Oh dear, I thought you figured this one by now. There are 4 traits on an item, the last one is Super Trait. ID offset is next to ID of 3rd trait, Level offset is next to Level of 3rd trait. This one also uses ID for other traits. Literally the 4th trait.
In case anyone is wondering about the CC stat on item, it's actually an "offset" against the base value, which can go negative. For example, an item has base CC 3 and you set CC stat to -1 (255 in unsigned byte), it becomes 2. Basically, set this to -127 (or 128) to have CC 1 for all items (since these are capped at 1). This address should really show signed byte instead.
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
Pointers for Gems, Shards, Money, Gold, SP and secret keys usage.
Scripts:
inf Secret Key uses
Godmode/ no hit + OHK
Stop food timer
Always use Skill. Ignores AP points
inf use Order Drive
inf Item ( selling/using?) v2 (turn off when epuipping secret keys?? clones them ) not for synthesis!
v2: Fix the godmode? small update on the order script
v3: Added WT(no wait time battle), and a tactic level script
v4: Fatal Drive script , Time of day!! and Puni pet XP and Level pointer
v5: Fixes for update v1.1.0
v6: inf Key timer in battle, Stealth, No item lost for synthesis and updated/fix the godmode.
Hey, first of all, I appreciate the item highlight editor. But I find this is rather.... inconvenient for me to go to container/storage, edit the item then back synthesize.
So I decided to write my own script to find the highlighted item inside the synthesis menu.
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(item_highlight_synth,$process,48 8B 8B A8 00 00 00 48 8D 53) // should be unique
alloc(newmem,$1000,item_highlight_synth)
alloc(pointer_item_synth,8,item_highlight_synth)
pointer_item_synth:
dq #0
label(code return)
registersymbol(item_highlight_synth pointer_item_synth)
newmem:
mov [pointer_item_synth],rsi
code:
mov rcx,[rbx+000000A8]
jmp return
item_highlight_synth:
jmp newmem
nop 2
return:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
item_highlight_synth:
db 48 8B 8B A8 00 00 00
unregistersymbol(*)
dealloc(*)
{
// ORIGINAL CODE - INJECTION POINT: 140413197
140413172: 48 8D 4B 10 - lea rcx,[rbx+10]
140413176: E8 E5 CA 26 00 - call 14067FC60
14041317B: EB 17 - jmp 140413194
14041317D: 48 8D 53 13 - lea rdx,[rbx+13]
140413181: 41 B8 7D 00 00 00 - mov r8d,0000007D
140413187: 48 8D 4E 03 - lea rcx,[rsi+03]
14041318B: E8 60 20 EA 00 - call 1412B51F0
140413190: 85 C0 - test eax,eax
140413192: 74 54 - je 1404131E8
140413194: 0F 10 06 - movups xmm0,[rsi]
// ---------- INJECTING HERE ----------
140413197: 48 8B 8B A8 00 00 00 - mov rcx,[rbx+000000A8]
// ---------- DONE INJECTING ----------
14041319E: 48 8D 53 10 - lea rdx,[rbx+10]
1404131A2: 0F 11 02 - movups [rdx],xmm0
1404131A5: 0F 10 4E 10 - movups xmm1,[rsi+10]
1404131A9: 0F 11 4A 10 - movups [rdx+10],xmm1
1404131AD: 0F 10 46 20 - movups xmm0,[rsi+20]
1404131B1: 0F 11 42 20 - movups [rdx+20],xmm0
1404131B5: 0F 10 4E 30 - movups xmm1,[rsi+30]
1404131B9: 0F 11 4A 30 - movups [rdx+30],xmm1
1404131BD: 0F 10 46 40 - movups xmm0,[rsi+40]
1404131C1: 0F 11 42 40 - movups [rdx+40],xmm0
}
The item address/pointer is stored in pointer_item_synth symbol.
Hope this helps those who have the same issue as me.
Please, how do I use this?
I've tried duplicating the Item editor then changing the enable script to his, then set the Base pointer to refer to pointer_item_synth, but I can't get it to work.
Edit: Nevermind, now it worked. For those interedted, just past it inside table.
Hmm, i wonder how to get "inf hollow key usage" inf secret key uses doesn't seem to apply for that. It resets by going back to Atelier, but not sure how to keep it infinite?
inf hp seems not working or maybe i dont used it properly? already choose inf hp dropdown and damage to enemy and ally change to 0. Ryza still taking damage.
I'm experiencing the same issue with Raynard's table. Whoever the leader is takes damage regardless if I choose Inf HP or choose Damage Multiplier and set Ally Damage to 0.
Update: Looks like V17 fixed the issue with the leader not being invulnerable. Thanks.
Pointers for Gems, Shards, Money, Gold, SP and secret keys usage.
Scripts:
inf Secret Key uses
Godmode/ no hit + OHK
Stop food timer
Always use Skill. Ignores AP points
inf use Order Drive
inf Item ( selling/using?) v2 (turn off when epuipping secret keys?? clones them ) not for synthesis!
If you look around the secret key pointers you can change more. I changed a key to a book...lol
Have fun.
Godmode crashes the game as soon as I press the B button in combat.
Last edited by Paragon21XX on Mon Mar 27, 2023 12:42 am, edited 1 time in total.
Here's easy quest completion. I recall this causing problems for people in Ryza 2 who just left it on the entire game. Meaning don't leave it on, and backup your saves. Use it at your own risk:
Heads up for anyone using zachillios' max alchemy node scripts: if the node isn't maxing, open the script and find mov [rcx+04],#9 and change the #9 to whatever number you want or need.
Hi, the new version table "damage multiplier" script cause some enemy invincible, at least, the blue slime at Flower Ring. I only turn on damage multiplier script and only set take damage from enemy is 0.001, old version (near V9 version) don't have this problem.
Hi, the new version table "damage multiplier" script cause some enemy invincible, at least, the blue slime at Flower Ring. I only turn on damage multiplier script and only set take damage from enemy is 0.001, old version (near V9 version) don't have this problem.
I found the same and traced it down to those enemies also having IDs less than 9 (Red Puni is 2, same as Lent). Script just needs to be corrected to check offset F4 to be less than 5 since all enemies have a sort order value of FFFFFFFF (change all instances of "cmp [rbx+F8],9" to "cmp [rbx+F4],5" in the script).
The "damage multiplier" issue has been fixed, thanks but there is other issue for "Send gather items directly to the container". The scenario is : when you forget to turn on the script before collect materials in dungeon, after collect some materials and turn on the script, when you back to the atelier the script will cause container full.