSize »

gunbalde60 wrote:
Wed Sep 15, 2021 5:21 pm

Did not work for me, I tried setting it 10 then 100 but it doesnt multiply proficiency for me.
It could be you're using on char that I don't have yet.
Could you do a "Find what address this op-code access". It should 3 be addresses per char you have in party.
I still only have access to Alphen, Shionne, Rinswell and Law.

MzJ
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Re: Tales of Arise

Post by MzJ »

I have all the party members and can confirm it's working for all of them.

Master_Builder
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Re: Tales of Arise

Post by Master_Builder »

I'm trying to do fish but this is the best I could some up with.
Here's some pointers to line tension/fish hp/etc. This is using the offsets from Tuuuup!'s table: viewtopic.php?p=210160#p210160
I couldn't get his fishing script to work so I just did a bunch of pointer scans till I had something stable.
I couldn't find any easy AoB code to get the base pointer either so GLHF. This will break when the game updates!
Also all reads/writes to tension or HP here are done with memcpy so fuck finding where the logic is. I got lost.
Hopefully this is enough to give someone else what they need to find proper AoBs/script for this.

The only real 'cheat' I have right now is just freeze the tension pointer at 0.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>26372</ID>
      <Description>"Fish Pointers"</Description>
      <Options moHideChildren="1"/>
      <LastState Value="" RealAddress="00000000"/>
      <ShowAsSigned>0</ShowAsSigned>
      <GroupHeader>1</GroupHeader>
      <Address>"Tales of Arise.exe"+046CD040</Address>
      <Offsets>
        <Offset>0</Offset>
        <Offset>240</Offset>
        <Offset>20</Offset>
        <Offset>48</Offset>
        <Offset>30</Offset>
        <Offset>50</Offset>
      </Offsets>
      <CheatEntries>
        <CheatEntry>
          <ID>26373</ID>
          <Description>"Line Tension"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>+540</Address>
          <Offsets>
            <Offset>338</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>26377</ID>
          <Description>"Power"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>+410</Address>
          <Offsets>
            <Offset>588</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>26374</ID>
          <Description>"HP"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>+410</Address>
          <Offsets>
            <Offset>5A0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>26375</ID>
          <Description>"HP (Max)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>+410</Address>
          <Offsets>
            <Offset>5A4</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>26376</ID>
          <Description>"Rarity?"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>+410</Address>
          <Offsets>
            <Offset>720</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Line tension ranges from 0 (green) to 1 (red). The pointer for tension will be ???? till you enter the fishing UI. (Meaning you don't have to cast your line yet.)

Tastymarmot
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Re: Tales of Arise

Post by Tastymarmot »

BlackMonster wrote:
Wed Sep 15, 2021 5:19 pm
Tastymarmot wrote:
Wed Sep 15, 2021 3:31 pm
BlackMonster wrote:
Wed Sep 15, 2021 6:36 am


how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
Could you let me know how you added the code?
Load ur normal arise table then go to a blank space, copy the whole code and i used the bottom of table and just paste it in and then drag it to where u want it, i dragged it under the skill multiplier, then save the table where u have it saved. and next time ull have it added.
Thank ye! :mrgreen:

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