Monster Rancher 1 & 2 DX

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lastingman
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Re: Monster Rancher 1 & 2 DX

Post by lastingman »

TheNeru wrote:
Fri Dec 24, 2021 5:32 am
I've really searched hard for the Always Great cheat. But finally I give up. Most I can do is find the Motivation Value for the training drills.
Motivation Pointers

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>117686</ID>
      <Description>"Motivation Domino"</Description>
      <LastState Value="100" RealAddress="0083675C"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>DC</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117695</ID>
      <Description>"Motivation Study"</Description>
      <LastState Value="100" RealAddress="0083675D"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>Dd</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117694</ID>
      <Description>"Motivation Run"</Description>
      <LastState Value="100" RealAddress="0083675E"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>De</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117693</ID>
      <Description>"Motivation Shoot"</Description>
      <LastState Value="100" RealAddress="0083675F"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>Df</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117692</ID>
      <Description>"Motivation Dodge"</Description>
      <LastState Value="100" RealAddress="00836760"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e0</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117691</ID>
      <Description>"Motivation Endure"</Description>
      <LastState Value="100" RealAddress="00836761"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e1</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117690</ID>
      <Description>"Motivation Pull"</Description>
      <LastState Value="100" RealAddress="00836762"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e2</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117689</ID>
      <Description>"Motivation Meditate"</Description>
      <LastState Value="100" RealAddress="00836763"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e3</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117688</ID>
      <Description>"Motivation Leap"</Description>
      <LastState Value="100" RealAddress="00836764"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e4</Offset>
      </Offsets>
    </CheatEntry>
    <CheatEntry>
      <ID>117687</ID>
      <Description>"Motivation Swim"</Description>
      <LastState Value="100" RealAddress="00836765"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>Byte</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>e5</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I've read up in the Legend Cup that if Motivation is greater than the Great Threshold. The drill will result in GREAT.
Motivation > Great Threshold calculation [Random # ranges from 0-255] [Also I'm using a good natured monster]
Light Drills
(10 x (Motivation / 10)) > ((10000 x Random#[1] / 25500) % 100) - (Nature / 10)

Heavy Drills
(10 x (Motivation / 10)) > (Random#[1] % 100) - (NATURE / 10)

I hate math and I can't find this Random #. I'm probably searching it wrong. But eh, I give up.
Game caps the Motivation at 100. So far setting the Motivation to 255 makes it likely that the Monster will do GREAT in drills. I had a Hare/Tiger do 3 GREATs one after the other.
Thanks for the code. I really do appreciate the effort.

Right now, testing it on my Zilla, but it seems that I'm not really getting any greats at the moment. Will continue to test code. Maybe use other species to test it out.

EDIT 1: I toned down the motivation to 100, still no greats, but it does seem to work as all drill have my monster be happy about them. I'm not sure if it is a side effect of the code or if it is the monster themselves, but they seem to want to have items given constantly. Will continue to test further.

EDIT 2: IDK for you, but setting the motivation above the intended cap makes my monster always request an item before a drill. The gains from them also seem to be lower that usual, as least that's what it looks like on my end.

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

TheNeru
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Re: Monster Rancher 1 & 2 DX

Post by TheNeru »

lastingman wrote:
Fri Dec 24, 2021 7:02 am
EDIT 1: I toned down the motivation to 100, still no greats, but it does seem to work as all drill have my monster be happy about them. I'm not sure if it is a side effect of the code or if it is the monster themselves, but they seem to want to have items given constantly. Will continue to test further.

EDIT 2: IDK for you, but setting the motivation above the intended cap makes my monster always request an item before a drill. The gains from them also seem to be lower that usual, as least that's what it looks like on my end.
Even without tampering with the Motivation values. Some monsters will often ask for something when it has certain values for Loyalty and Style. Even before I found the values. I had a Pixie constantly asking me for Nuts Oil. A Hopper asking for Candy. A Hare asking for Ice Cream and so on. It may or may not have something to do with the values. But I can say that some monster Types ask for items regardless of Motivation being changed

~Edit~
But yeah, even at 100 Motivation and 100 Nature [Good Monster]. The chances for a GREAT drill is 20%
Very bad monsters with 100 Motivation is 5% for a GREAT

lastingman
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Re: Monster Rancher 1 & 2 DX

Post by lastingman »

TheNeru wrote:
Fri Dec 24, 2021 9:22 am
lastingman wrote:
Fri Dec 24, 2021 7:02 am
EDIT 1: I toned down the motivation to 100, still no greats, but it does seem to work as all drill have my monster be happy about them. I'm not sure if it is a side effect of the code or if it is the monster themselves, but they seem to want to have items given constantly. Will continue to test further.

EDIT 2: IDK for you, but setting the motivation above the intended cap makes my monster always request an item before a drill. The gains from them also seem to be lower that usual, as least that's what it looks like on my end.
Even without tampering with the Motivation values. Some monsters will often ask for something when it has certain values for Loyalty and Style. Even before I found the values. I had a Pixie constantly asking me for Nuts Oil. A Hopper asking for Candy. A Hare asking for Ice Cream and so on. It may or may not have something to do with the values. But I can say that some monster Types ask for items regardless of Motivation being changed

~Edit~
But yeah, even at 100 Motivation and 100 Nature [Good Monster]. The chances for a GREAT drill is 20%
Very bad monsters with 100 Motivation is 5% for a GREAT
Yeah, just tested with other species, and those percentages are on the mark, more or less. At least we can set it to a point where even bad natured monsters can do decently at drills, as compared to before. And I tested the item thing, and extending it past 100 makes them always ask for an item. I first activated as normal, per your instructions, and they'd always ask for something, then I turned it off and some drills they ask and some don't. Lastly, I set them to the game coded 100 and all of the drills motivate the monster.

As an extra, I set the values to 255 but not freeze it and the next week, some drills still retained the 255 motivation while others reverted to normal. When I used the drills with the 255 motivations, they asked for items, but those that normalized went on normally. My guess is that the 100 motivation is hard-coded in a way that passing it makes the value overflow, but I'm not really a coder so I can only count it as a theory. But still, that max motivation does help out a lot, so thank you for that.

Right now though, my concern is the bug on the multiplier cheat, if you can look through my previous messages and screenshots, but as a stopgap, I just mentally calculate the added stats add them via CE for now.

TheNeru
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Re: Monster Rancher 1 & 2 DX

Post by TheNeru »

Probably my final contribution to the table. Here's one more cheat table entry.

Basically +1 additional stat for doing X training.
Like how Zuums get +1 to Lif when doing the Run training. Jells get +1 def in Endure.
Value "16383" is basically +1 to all drills and Errantries except for Kawrea. I can't be bothered to find +1 for every drill and errantry.
+1 Gain For

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>117730</ID>
      <Description>"+1 Gain For"</Description>
      <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:None
1:Pow
2:Study
3:?
4:Run
5:?
32:Endure
64:Pull
128:Meditate
256:Leap
1536:SwimTorbleSea
1537:PowSwimTorbleSea
1555:PowStudyDodgeSwim
8191:ALLDRILLSPmMdTs
8192:Parepare
16383:ALLDRILLSPmMdPjTs
16384:Kawrea
16512:MeditateKawrea
</DropDownList>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>2 Bytes</VariableType>
      <Address>_GetMon</Address>
      <Offsets>
        <Offset>64</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Glisp
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Re: Monster Rancher 1 & 2 DX

Post by Glisp »

is this only for version 1.0? The game got updated December 10th on steam which means that version 1.0 cheat tables no longer work. It was an update to fix a crash so it's um... kinda an important update to have.


edit:okay it still works with the update you just have to do something to make the game update information. I have noticedgiving it an item seems to update the table. Changing areas (farm to town or town to farm) doesn't work.

Enferno33
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Re: Monster Rancher 1 & 2 DX

Post by Enferno33 »

Thanks a lot for all the work everyone, for the most part it does work (Monster Rancher 2).

May I please ask for a small suggestion if it's possible? I've tried several times to find / figure out the battle clock with no luck. Is it possible to have a "Slow/Freeze" for the battle clock so that the monsters can actually fight to the death (KO).

eostenuv
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Re: Monster Rancher 1 & 2 DX

Post by eostenuv »

As of January 24, 2022, it has been updated to 1.0.0.2 and will not work with the CT on the top page of this thread.

nyoronyoro
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Re: Monster Rancher 1 & 2 DX

Post by nyoronyoro »

日本語版です。
This is Japanese version by Japanese characters.

2022年10月23日修正版アップロード。
Uploaded revised version on October 23, 2022.
Attachments
MF2JP.CT
Monster Farm 1& 2 DX Japanese Version Cheat Table 20221023
(158.06 KiB) Downloaded 327 times

arrow2733
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Re: Monster Rancher 1 & 2 DX

Post by arrow2733 »

nyoronyoro wrote:
Fri Sep 30, 2022 1:21 am
日本語版です。
This is Japanese version by Japanese characters.

2022年10月23日修正版アップロード。
Uploaded revised version on October 23, 2022.
is there a way to translate this easily?

fxvll
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Re: Monster Rancher 1 & 2 DX

Post by fxvll »

anyone have the updated version for v 1.0.0.2?

S7R0NG3R
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Re: Monster Rancher 1 & 2 DX

Post by S7R0NG3R »

attached a table that further breaks down the current monster's hidden abilities (aka battle specials)

current tables at time of posting just have its address type in bytes, which makes it harder to find/change abilities individually
Attachments
MF2_hidden abilities.CT
(23.52 KiB) Downloaded 66 times

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