Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

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Impala
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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by Impala »

Noire Blackheart wrote:
Tue Sep 24, 2019 10:58 pm
Not sure if i can mention it here, but Flings trainer has speed up, inf stamina, stealth mode and damage muli, i tend to use it side by side with this table, if i cant mention it, then please removed this post.
Stealth mode I imagine is no aggro from monsters, someone else posted that in a table on page 4 I think

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

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by DrummerIX »

I came up with an Infinite Familiar Stamina option in this update. I am passed the trials and can now tame familiars. I plan on working on options for that tomorrow but it might be tomorrow night before I have time to post anything. Stay tuned. It's in EDIT 4.0 on the first page.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by Cielos »

another "ignore" asm script...
I just can't help to over-complicate things...

ignore Guilders
- buy anything in any amount from shop regardless of your remaining Guilders.
- Guilders would still be decreased until it reaches zero when you buy stuff.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4235</ID>
      <Description>"ignore Guilders"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(moneyReadAOB,"NinoKuni_WotWW_Remastered.exe",74 ** C6 ** ** ** ** 8B ** ** ** 00 00 4C ** ** ** 49 ** ** ** 48 ** ** ** 49)
registersymbol(moneyReadAOB)

label(dsca)
registersymbol(dsca)

alloc(newmem,2048,moneyReadAOB+7) //"NinoKuni_WotWW_Remastered.exe"+9894D5)
label(returnhere)
label(originalcode_moneyReadAOB)
registersymbol(originalcode_moneyReadAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov r8,dsca
mov byte ptr [r8],1

originalcode_moneyReadAOB:
readmem(moneyReadAOB+7,6)
//mov edx,[rax+000008F8]

exit:
jmp returnhere

///
dsca:
dd 0
///

moneyReadAOB+7: //"NinoKuni_WotWW_Remastered.exe"+9894D5:
jmp newmem
nop
returnhere:

///**********************************************///
aobscanmodule(someMemCopy1aAOB,"NinoKuni_WotWW_Remastered.exe",74 ** 48 ** ** ** 48 ** ** ** 48 ** ** ** 4C ** ** ** ** ** ** ** 45 ** ** 49 ** ** ** 48 ** ** ** 49 ** ** ** 8B ** ** 41 ** ** 0F ** ** ** 73)
registersymbol(someMemCopy1aAOB)

alloc(newmem2,2048,someMemCopy1aAOB+1d) //"NinoKuni_WotWW_Remastered.exe"+B1CBE4)
label(returnhere2)
label(originalcode2_someMemCopy1aAOB)
registersymbol(originalcode2_someMemCopy1aAOB)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,dsca
cmp byte ptr [rax],1
jne @f
inc [rax]
jmp end2

@@:
cmp byte ptr [rax],4
jne @f
inc [rax]
jmp end2

@@:
cmp byte ptr [rax],7
jne @f
inc [rax]
jmp end2

@@:
mov byte ptr [rax],0

end2:

originalcode2_someMemCopy1aAOB:
readmem(someMemCopy1aAOB+1d,8)
//mov rax,[rdx-08]
//mov [r8+08],rax

exit2:
jmp returnhere2

///

someMemCopy1aAOB+1d: //"NinoKuni_WotWW_Remastered.exe"+B1CBE4:
jmp newmem2
nop 3
returnhere2:

///**********************************************///
aobscanmodule(someMemCopy1bAOB,"NinoKuni_WotWW_Remastered.exe",48 ** ** ** C7 ** ** ** ** ** ** 4C ** ** ** A9 ** ** ** ** EB)
registersymbol(someMemCopy1bAOB)

alloc(newmem3,2048,someMemCopy1bAOB) //"NinoKuni_WotWW_Remastered.exe"+B1CC23)
label(returnhere3)
label(originalcode3_someMemCopy1bAOB)
registersymbol(originalcode3_someMemCopy1bAOB)
label(exit3)

newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
mov rcx,dsca
cmp byte ptr [rcx],2
jne @f
inc [rcx]
jmp end3

@@:
cmp byte ptr [rcx],5
jne @f
inc [rcx]
jmp end3

@@:
cmp byte ptr [rcx],8
jne @f
inc [rcx]
jmp end3

@@:
mov byte ptr [rcx],0

end3:

originalcode3_someMemCopy1bAOB:
readmem(someMemCopy1bAOB,11)
//mov rcx,[rdx-08]
//mov [rdx-10],01000001

exit3:
jmp returnhere3

///

someMemCopy1bAOB: //"NinoKuni_WotWW_Remastered.exe"+B1CC23:
jmp newmem3
nop 6
returnhere3:

///**********************************************///
aobscanmodule(someMemCopy2AOB,"NinoKuni_WotWW_Remastered.exe",74 ** 49 ** ** ** 49 ** ** 48 ** ** ** 49 ** ** ** 44 ** ** 48 ** ** ** 48 ** ** ** ** 48 ** ** ** 8B ** ** ** 89 ** F7)
registersymbol(someMemCopy2AOB)

alloc(newmem4,2048,someMemCopy2AOB+18) //"NinoKuni_WotWW_Remastered.exe"+B1A1D2)
label(returnhere4)
label(originalcode4_someMemCopy2AOB)
registersymbol(originalcode4_someMemCopy2AOB)
label(exit4)

newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,dsca
cmp byte ptr [rax],3
jne @f
inc [rax]
jmp end4

@@:
cmp byte ptr [rax],6
jne @f
inc [rax]
jmp end4

@@:
cmp byte ptr [rax],9
jne @f
inc [rax]
jmp end4

@@:
mov byte ptr [rax],0

end4:

originalcode4_someMemCopy2AOB:
readmem(someMemCopy2AOB+18,5)
//mov rax,[rsp+48]

exit4:
jmp returnhere4

///

someMemCopy2AOB+18: //"NinoKuni_WotWW_Remastered.exe"+B1A1D2:
jmp newmem4
returnhere4:

///**********************************************///
aobscanmodule(someMemCmp1AOB,"NinoKuni_WotWW_Remastered.exe",48 ** ** ** 4D ** ** ** 33 ** 49 ** ** 0F 84)
registersymbol(someMemCmp1AOB)

alloc(newmem5,2048,someMemCmp1AOB) //"NinoKuni_WotWW_Remastered.exe"+B1770E)
label(returnhere5)
label(originalcode5_someMemCmp1AOB)
registersymbol(originalcode5_someMemCmp1AOB)
label(exit5)

newmem5: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov rax,dsca
cmp byte ptr [rax],4
je ismechk5
cmp byte ptr [rax],d
je ismechkinq5
cmp byte ptr [rax],9
jbe dscareset5
cmp byte ptr [rax],e
jge dscareset5
jmp dscainc5

ismechk5:
db 49
readmem(someMemCmp1AOB+5,3)
//mov rax,[r8+8]
db 48 39 42
readmem(someMemCmp1AOB+3,1)
//cmp [rdx+8],rax
jge @f
db 48 89 42
readmem(someMemCmp1AOB+3,1)
//mov [rdx+8],rax
@@:
jmp dscareset5

ismechkinq5:
readmem(someMemCmp1AOB,2)
db 42
readmem(someMemCmp1AOB+3,1)
//mov rax,[rdx+8]
db 49 39
readmem(someMemCmp1AOB+6,2)
//cmp [r8+8],rax
jge @f
db 49 89
readmem(someMemCmp1AOB+6,2)
//mov [r8+8],rax

dscareset5:
mov rax,dsca
mov byte ptr [rax],0
jmp end5

dscainc5:
inc [rax]

end5:
pop rax

originalcode5_someMemCmp1AOB:
readmem(someMemCmp1AOB,8)
//mov rdx,[rdx+08]
//mov r8,[r8+08]

exit5:
jmp returnhere5

///

someMemCmp1AOB: //"NinoKuni_WotWW_Remastered.exe"+B1770E:
jmp newmem5
nop 3
returnhere5:

///**********************************************///
aobscanmodule(moneyWriteOnChangeAOB,"NinoKuni_WotWW_Remastered.exe",73 0A C7 ** ** ** 00 00 00 00 00 00 01 ** ** ** 00 00)
registersymbol(moneyWriteOnChangeAOB)

alloc(newmem6,2048,moneyWriteOnChangeAOB+c) //"NinoKuni_WotWW_Remastered.exe"+86C780)
label(returnhere6)
label(originalcode6_moneyWriteOnChangeAOB)
registersymbol(originalcode6_moneyWriteOnChangeAOB)
label(exit6)

newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
db 8B 8F
readmem(moneyWriteOnChangeAOB+e,4)
//mov ecx,[rdi+8f8]
add ecx,ebp
test ecx,ecx //
jge @f       //or just jns
xor ecx,ecx
@@:
db 89 8F
readmem(moneyWriteOnChangeAOB+e,4)
//mov [rdi+8f8],ecx
jmp exit6

originalcode6_moneyWriteOnChangeAOB:
readmem(moneyWriteOnChangeAOB+c,6)
//add [rdi+000008F8],ebp

exit6:
jmp returnhere6

///

moneyWriteOnChangeAOB+c: //"NinoKuni_WotWW_Remastered.exe"+86C780:
jmp newmem6
nop
returnhere6:

///**********************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
moneyReadAOB+7: //"NinoKuni_WotWW_Remastered.exe"+9894D5:
readmem(originalcode_moneyReadAOB,6)
//db 8B 90 F8 08 00 00
//Alt: mov edx,[rax+000008F8]
unregistersymbol(originalcode_moneyReadAOB)

unregistersymbol(dsca)

///**********************************************///
dealloc(newmem2)
someMemCopy1aAOB+1d: //"NinoKuni_WotWW_Remastered.exe"+B1CBE4:
readmem(originalcode2_someMemCopy1aAOB,8)
//db 48 8B 42 F8 49 89 40 08
//Alt: mov rax,[rdx-08]
//Alt: mov [r8+08],rax
unregistersymbol(originalcode2_someMemCopy1aAOB)

///**********************************************///
dealloc(newmem3)
someMemCopy1bAOB: //"NinoKuni_WotWW_Remastered.exe"+B1CC23:
readmem(originalcode3_someMemCopy1bAOB,11)
//db 48 8B 4A F8 C7 42 F0 01 00 00 01
//Alt: mov rcx,[rdx-08]
//Alt: mov [rdx-10],01000001
unregistersymbol(originalcode3_someMemCopy1bAOB)

///**********************************************///
dealloc(newmem4)
someMemCopy2AOB+18: //"NinoKuni_WotWW_Remastered.exe"+B1A1D2:
readmem(originalcode4_someMemCopy2AOB,5)
//db 48 8B 44 24 48
//Alt: mov rax,[rsp+48]
unregistersymbol(originalcode4_someMemCopy2AOB)

///**********************************************///
dealloc(newmem5)
someMemCmp1AOB: //"NinoKuni_WotWW_Remastered.exe"+B1770E:
readmem(originalcode5_someMemCmp1AOB,8)
//db 48 8B 52 08 4D 8B 40 08
//Alt: mov rdx,[rdx+08]
//Alt: mov r8,[r8+08]
unregistersymbol(originalcode5_someMemCmp1AOB)

///**********************************************///
dealloc(newmem6)
moneyWriteOnChangeAOB+c: //"NinoKuni_WotWW_Remastered.exe"+86C780:
readmem(originalcode6_moneyWriteOnChangeAOB,6)
//db 01 AF F8 08 00 00
//Alt: add [rdi+000008F8],ebp
unregistersymbol(originalcode6_moneyWriteOnChangeAOB)

///**********************************************///
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
- copy the above codes.
- highlight an entry on your table, press Ctrl-V.
- save the table.

DrummerIX
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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by DrummerIX »

To facilitate getting any familiar you want, I came up with an Override Get Familiar option that works when you exchange tickets with Solomon or when capturing a familiar in the wild. The default name and type it says doesn't change, but the familiar added to your stash is the override one when you have the option activated and choose one. I think it works out fairly well. Enjoy! It's in EDIT 4.5.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by DiehauserDiablos »

DrummerIX wrote:
Wed Sep 25, 2019 3:54 pm
To facilitate getting any familiar you want, I came up with an Override Get Familiar option that works when you exchange tickets with Solomon or when capturing a familiar in the wild. The default name and type it says doesn't change, but the familiar added to your stash is the override one when you have the option activated and choose one. I think it works out fairly well. Enjoy! It's in EDIT 4.5.
I am very happy that you were able to do this so quickly I am already trying it getting the team I want to play the game with and so far it is working perfectly, thank you very much for this!

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by acecel »

I was about to ask for a script to increase the chance of being able to tame a familiar as it always never happen for me :p

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by DrummerIX »

I was able to improve things with Override Get Familiar when exchanging tickets. It now puts the default name of the Override Familiar you selected when exchanging tickets with Solomon. Capturing wild familiar's still doesn't change the default name or type it says but it overrides it when it puts it in your stash. I think the easiest way to get familiars with the table is use Override Shop and give yourself however many tickets you want familiars for and then use Override Get Familiar as you exchange them with Solomon. It's in EDIT 4.6.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by acecel »

DrummerIX wrote:
Wed Sep 25, 2019 6:02 pm
I was able to improve things with Override Get Familiar when exchanging tickets. It now puts the default name of the Override Familiar you selected when exchanging tickets with Solomon. Capturing wild familiar's still doesn't change the default name or type it says but it overrides it when it puts it in your stash. I think the easiest way to get familiars with the table is use Override Shop and give yourself however many tickets you want familiars for and then use Override Get Familiar as you exchange them with Solomon. It's in EDIT 4.6.
Ah i didn't knew we could edit the number of ticket with the table, i admit this is awesome and way more easy this way ! :D

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by Noire Blackheart »

Great work as usual Drummer, hope you are enjoying the game so far as well because its a long one, some side quests require certian familars so the override familar is going to help massivly.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by Kamse »

I've updated from v3.6 to 4.6 and Monster Drop All Items seems to be broken, i used to get all items on 3.6 and now, only the 1st one.
I tried several times and monsters only drop 1 kind of item.
Can somebody confirm it ?

Edit:
Nevermind, it seems to work back as expected... my bad.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by KS212 »

DrummerIX wrote:
Wed Sep 25, 2019 3:54 pm
To facilitate getting any familiar you want, I came up with an Override Get Familiar option that works when you exchange tickets with Solomon or when capturing a familiar in the wild. The default name and type it says doesn't change, but the familiar added to your stash is the override one when you have the option activated and choose one. I think it works out fairly well. Enjoy! It's in EDIT 4.5.
This is a lot better than having to catch them! Thanks!

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by DrummerIX »

Added the ability to add spells to your spell list in EDIT 4.7. I am not sure what else I will be working on, but may just continue playing the game. The table has many things needed already.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by KS212 »

DrummerIX wrote:
Thu Sep 26, 2019 1:21 am
Added the ability to add spells to your spell list in EDIT 4.7. I am not sure what else I will be working on, but may just continue playing the game. The table has many things needed already.
Can you please look at an 'Always Miracle Move available' option?

EDIT: The add Spell option seems to be a bit glitchy when trying to add the ultimate spell Astra... for some reason it keeps adding Mornstar instead.

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by eugene9 »

KS212 wrote:
Thu Sep 26, 2019 2:07 am
DrummerIX wrote:
Thu Sep 26, 2019 1:21 am
Added the ability to add spells to your spell list in EDIT 4.7. I am not sure what else I will be working on, but may just continue playing the game. The table has many things needed already.
Can you please look at an 'Always Miracle Move available' option?

EDIT: The add Spell option seems to be a bit glitchy when trying to add the ultimate spell Astra... for some reason it keeps adding Mornstar instead.
A quick question: with the add spell option, is it possible to add any spell to any character? Even those spells casted by familiars?

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Re: Ni No Kuni Wrath of the White Witch Remastered (Steam) (Released September 2019)

Post by KS212 »

eugene9 wrote:
Thu Sep 26, 2019 8:14 am


A quick question: with the add spell option, is it possible to add any spell to any character? Even those spells casted by familiars?
I just tested this. No, you can't add Familiar only spells as they don't have a Spellbook entry.

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