Atelier Lydie & Suelle

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zachillios
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Re: Atelier Lydie & Suelle

Post by zachillios »

Updated OP. Added Stufy's stuff, and also added Alt's stats!

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

zachillios
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Re: Atelier Lydie & Suelle

Post by zachillios »

Woop, sorry for the double post. Updated the table again and this time it has in battle stats for all the characters, you can lock your hp for infinite and crank up your attack to high levels for big damage. Note that they reset after each value, and in order for the values to populate, you need to actually be in a fight. Someone with more skill than me could hopefully make a script for them. They're all pointers so they should work, lemme know if they do anything wonky. I'll add the other characters when I get them. Enjoy!

Valatros
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Re: Atelier Lydie & Suelle

Post by Valatros »

These codes are to edit everything I know how to edit so far in the basket, for slots 1-50. I have a script to generate these, and they're all pointers (please be patch proof) so should work fine. Note that these are for viewing data and modifying individual items, rather than for bulk modifying the basket or what have you. You CAN do that, but they're not super efficient for it.

Currently modifiable: Item ID, Quality, Traits 1-3, Effects 1-3 (effect 4 doesn't seem to be where it should, if it actually exists at all; might just be intentional blank space??? i need to find an item with four effects to be certain), and Usage. Components should be both modifiable and somewhere between effect 3 and usage, but that's more than I've got time for and not my kinda code. Feel free to just copy+paste the header into any cheat table you're using to append it, or to append it to the main post if you want it there.

It IS hypothetically possible to do this for the container and/or harvest equipment, but as of this moment I do not intend to extend it that far. This list is just an early way to manually cheat, and primarily for making it easy to find digits on anything in your basket.

The Lua script I used to make these without killing myself is in the tag below. This is just for future reference both if the basket extends and I need to edit it, and so that I can find it to append dropdown menus and component data to the list. Also because... I lose scripts all the time and putting it here means I'll actually be able to find it next time I decide to update the damn thing.

Code: Select all

local al = getAddressList()

local base = al.createMemoryRecord()
base.Description = "Basket Mod Codes"
base.IsGroupHeader = true
base.options = "[moHideChildren]"

local addr = "Atelier_Lydie_and_Suelle.exe+00E69B28"
local offsetItemID = 0x2
local offsetQuality = 0x4
local offsetTrait1 = 0x6
local offsetTrait2 = 0x8
local offsetTrait3 = 0xA
local offsetEffect1 = 0xC
local offsetEffect2 = 0xE
local offsetEffect3 = 0x10
local offsetUsage = 0x20
local slotnum = 1
for i = 1, 50 do
  local recHeader = al.createMemoryRecord()
  local recItemID = al.createMemoryRecord()
  local recQuality = al.createMemoryRecord()
  local recTrait1 = al.createMemoryRecord()
  local recTrait2 = al.createMemoryRecord()
  local recTrait3 = al.createMemoryRecord()
  local recEffect1 = al.createMemoryRecord()
  local recEffect2 = al.createMemoryRecord()
  local recEffect3 = al.createMemoryRecord()
  local recUsage = al.createMemoryRecord()
  local headertxt = string.format("Basket Slot %d", slotnum)
  
  recHeader.Description = headertxt
  recHeader.isGroupHeader = true
  recHeader.appendToEntry(base)
  recHeader.options = "[moHideChildren]"

  recItemID.Description = "Item ID"
  recItemID.Address = addr
  recItemID.OffsetCount = 1
  recItemID.Offset[0] = offsetItemID
  recItemID.appendToEntry(recHeader)
  recItemID.type = vtWord
  
  recQuality.Description = "Quality"
  recQuality.Address = addr
  recQuality.OffsetCount = 1
  recQuality.Offset[0] = offsetQuality
  recQuality.appendToEntry(recHeader)
  recQuality.type = vtWord

  recTrait1.Description = "Trait Slot 1"
  recTrait1.Address = addr
  recTrait1.OffsetCount = 1
  recTrait1.Offset[0] = offsetTrait1
  recTrait1.appendToEntry(recHeader)
  recTrait1.type = vtWord

  recTrait2.Description = "Trait Slot 2"
  recTrait2.Address = addr
  recTrait2.OffsetCount = 1
  recTrait2.Offset[0] = offsetTrait2
  recTrait2.appendToEntry(recHeader)
  recTrait2.type = vtWord

  recTrait3.Description = "Trait Slot 3"
  recTrait3.Address = addr
  recTrait3.OffsetCount = 1
  recTrait3.Offset[0] = offsetTrait3
  recTrait3.appendToEntry(recHeader)
  recTrait3.type = vtWord

  recEffect1.Description = "Item Effect Slot 1"
  recEffect1.Address = addr
  recEffect1.OffsetCount = 1
  recEffect1.Offset[0] = offsetEffect1
  recEffect1.appendToEntry(recHeader)
  recEffect1.type = vtWord

  recEffect2.Description = "Item Effect Slot 2"
  recEffect2.Address = addr
  recEffect2.OffsetCount = 1
  recEffect2.Offset[0] = offsetEffect2
  recEffect2.appendToEntry(recHeader)
  recEffect2.type = vtWord

  recEffect3.Description = "Item Effect Slot 3"
  recEffect3.Address = addr
  recEffect3.OffsetCount = 1
  recEffect3.Offset[0] = offsetEffect3
  recEffect3.appendToEntry(recHeader)
  recEffect3.type = vtWord

  recUsage.Description = "Item Usage Count"
  recUsage.Address = addr
  recUsage.OffsetCount = 1
  recUsage.Offset[0] = offsetUsage
  recUsage.appendToEntry(recHeader)
  recUsage.type = vtByte
  
  
  offsetItemID = offsetItemID + 0x26
  offsetQuality = offsetQuality + 0x26
  offsetTrait1 = offsetTrait1 + 0x26
  offsetTrait2 = offsetTrait2 + 0x26
  offsetTrait3 = offsetTrait3 + 0x26
  offsetEffect1 = offsetEffect1 + 0x26
  offsetEffect2 = offsetEffect2 + 0x26
  offsetEffect3 = offsetEffect3 + 0x26
  offsetUsage = offsetUsage + 0x26
  slotnum = slotnum + 1
end
Attachments
BasketModAtelierlydie.CT
(534.35 KiB) Downloaded 42 times

Valatros
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Re: Atelier Lydie & Suelle

Post by Valatros »

gvargas wrote:
Wed Mar 28, 2018 3:26 pm
zachillios wrote:
Wed Mar 28, 2018 2:40 pm
tontsa00 wrote:
Wed Mar 28, 2018 2:32 pm
Sure wish that options from previous Atelier games, Sophie and Firis would work with Lydie&Suelle game :)
Definitely. I think the main option that would be worth looking into at the moment is item editing, since this series is so reliant on it.
Updated the table with more character stats.
Thanks for merging our work Zach, I gladly offer to work on that item table, just give us an easy way to keep changing the items ids and we will fill the values for you in a shared document like we did with Sophie and Firis... :D
Oh thank god you want to do this, this was my least favorite part of Firis. Go ahead and grab my basket editor and make the list, I'll add it in once it's got some headway. Fair warning traits seem to be... odd, so far. "Higher" traits come out as gibberish; my pet theory is I have to unlock them to enable them somehow.

Valatros
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Re: Atelier Lydie & Suelle

Post by Valatros »

As a separate request, anyone made any progress finding Synthesis related data? I'd like to edit quality, effect levels, etcetera mid synth (or at least a code to max them?) but I can't even find the basic values for the life of me. Definitely moves around, unfortunately. That or I'm going about it wrong.

zachillios
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Re: Atelier Lydie & Suelle

Post by zachillios »

OP Updated! Added in Valatros stuff, also added Sophie's stats and her battle pointers. After getting a 6th character, it messed all the old ones up so I fixed them. I also added a character model mod in. Most of the characters are glitched and T stance when you change to them, but Firis mostly works. Let me know if anything isn't working!

Valatros
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Re: Atelier Lydie & Suelle

Post by Valatros »

Got frustrated as hell with my attempt at finding consistent pointers for Synthesis codes and went back and added Component editing to my basket modifying codes. So easy to find and edit the synthesis effect values on a case-by-case basis but leave the synth menu and go back and it's start all over again every friggin time. Aggravating.

Anyway, updated list and list-maker below. The components DO go very high, I've safely set it to over 600, but I set it to 10000 and it crashed. 65535 is "blank". Unfortunately there's no rhyme or reason to the order of the components as far as I can tell, though the numbers around the 180's did have a LOT of components which I found handy, lacking a proper synthesis code. Not likely to be a very useful thing to edit, in the long term, but I do feel better having successfully accomplished that much at least after my failure with the synthesis codes.

Code: Select all

local al = getAddressList()

local base = al.createMemoryRecord()
base.Description = "Basket Mod Codes"
base.IsGroupHeader = true
base.options = "[moHideChildren]"

local addr = "Atelier_Lydie_and_Suelle.exe+00E69B28"
local offsetItemID = 0x2
local offsetQuality = 0x4
local offsetTrait1 = 0x6
local offsetTrait2 = 0x8
local offsetTrait3 = 0xA
local offsetEffect1 = 0xC
local offsetEffect2 = 0xE
local offsetEffect3 = 0x10
local offsetComponent1 = 0x16
local offsetComponent2 = 0x18
local offsetComponent3 = 0x1A
local offsetComponent4 = 0x1C
local offsetUsage = 0x20
local slotnum = 1
for i = 1, 50 do
  local recHeader = al.createMemoryRecord()
  local recItemID = al.createMemoryRecord()
  local recQuality = al.createMemoryRecord()
  local recTrait1 = al.createMemoryRecord()
  local recTrait2 = al.createMemoryRecord()
  local recTrait3 = al.createMemoryRecord()
  local recEffect1 = al.createMemoryRecord()
  local recEffect2 = al.createMemoryRecord()
  local recEffect3 = al.createMemoryRecord()
  local recComponent1 = al.createMemoryRecord()
  local recComponent2 = al.createMemoryRecord()
  local recComponent3 = al.createMemoryRecord()
  local recComponent4 = al.createMemoryRecord()
  local recUsage = al.createMemoryRecord()
  local headertxt = string.format("Basket Slot %d", slotnum)
  
  recHeader.Description = headertxt
  recHeader.isGroupHeader = true
  recHeader.appendToEntry(base)
  recHeader.options = "[moHideChildren]"

  recItemID.Description = "Item ID"
  recItemID.Address = addr
  recItemID.OffsetCount = 1
  recItemID.Offset[0] = offsetItemID
  recItemID.appendToEntry(recHeader)
  recItemID.type = vtWord
  
  recQuality.Description = "Quality"
  recQuality.Address = addr
  recQuality.OffsetCount = 1
  recQuality.Offset[0] = offsetQuality
  recQuality.appendToEntry(recHeader)
  recQuality.type = vtWord

  recTrait1.Description = "Trait Slot 1"
  recTrait1.Address = addr
  recTrait1.OffsetCount = 1
  recTrait1.Offset[0] = offsetTrait1
  recTrait1.appendToEntry(recHeader)
  recTrait1.type = vtWord

  recTrait2.Description = "Trait Slot 2"
  recTrait2.Address = addr
  recTrait2.OffsetCount = 1
  recTrait2.Offset[0] = offsetTrait2
  recTrait2.appendToEntry(recHeader)
  recTrait2.type = vtWord

  recTrait3.Description = "Trait Slot 3"
  recTrait3.Address = addr
  recTrait3.OffsetCount = 1
  recTrait3.Offset[0] = offsetTrait3
  recTrait3.appendToEntry(recHeader)
  recTrait3.type = vtWord

  recEffect1.Description = "Item Effect Slot 1"
  recEffect1.Address = addr
  recEffect1.OffsetCount = 1
  recEffect1.Offset[0] = offsetEffect1
  recEffect1.appendToEntry(recHeader)
  recEffect1.type = vtWord

  recEffect2.Description = "Item Effect Slot 2"
  recEffect2.Address = addr
  recEffect2.OffsetCount = 1
  recEffect2.Offset[0] = offsetEffect2
  recEffect2.appendToEntry(recHeader)
  recEffect2.type = vtWord

  recEffect3.Description = "Item Effect Slot 3"
  recEffect3.Address = addr
  recEffect3.OffsetCount = 1
  recEffect3.Offset[0] = offsetEffect3
  recEffect3.appendToEntry(recHeader)
  recEffect3.type = vtWord

  recComponent1.Description = "Component Slot 1"
  recComponent1.Address = addr
  recComponent1.OffsetCount = 1
  recComponent1.Offset[0] = offsetComponent1
  recComponent1.appendToEntry(recHeader)
  recComponent1.type = vtWord
  
  recComponent2.Description = "Component Slot 2"
  recComponent2.Address = addr
  recComponent2.OffsetCount = 1
  recComponent2.Offset[0] = offsetComponent2
  recComponent2.appendToEntry(recHeader)
  recComponent2.type = vtWord
  
  recComponent3.Description = "Component Slot 3"
  recComponent3.Address = addr
  recComponent3.OffsetCount = 1
  recComponent3.Offset[0] = offsetComponent3
  recComponent3.appendToEntry(recHeader)
  recComponent3.type = vtWord
  
  recComponent4.Description = "Component Slot 4"
  recComponent4.Address = addr
  recComponent4.OffsetCount = 1
  recComponent4.Offset[0] = offsetComponent4
  recComponent4.appendToEntry(recHeader)
  recComponent4.type = vtWord
  
  
  recUsage.Description = "Item Usage Count"
  recUsage.Address = addr
  recUsage.OffsetCount = 1
  recUsage.Offset[0] = offsetUsage
  recUsage.appendToEntry(recHeader)
  recUsage.type = vtByte
  
  recUsage.Description = "Item Usage Count"
  recUsage.Address = addr
  recUsage.OffsetCount = 1
  recUsage.Offset[0] = offsetUsage
  recUsage.appendToEntry(recHeader)
  recUsage.type = vtByte
  
  
  offsetItemID = offsetItemID + 0x26
  offsetQuality = offsetQuality + 0x26
  offsetTrait1 = offsetTrait1 + 0x26
  offsetTrait2 = offsetTrait2 + 0x26
  offsetTrait3 = offsetTrait3 + 0x26
  offsetEffect1 = offsetEffect1 + 0x26
  offsetEffect2 = offsetEffect2 + 0x26
  offsetEffect3 = offsetEffect3 + 0x26
  offsetComponent1 = offsetComponent1 + 0x26
  offsetComponent2 = offsetComponent2 + 0x26
  offsetComponent3 = offsetComponent3 + 0x26
  offsetComponent4 = offsetComponent4 + 0x26
  offsetUsage = offsetUsage + 0x26
  slotnum = slotnum + 1
end
Attachments
BasketModAtelierLydieV2.CT
(240.03 KiB) Downloaded 44 times

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gvargas
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Re: Atelier Lydie & Suelle

Post by gvargas »

Thanks Zach! I did the Item Modifier for the Slot 1 of the Storage in case someone prefers to mod the items in the container... :)
Attachments
Atelier_Lydie_and_Suelle.CT
Storage Slot 1 Item Modifier
(364.12 KiB) Downloaded 42 times

Valatros
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Re: Atelier Lydie & Suelle

Post by Valatros »

Going to bed. Made a google doc real quick for people to jump in on as they please. Has seperate tabs for ID's, Traits, Effects, and Components, so if anyone wants to plug in values feel free.

[Link]

It's editable by anyone, and the steam forum is, uh, volatile, since the game is pricey, so prolly just keep it to these forums for now. Likely to be vandalized, otherwise. That said, if you don't mind toss this onto the front page with the main table, please. Gonna definitely need a group effort to get it filled out.

tontsa00
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Re: Atelier Lydie & Suelle

Post by tontsa00 »

Noticed there isn't options to edit defence/speed and equip effect. Could someone please add those values to character stat editor ?

Also how do you use basket editor, i'm at Atelier and can't do anything with basket editor ?

tontsa00
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Re: Atelier Lydie & Suelle

Post by tontsa00 »

You can download fearlessrevolution trainer from this link : [Link]

zachillios
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Re: Atelier Lydie & Suelle

Post by zachillios »

tontsa00 wrote:
Thu Mar 29, 2018 6:26 am
Noticed there isn't options to edit defence/speed and equip effect. Could someone please add those values to character stat editor ?

Also how do you use basket editor, i'm at Atelier and can't do anything with basket editor ?
You can't edit the out of battle stats and have them stick, you'd have to do pointers for the in battle ones, and that's going to take me a while to do for every single character, so I can do it, it's just going to be a bit. And as for the basket editor, you're editing your basket, not your inventory. The basket is where you put items when you're gathering outside of the Atelier. So you need to go somewhere, say the Forest, gather something, then edit it prior to returning to the atelier. Gvargas was nice enough to make it work for the first slot in your inventory, so you can either work off that, or just stick with editing the first item.

zachillios
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Re: Atelier Lydie & Suelle

Post by zachillios »

tontsa00 wrote:
Thu Mar 29, 2018 6:26 am
Noticed there isn't options to edit defence/speed and equip effect. Could someone please add those values to character stat editor ?

Also how do you use basket editor, i'm at Atelier and can't do anything with basket editor ?
You can't edit the out of battle stats and have them stick, you'd have to do pointers for the in battle ones, and that's going to take me a while to do for every single character, so I can do it, it's just going to be a bit. And as for the basket editor, you're editing your basket, not your inventory. The basket is where you put items when you're gathering outside of the Atelier. So you need to go somewhere, say the Forest, gather something, then edit it prior to returning to the atelier. Gvargas was nice enough to make it work for the first slot in your inventory, so you can either work off that, or just stick with editing the first item.
Valatros wrote:
Thu Mar 29, 2018 5:08 am
Going to bed. Made a google doc real quick for people to jump in on as they please. Has seperate tabs for ID's, Traits, Effects, and Components, so if anyone wants to plug in values feel free.

[Link]

It's editable by anyone, and the steam forum is, uh, volatile, since the game is pricey, so prolly just keep it to these forums for now. Likely to be vandalized, otherwise. That said, if you don't mind toss this onto the front page with the main table, please. Gonna definitely need a group effort to get it filled out.
I've added it to the OP.

tontsa00
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Re: Atelier Lydie & Suelle

Post by tontsa00 »

Is anyone working on container editor, so you could edit items same way as in basket, so you don't have to gather materials and edit them in basket but can also do it inside atelier.

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Re: Atelier Lydie & Suelle

Post by drac0nis »

anyone know how to make a table to adjust the synthesis effects for this game

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