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OCTOPATH TRAVELER II

Posted: Fri Feb 24, 2023 8:00 pm
by DhaosCollider
Image Notes:
  • Requires Cheat Engine 7.2/later. (used many features added on CE 7.2)
  • Give Item is now an FName reference instead of an ID reference.
    Menu must be opened at least once before the script can be used, as the list of FNames must be created.
Dec 31, 2024:
  • Fixed
    • Give Item
      Failed to get FNames.
    • Pointer->BattleManager
      Fixed member variable offset misalignments. This should make any battle scripts work.
  • Octopath_Traveler2-Win64-Shipping.CT
    (515.84 KiB) Downloaded 2106 times
    Supports v.1.1.0 (Build ID: 13399590) & with luck later ver will work.
View options
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • CE:
    • Compact Mode
    • Translucent Mode
    • Add Hotkeys Menu
  • CT:
    • Save Checkbox States
      • Notes:
        • Saves the currently enabled memory records.
        • For variables, save the value and "AllowIncrease"/"AllowDecrease".
    • Load Checkbox States
    • Expand All Headers
      • Note: Enable all headers.
  • Field:
    • Move Speed Multiplier
      • times
    • FOV Modifier
      • value
    • Rare Enemy Rate 100%
      • Note: If not encountered, check the flags under Pointer->BattleManager.
    • No Encount
    • Free Camera
      • Note: ↑, ↓, ←, → keys for movement. O, L keys for height.
      • Player Teleporter
      • camera speed
  • Battle:
    • Take No Damage
    • Ignore Skill Costs
    • Critical Rate 100%
    • Critical Damage Modifier
      • damage rate (%)
    • Infinite HP
    • Infinite SP
    • Always MAX Boostable
      • Note: If enabled during battle, there is a time lag before activation.
    • Destroy Enemy Shields
      • Note: Conditional One Hit Break. Applied after enemy/skill actions.
    • Money Gained Multiplier
      • times
    • EXP Gained Multiplier
      • times
    • JP Gained Multiplier
      • times
    • Drop Item Rate 100%
    • Player Data Editor
      • REQ: In combat.
      • Pointer->Selected Player Data
        • m_nCharacterID
        • m_cMasterParameter.HP
        • m_cMasterParameter.MP
        • m_cMasterParameter.BP
        • m_cMasterParameter.SP
        • m_cMasterParameter.POT
        • m_cMasterParameter.ATK
        • m_cMasterParameter.DEF
        • m_cMasterParameter.MATK
        • m_cMasterParameter.MDEF
        • m_cMasterParameter.ACC
        • m_cMasterParameter.EVA
        • m_cMasterParameter.CON
        • m_cMasterParameter.AGI
        • m_nCurrentHP
        • m_nDecreaseHPMax
        • m_bIsChangedHPMax
        • m_nCurrentMP
        • m_nCurrentBP
        • m_bUseBoost
        • m_bExecBreakAct
        • m_bIsUpdateWeakChangeData
        • m_nBribeCounter
        • m_fBribeRatio
        • IsEnemy
        • IsDead
        • BoostPoint_OLD
        • BreakPoint_Old
        • BoostMax
        • BreakMax_Old
        • IsBreak
        • UseBoost
        • IsStepIn
        • IsSelected
        • SettledStealItem
        • SettledStealMoney
        • EquipmentParameter.HP
        • EquipmentParameter.MP
        • EquipmentParameter.BP
        • EquipmentParameter.SP
        • EquipmentParameter.POT
        • EquipmentParameter.ATK
        • EquipmentParameter.DEF
        • EquipmentParameter.MATK
        • EquipmentParameter.MDEF
        • EquipmentParameter.ACC
        • EquipmentParameter.EVA
        • EquipmentParameter.CON
        • EquipmentParameter.AGI
        • BPRegeneration
        • IsDisablePlayVoice
    • Enemy Data Editor
      • REQ: In combat.
      • Pointer->Selected Enemy Data
        • m_nCharacterID
        • m_cMasterParameter.HP
        • m_cMasterParameter.MP
        • m_cMasterParameter.BP
        • m_cMasterParameter.SP
        • m_cMasterParameter.POT
        • m_cMasterParameter.ATK
        • m_cMasterParameter.DEF
        • m_cMasterParameter.MATK
        • m_cMasterParameter.MDEF
        • m_cMasterParameter.ACC
        • m_cMasterParameter.EVA
        • m_cMasterParameter.CON
        • m_cMasterParameter.AGI
        • m_nCurrentHP
        • m_nDecreaseHPMax
        • m_bIsChangedHPMax
        • m_nCurrentMP
        • m_nCurrentBP
        • m_nCurrentBPMax
        • m_nCurrentShieldPoint
        • m_nShieldPointMax
        • m_bIsAutoTameMonster
        • m_bEnableBlind
        • m_bIsUpdateWeakChangeData
        • m_cRSCD.m_nShieldPointMax
        • m_bIsUpdateShieldChangeData
        • IsEnemy
        • IsDead
        • IsTameMonster
        • IsBreak
        • EnemyData.EnemyID
        • EnemyData.EnemyLevel
        • EnemyData.DamageRatio
        • EnemyData.NPCFlag
        • EnemyData.Param.HP
        • EnemyData.Param.MP
        • EnemyData.Param.BP
        • EnemyData.Param.SP
        • EnemyData.Param.POT
        • EnemyData.Param.ATK
        • EnemyData.Param.DEF
        • EnemyData.Param.MATK
        • EnemyData.Param.MDEF
        • EnemyData.Param.ACC
        • EnemyData.Param.EVA
        • EnemyData.Param.CON
        • EnemyData.Param.AGI
        • EnemyData.Exp
        • EnemyData.JobPoint
        • EnemyData.Money
        • EnemyData.StealMoney
        • EnemyData.TameEnable
        • EnemyData.DefaultTameRate
        • EnemyData.StealGuard
        • EnemyData.DropProbability
        • EnemyData.StealMoneyGuard
        • NoResult
  • Misc:
    • Freeze Game Play Time
    • Infinite Money
    • Give Item
    • Give EXP for All Playable Characters
    • Give JP for All Playable Characters
    • Playable Character Data Editor
      • Give Skills (EX-skills are excluded)
      • List of Skill Acquisition Flags
        • Note: Created Child records under P->AcquisitionAbilityList
      • Selected Playable Character Data
        • CharacterID
        • Level
        • Exp
        • RawHP
        • RawMP
        • RawPOT
        • FirstJobID
        • SecondJobID
        • JobPoint
        • Equipment.Sword
        • Equipment.Lance
        • Equipment.Dagger
        • Equipment.Axe
        • Equipment.Bow
        • Equipment.Rod
        • Equipment.Shield
        • Equipment.Head
        • Equipment.Body
        • Equipment.Accessory_00
        • Equipment.Accessory_01
        • P->EquipSupportSkill
          • [0]
          • [1]
          • [2]
          • [3]
        • P->AcquisitionAbilityList
        • AcquisitionAbilityList_size
        • DopingParam.HP
        • DopingParam.MP
        • DopingParam.BP
        • DopingParam.SP
        • DopingParam.POT
        • DopingParam.ATK
        • DopingParam.DEF
        • DopingParam.MATK
        • DopingParam.DEF
        • DopingParam.ACC
        • DopingParam.EVA
        • DopingParam.CON
        • DopingParam.AGI
    • Town Data List
    • Inventory Data List

<pointers>
  • Pointer->World
    • P->KSGameInstance
      • P->KSCharacterBase
        • P->CapsuleComponent
          • y coordinate
          • x coordinate
          • z coordinate
        • P->CharacterMovementComponent
          • MaxWalkSpeed
          • MaxWalkSpeedCrouched
          • MaxSwimSpeed
          • MaxFlySpeed
          • MaxCustomMovementSpeed
          • MaxAcceleration
        • P->CineCameraComponent
          • y coordinate
          • x coordinate
          • z coordinate
          • FieldOfView
          • AspectRatio
          • PostProcessBlendWeight
          • Filmback.SensorWidth
          • Filmback.SensorHeight
          • Filmback.SensorAspectRatio
          • FocusSettings.ManualFocusDistance
  • Pointer->KSSaveDataManager
    • P->MJSaveData
      • P->TameMonsterList
        • [0]
          • enemyID
          • count
          • used
        • [1]
          • enemyID
          • count
          • used
        • [2]
          • enemyID
          • count
          • used
        • [3]
          • enemyID
          • count
          • used
        • [4]
          • enemyID
          • count
          • used
        • [5]
          • enemyID
          • count
          • used
        • [6]
          • enemyID
          • count
          • used
        • [7]
          • enemyID
          • count
          • used
        • [8]
          • enemyID
          • count
          • used
        • [9]
          • enemyID
          • count
          • used
      • TameMonsterList_size
      • P->LegendMonsterList
        • [0]
          • enemyID
          • count
          • used
        • [1]
          • enemyID
          • count
          • used
        • [2]
          • enemyID
          • count
          • used
        • [3]
          • enemyID
          • count
          • used
        • [4]
          • enemyID
          • count
          • used
        • [5]
          • enemyID
          • count
          • used
        • [6]
          • enemyID
          • count
          • used
        • [7]
          • enemyID
          • count
          • used
        • [8]
          • enemyID
          • count
          • used
        • [9]
          • enemyID
          • count
          • used
      • LegendMonsterList_size
      • IsRadarMapVisible
      • P->PlayerParty.MainMemberID
        • [0] MainMemberID
        • [1] MainMemberID
        • [2] MainMemberID
        • [3] MainMemberID
      • PlayerParty.MainMemberID_size
      • P->PlayerParty.SubMemberID
        • [0] SubMemberID
        • [1] SubMemberID
        • [2] SubMemberID
        • [3] SubMemberID
        • [4] SubMemberID
        • [5] SubMemberID
        • [6] SubMemberID
        • [7] SubMemberID
      • PlayerParty.SubMemberID_size
      • PlayerBackpack.Money
      • P->PlayerMember
      • PlayerMember_size
      • P->TownData
      • TownData_size
    • P->TemporaryBackpackItemList
    • TemporaryBackpackItemList_size
  • Pointer->TimeManager
    • m_nGamePlayTime
  • Pointer->BattleManager
    • m_cRareCatlinParam.RareEnemyFlag
    • m_cRareCatlinParam.RareEnemyRate
    • m_cRareCatlinParam.RareEnemyCnt_Low
    • m_cRareCatlinParam.RareEnemyCnt_Middle
    • m_cRareCatlinParam.RareEnemyCnt_High
    • m_cRareOctlinParam.RareEnemyFlag
    • m_cRareOctlinParam.RareEnemyRate
    • m_cRareOctlinParam.RareEnemyCnt_Low
    • m_cRareOctlinParam.RareEnemyCnt_Middle
    • m_cRareOctlinParam.RareEnemyCnt_High
    • P->BattlePlayer
    • m_acBattlePlayer_size
    • P->BattleEnemy
    • m_acBattleEnemy_size
    • m_nTotalRewardMoney
    • m_nTotalRewardExp
    • m_nTotalRewardJP
    • m_nRewardLuckyMoney
    • m_nRewardLuckyExp
    • m_nRewardLuckyJP
    • m_fMoneyRatioByAbility
    • m_fExpRatioByAbility
    • m_fJPRatioByAbility
    • m_fMoneyRatioByEquipment
    • m_fExpRatioByEquipment
    • m_fJPRatioByEquipment
    • m_fMoneyRatioBySupport
    • m_fExpRatioBySupport
    • m_fJPRatioBySupport
    • m_fExpRatioBySupportInNight
    • m_fJPRatioBySupportInNight
    • m_bOverrideBattleSpeed
    • m_bAllowChangeBattleSpeed
    • P->BattleCommandMenuActor
      • SelectCommand
        • ID
        • AbilityType
        • AbilityUseType
        • CostType
        • CostValue
        • HitRatio
        • CriticalRatio
        • CriticalPower
        • AbilityRatio
        • EnableDiffusion
        • EnableReflection
        • EnableCounter
        • EnableHideOut
        • EnableRepeat
        • EnableCover
        • EnableProvoke
        • EnableDisableMagic
        • EnableEnchant
        • EnableChaseAttack
        • EnableWeakCheckAll
        • EnableNormalAttackAll
        • EnableSession
        • EnableBusinessSupport
        • EnableForceWeakness
        • EnableNoUseMaterial
        • EnableSwitchWeapon
        • EnableCompensationMagic
        • EnableExcitement
        • SongAbilityFlag
        • DanceAbilityFlag
        • EnableAutoTameMonster
    • DebugPlayerInvisible
    • DebugEnemyInvisible
    • DebugResultExpRatio
    • DebugResultJPRatio
    • DebugResultMoneyRatio
    • DebugResultDropRatio
    • DebugDisableDamageRandom
  • Pointer->EncountManager
    • HasActiveEncount
    • StepCount
    • RandomStepA
    • EncountStepMin
    • RandomStepB
    • EncountEnable
    • PrePlayerPos.X
    • PrePlayerPos.Y
    • PrePlayerPos.Z

<addresses>
  • UE version
  • NamePoolData
  • GUObjectArray
    • pointer
View update history
Aug 13, 2023: Edit 0:
Find other contributions
How to merge with other contributions
Note:
  • We cannot provide support for issues caused by merging, it just shows you how.
    If you can't do that, give up or work it out yourself.
Method:
  • Place them anywhere under my main script. (invalid under <settings>)
    That way Save/Load Checkbox States works equally well for other contributions.

    Image
Replies:
  • dustinrnee wrote:
    Sat Dec 28, 2024 12:21 pm
    panteragnr wrote:
    Tue Dec 31, 2024 1:44 am
    Hi there. I got my free time, just updated my table. Try latest table above & have fun.

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 2:05 am
by doc_haz
Thank you!

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 9:50 am
by sonycman
Great table, thanks!
But no 100% steal?

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 2:21 pm
by sonycman
There is some variable named Debug_SetIsForceSuccessFC - Field Command Force Success.
Could it be used to set 100% success rate to Steal, Scrutinize and other path actions?

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 7:06 pm
by toolsmax
Thanks very much for the table! The records are comprehensive, and the scripts are elegant!
Yet I got some problems trying to use some of the variables. I tried to trace the functions that edit specific fields, but it was only two lines of code. I tried to trace up several layers of functions, but they were all weird and abnormal, and I couldn't find anything useful. Is this because of the anti-cheat problem? How do you get around this protection when making the cheats?
Thanks again!

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 8:14 pm
by Octopotu
sonycman wrote:
Sat Feb 25, 2023 2:21 pm
There is some variable named Debug_SetIsForceSuccessFC - Field Command Force Success.
Could it be used to set 100% success rate to Steal, Scrutinize and other path actions?
I've haven't found a 100% path on this Table nor Raynard's, there's one on Raynard table but it doesn't work for me at least, what i've done with this table is go to misc -> town data list and set the value to 25 con onnectionValue for the town you're for, that 25 means that you'll have 5 tries all time, so basically infinite, yeah stealing a 3% would suck, but at least is faster

If you only want to use it to steal, you can set Thorone lvl to 100, steal and set it back to where it was before, stats won't go up just set hte level on playable character data editor

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 10:04 pm
by sonycman
Octopotu
Check mine 100% path action:
OT2 Field Command Always Success.CT
(847 Bytes) Downloaded 1419 times
It should be working fine.
I've patched script bytecode directly to force GetRandomForFC() function return always zero.
Damn that engine :cry:

Re: OCTOPATH TRAVELER II

Posted: Sat Feb 25, 2023 11:17 pm
by Octopotu
sonycman wrote:
Sat Feb 25, 2023 10:04 pm
Octopotu
Check mine 100% path action: OT2 Field Command Always Success.CT
It should be working fine.
I've patched script bytecode directly to force GetRandomForFC() function return always zero.
Damn that engine :cry:
Works like a charm, thanks!

Re: OCTOPATH TRAVELER II

Posted: Wed Mar 08, 2023 12:55 pm
by noctiscepheus
does not working in steam deck :( is there a way to make it work there?

Re: OCTOPATH TRAVELER II

Posted: Tue Mar 14, 2023 11:27 am
by Test41251
Is it possible for there to rebattle bosses, like the final boss, secret boss, etc. By changing their flags(?) to where we can fight them again

Re: OCTOPATH TRAVELER II

Posted: Tue Mar 28, 2023 2:06 am
by Kokuhane
Thank you so much!
However, I'm having problems getting the multipliers (Money, EXP and JP) working. Everything else is working perfectly.

Re: OCTOPATH TRAVELER II

Posted: Thu Aug 10, 2023 12:23 pm
by quang.billy.79
update plss

Re: OCTOPATH TRAVELER II

Posted: Sat Aug 12, 2023 8:00 am
by quang.billy.79
Thank you so much it works for the newest version!

Also, could you add some options below, especially 100% Steal in Battle? I tried to comment on Raynard's post and message him to update the table, but it seems like he completed the game and won't come back to update his table.

Your table has already had most of the options from his table, but I really appreciate it if you could add some of the options from his table to yours too.

Some options like in below
Image

Re: OCTOPATH TRAVELER II

Posted: Sat Aug 12, 2023 2:34 pm
by carlskie
Hi is it possible to always have 1 hp with this trainer?

Re: OCTOPATH TRAVELER II

Posted: Sat Aug 12, 2023 3:28 pm
by cedricksonz
The multiplier still not working