Final fantasy VII Ever Crisis

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J3r3k
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Re: Final fantasy VII Ever Crisis

Post by J3r3k »

Hello there, is it updated for the new version ?

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

NeoDio40
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Re: Final fantasy VII Ever Crisis

Post by NeoDio40 »

Anyone else having insta-crash with 1-hit kill? :\

ArenGee
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Re: Final fantasy VII Ever Crisis

Post by ArenGee »

invalid DLL error

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tekknen
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Re: Final fantasy VII Ever Crisis

Post by tekknen »

Cissa90 wrote:
Fri Dec 08, 2023 11:35 am
Made a basic table.
ATB, LB, and Infinite HP scripts. See picture for full display.
Only works in Solo "offline" events. Not battle rankings or coop.

When enabling make sure to let il2cpp load fully before activating anything.

Image
"Can always use LB" was not function at least here did not see any commit about it not working
however, I made a fix for my case

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39</ID>
      <Description>"Can Always Use LB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(InstaLB,GameAssembly.dll,F3 0F 10 40 10 0F 2F 05) // should be unique
alloc(newmem,$1000,InstaLB)

label(code)
label(return)

newmem:

code:
  mov [rax+10],(float)1
  movss xmm0,[rax+10]
  jmp return

InstaLB:
  jmp newmem
return:
registersymbol(InstaLB)

[DISABLE]

InstaLB:
  db F3 0F 10 40 10

unregistersymbol(InstaLB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A9577D

GameAssembly.dll+A9574D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A95750: 75 1F                 - jne GameAssembly.dll+A95771
GameAssembly.dll+A95752: 48 8D 0D 27 43 D6 06  - lea rcx,[GameAssembly.dll+77F9A80]
GameAssembly.dll+A95759: E8 A2 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9575E: 48 8D 0D 03 A9 D7 06  - lea rcx,[GameAssembly.dll+7810068]
GameAssembly.dll+A95765: E8 96 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9576A: C6 05 FA B3 14 07 01  - mov byte ptr [GameAssembly.dll+7BE0B6B],01
GameAssembly.dll+A95771: 48 8B 83 40 01 00 00  - mov rax,[rbx+00000140]
GameAssembly.dll+A95778: 48 85 C0              - test rax,rax
GameAssembly.dll+A9577B: 74 2F                 - je GameAssembly.dll+A957AC
// ---------- INJECTING HERE ----------
GameAssembly.dll+A9577D: F3 0F 10 40 10        - movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A95782: 0F 2F 05 4F D5 75 05  - comiss xmm0,[GameAssembly.dll+61F2CD8]
GameAssembly.dll+A95789: 73 08                 - jae GameAssembly.dll+A95793
GameAssembly.dll+A9578B: 32 C0                 - xor al,al
GameAssembly.dll+A9578D: 48 83 C4 20           - add rsp,20
GameAssembly.dll+A95791: 5B                    - pop rbx
GameAssembly.dll+A95792: C3                    - ret 
GameAssembly.dll+A95793: 48 8B 83 68 01 00 00  - mov rax,[rbx+00000168]
GameAssembly.dll+A9579A: 48 85 C0              - test rax,rax
GameAssembly.dll+A9579D: 74 0D                 - je GameAssembly.dll+A957AC
GameAssembly.dll+A9579F: 80 78 10 00           - cmp byte ptr [rax+10],00
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

PaselMelon
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Re: Final fantasy VII Ever Crisis

Post by PaselMelon »

tekknen wrote:
Tue Oct 29, 2024 6:08 am
Cissa90 wrote:
Fri Dec 08, 2023 11:35 am
Made a basic table.
ATB, LB, and Infinite HP scripts. See picture for full display.
Only works in Solo "offline" events. Not battle rankings or coop.

When enabling make sure to let il2cpp load fully before activating anything.

Image
"Can always use LB" was not function at least here did not see any commit about it not working
however, I made a fix for my case

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39</ID>
      <Description>"Can Always Use LB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(InstaLB,GameAssembly.dll,F3 0F 10 40 10 0F 2F 05) // should be unique
alloc(newmem,$1000,InstaLB)

label(code)
label(return)

newmem:

code:
  mov [rax+10],(float)1
  movss xmm0,[rax+10]
  jmp return

InstaLB:
  jmp newmem
return:
registersymbol(InstaLB)

[DISABLE]

InstaLB:
  db F3 0F 10 40 10

unregistersymbol(InstaLB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A9577D

GameAssembly.dll+A9574D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A95750: 75 1F                 - jne GameAssembly.dll+A95771
GameAssembly.dll+A95752: 48 8D 0D 27 43 D6 06  - lea rcx,[GameAssembly.dll+77F9A80]
GameAssembly.dll+A95759: E8 A2 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9575E: 48 8D 0D 03 A9 D7 06  - lea rcx,[GameAssembly.dll+7810068]
GameAssembly.dll+A95765: E8 96 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9576A: C6 05 FA B3 14 07 01  - mov byte ptr [GameAssembly.dll+7BE0B6B],01
GameAssembly.dll+A95771: 48 8B 83 40 01 00 00  - mov rax,[rbx+00000140]
GameAssembly.dll+A95778: 48 85 C0              - test rax,rax
GameAssembly.dll+A9577B: 74 2F                 - je GameAssembly.dll+A957AC
// ---------- INJECTING HERE ----------
GameAssembly.dll+A9577D: F3 0F 10 40 10        - movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A95782: 0F 2F 05 4F D5 75 05  - comiss xmm0,[GameAssembly.dll+61F2CD8]
GameAssembly.dll+A95789: 73 08                 - jae GameAssembly.dll+A95793
GameAssembly.dll+A9578B: 32 C0                 - xor al,al
GameAssembly.dll+A9578D: 48 83 C4 20           - add rsp,20
GameAssembly.dll+A95791: 5B                    - pop rbx
GameAssembly.dll+A95792: C3                    - ret 
GameAssembly.dll+A95793: 48 8B 83 68 01 00 00  - mov rax,[rbx+00000168]
GameAssembly.dll+A9579A: 48 85 C0              - test rax,rax
GameAssembly.dll+A9579D: 74 0D                 - je GameAssembly.dll+A957AC
GameAssembly.dll+A9579F: 80 78 10 00           - cmp byte ptr [rax+10],00
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks so much, can you help me on how to apply that? :)

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tekknen
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Re: Final fantasy VII Ever Crisis

Post by tekknen »

PaselMelon wrote:
Wed Oct 30, 2024 5:26 pm
tekknen wrote:
Tue Oct 29, 2024 6:08 am
Cissa90 wrote:
Fri Dec 08, 2023 11:35 am
Made a basic table.
ATB, LB, and Infinite HP scripts. See picture for full display.
Only works in Solo "offline" events. Not battle rankings or coop.

When enabling make sure to let il2cpp load fully before activating anything.

Image
"Can always use LB" was not function at least here did not see any commit about it not working
however, I made a fix for my case

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39</ID>
      <Description>"Can Always Use LB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(InstaLB,GameAssembly.dll,F3 0F 10 40 10 0F 2F 05) // should be unique
alloc(newmem,$1000,InstaLB)

label(code)
label(return)

newmem:

code:
  mov [rax+10],(float)1
  movss xmm0,[rax+10]
  jmp return

InstaLB:
  jmp newmem
return:
registersymbol(InstaLB)

[DISABLE]

InstaLB:
  db F3 0F 10 40 10

unregistersymbol(InstaLB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A9577D

GameAssembly.dll+A9574D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A95750: 75 1F                 - jne GameAssembly.dll+A95771
GameAssembly.dll+A95752: 48 8D 0D 27 43 D6 06  - lea rcx,[GameAssembly.dll+77F9A80]
GameAssembly.dll+A95759: E8 A2 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9575E: 48 8D 0D 03 A9 D7 06  - lea rcx,[GameAssembly.dll+7810068]
GameAssembly.dll+A95765: E8 96 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9576A: C6 05 FA B3 14 07 01  - mov byte ptr [GameAssembly.dll+7BE0B6B],01
GameAssembly.dll+A95771: 48 8B 83 40 01 00 00  - mov rax,[rbx+00000140]
GameAssembly.dll+A95778: 48 85 C0              - test rax,rax
GameAssembly.dll+A9577B: 74 2F                 - je GameAssembly.dll+A957AC
// ---------- INJECTING HERE ----------
GameAssembly.dll+A9577D: F3 0F 10 40 10        - movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A95782: 0F 2F 05 4F D5 75 05  - comiss xmm0,[GameAssembly.dll+61F2CD8]
GameAssembly.dll+A95789: 73 08                 - jae GameAssembly.dll+A95793
GameAssembly.dll+A9578B: 32 C0                 - xor al,al
GameAssembly.dll+A9578D: 48 83 C4 20           - add rsp,20
GameAssembly.dll+A95791: 5B                    - pop rbx
GameAssembly.dll+A95792: C3                    - ret 
GameAssembly.dll+A95793: 48 8B 83 68 01 00 00  - mov rax,[rbx+00000168]
GameAssembly.dll+A9579A: 48 85 C0              - test rax,rax
GameAssembly.dll+A9579D: 74 0D                 - je GameAssembly.dll+A957AC
GameAssembly.dll+A9579F: 80 78 10 00           - cmp byte ptr [rax+10],00
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks so much, can you help me on how to apply that? :)
just click select all press Ctrl + c (@ Win user) then switch to cheat engine navigate to Enable->Script, highlight the old script then click Ctrl + v
if u do this right the old script will be overwriten, if not you will find new script with same name of the old one

ublang
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Re: Final fantasy VII Ever Crisis

Post by ublang »

tekknen wrote:
Tue Oct 29, 2024 6:08 am
Cissa90 wrote:
Fri Dec 08, 2023 11:35 am
Made a basic table.
ATB, LB, and Infinite HP scripts. See picture for full display.
Only works in Solo "offline" events. Not battle rankings or coop.

When enabling make sure to let il2cpp load fully before activating anything.

Image
"Can always use LB" was not function at least here did not see any commit about it not working
however, I made a fix for my case

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39</ID>
      <Description>"Can Always Use LB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(InstaLB,GameAssembly.dll,F3 0F 10 40 10 0F 2F 05) // should be unique
alloc(newmem,$1000,InstaLB)

label(code)
label(return)

newmem:

code:
  mov [rax+10],(float)1
  movss xmm0,[rax+10]
  jmp return

InstaLB:
  jmp newmem
return:
registersymbol(InstaLB)

[DISABLE]

InstaLB:
  db F3 0F 10 40 10

unregistersymbol(InstaLB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A9577D

GameAssembly.dll+A9574D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A95750: 75 1F                 - jne GameAssembly.dll+A95771
GameAssembly.dll+A95752: 48 8D 0D 27 43 D6 06  - lea rcx,[GameAssembly.dll+77F9A80]
GameAssembly.dll+A95759: E8 A2 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9575E: 48 8D 0D 03 A9 D7 06  - lea rcx,[GameAssembly.dll+7810068]
GameAssembly.dll+A95765: E8 96 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9576A: C6 05 FA B3 14 07 01  - mov byte ptr [GameAssembly.dll+7BE0B6B],01
GameAssembly.dll+A95771: 48 8B 83 40 01 00 00  - mov rax,[rbx+00000140]
GameAssembly.dll+A95778: 48 85 C0              - test rax,rax
GameAssembly.dll+A9577B: 74 2F                 - je GameAssembly.dll+A957AC
// ---------- INJECTING HERE ----------
GameAssembly.dll+A9577D: F3 0F 10 40 10        - movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A95782: 0F 2F 05 4F D5 75 05  - comiss xmm0,[GameAssembly.dll+61F2CD8]
GameAssembly.dll+A95789: 73 08                 - jae GameAssembly.dll+A95793
GameAssembly.dll+A9578B: 32 C0                 - xor al,al
GameAssembly.dll+A9578D: 48 83 C4 20           - add rsp,20
GameAssembly.dll+A95791: 5B                    - pop rbx
GameAssembly.dll+A95792: C3                    - ret 
GameAssembly.dll+A95793: 48 8B 83 68 01 00 00  - mov rax,[rbx+00000168]
GameAssembly.dll+A9579A: 48 85 C0              - test rax,rax
GameAssembly.dll+A9579D: 74 0D                 - je GameAssembly.dll+A957AC
GameAssembly.dll+A9579F: 80 78 10 00           - cmp byte ptr [rax+10],00
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
thx sir

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Cissa90
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Re: Final fantasy VII Ever Crisis

Post by Cissa90 »

Sorry I've been on holiday for a month, so not been keeping up to date with this one:)

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Cissa90
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Re: Final fantasy VII Ever Crisis

Post by Cissa90 »

Exeter wrote:
Sat Sep 21, 2024 1:31 pm
Does the One-Hit Kill result in the 'Records' value at the end of each battle to register insane numbers of damage inflicted? (e.g. 999,999+), or does it act as if you inflicted normal damage? Unsure if this might flag your account at some point if it does (now or in the future).

So far I've only been using "ATB doesn't decrease" and "Infinite HP", which have been working fine.

[Edit]
Gave it a shot, it doesn't register any absurd damage. Obviously the battles will be over lightning fast, but some of the whales out there would probably one-hit most content anyway.
Hey! Good question. 1 hit kill just sets hp to 1 and decreases it to 0 :)
Gotta use "Super Damage Score" to have 99,999,999 set as damage done in records. Every event that has any sort of online ranking displayed and such, will not function with the table, as it seems to be fully server sided then, luckily.
Gone through all the content in the game since it released, and still not been banned or gotten any warnings.

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Cissa90
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Re: Final fantasy VII Ever Crisis

Post by Cissa90 »

tekknen wrote:
Tue Oct 29, 2024 6:08 am
Cissa90 wrote:
Fri Dec 08, 2023 11:35 am
Made a basic table.
ATB, LB, and Infinite HP scripts. See picture for full display.
Only works in Solo "offline" events. Not battle rankings or coop.

When enabling make sure to let il2cpp load fully before activating anything.

Image
"Can always use LB" was not function at least here did not see any commit about it not working
however, I made a fix for my case

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39</ID>
      <Description>"Can Always Use LB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(InstaLB,GameAssembly.dll,F3 0F 10 40 10 0F 2F 05) // should be unique
alloc(newmem,$1000,InstaLB)

label(code)
label(return)

newmem:

code:
  mov [rax+10],(float)1
  movss xmm0,[rax+10]
  jmp return

InstaLB:
  jmp newmem
return:
registersymbol(InstaLB)

[DISABLE]

InstaLB:
  db F3 0F 10 40 10

unregistersymbol(InstaLB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A9577D

GameAssembly.dll+A9574D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A95750: 75 1F                 - jne GameAssembly.dll+A95771
GameAssembly.dll+A95752: 48 8D 0D 27 43 D6 06  - lea rcx,[GameAssembly.dll+77F9A80]
GameAssembly.dll+A95759: E8 A2 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9575E: 48 8D 0D 03 A9 D7 06  - lea rcx,[GameAssembly.dll+7810068]
GameAssembly.dll+A95765: E8 96 38 A9 FF        - call GameAssembly.dll+529000
GameAssembly.dll+A9576A: C6 05 FA B3 14 07 01  - mov byte ptr [GameAssembly.dll+7BE0B6B],01
GameAssembly.dll+A95771: 48 8B 83 40 01 00 00  - mov rax,[rbx+00000140]
GameAssembly.dll+A95778: 48 85 C0              - test rax,rax
GameAssembly.dll+A9577B: 74 2F                 - je GameAssembly.dll+A957AC
// ---------- INJECTING HERE ----------
GameAssembly.dll+A9577D: F3 0F 10 40 10        - movss xmm0,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A95782: 0F 2F 05 4F D5 75 05  - comiss xmm0,[GameAssembly.dll+61F2CD8]
GameAssembly.dll+A95789: 73 08                 - jae GameAssembly.dll+A95793
GameAssembly.dll+A9578B: 32 C0                 - xor al,al
GameAssembly.dll+A9578D: 48 83 C4 20           - add rsp,20
GameAssembly.dll+A95791: 5B                    - pop rbx
GameAssembly.dll+A95792: C3                    - ret 
GameAssembly.dll+A95793: 48 8B 83 68 01 00 00  - mov rax,[rbx+00000168]
GameAssembly.dll+A9579A: 48 85 C0              - test rax,rax
GameAssembly.dll+A9579D: 74 0D                 - je GameAssembly.dll+A957AC
GameAssembly.dll+A9579F: 80 78 10 00           - cmp byte ptr [rax+10],00
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Just tested, and all the scripts from v21 still seems to work fine :)

tarohina810
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Re: Final fantasy VII Ever Crisis

Post by tarohina810 »

does anyone know of cheats related to UC ability weapons

for ex charge time 0 or unlimited use UC ability

fatherulti
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Re: Final fantasy VII Ever Crisis

Post by fatherulti »

Any chance this will be updated for the latest patch, including the new harder crash missions?

Unaligned5
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Re: Final fantasy VII Ever Crisis

Post by Unaligned5 »

I created a few cheats (primarily just to teach myself a little CE) to complement the existing table, and managed to tweak/update a few others. Happy for anyone to improve them.
  • One-hit kills now only apply to enemies, so enabling Infinite HP isn't strictly required.
  • High HP (one million) and 9999 Defense to all Allies. Applies to both PDEF and MDEF, and ignores both buffs and debuffs to PDEF/MDEF.
  • Infinite Battle Timer (frozen at less than 2 seconds).
  • Unlimited use of Ultimate abilities (charge time can optionally be disabled). The use counter may go down to 0 but the ability itself will always recharge, and switching characters will refresh the counter above 0.
  • Stance gauge always at maximum (both Attack and Defense). Some enemy abilities may reduce the gauge visually, but the stance bonuses should always remain at maximum. The inherent 2-second delay that prevents rapid stance switching is also removed.
  • 100% Critical Rate (for abilities that have an existing chance to crit).
  • Ignore enemy Defense (treats it as 0 and ignores buffs/debuffs to PDEF/MDEF). Also includes damage multipliers to further increase damage to enemies, plus an option to ignore enemy Resistance buffs and make enemies Weak to all damage.
Remember, cheats do not work for anything synced with the servers. This includes Co-op content, Crash battles, Guild battles, Battle Rankings, Dungeon Rankings and Max Damage Challenges.
Attachments
FF7EC_V21.6.ct
Game Ver. 2.6.0
(80.95 KiB) Downloaded 26 times
FF7EC_V21.5.ct
Game Ver. 2.5.20
(80.62 KiB) Downloaded 135 times
Last edited by Unaligned5 on Wed Mar 05, 2025 1:06 am, edited 2 times in total.

ublang
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Re: Final fantasy VII Ever Crisis

Post by ublang »

Unaligned5 wrote:
Thu Jan 09, 2025 10:09 am
I created a few cheats (primarily just to teach myself a little CE) to complement the existing table, and managed to tweak/update a few others. Happy for anyone to improve them.
  • One-hit kills now only apply to enemies, so enabling Infinite HP isn't strictly required.
  • High current HP (one billion internally) and 9999 Defense to all Allies. Applies to both PDEF and MDEF, and ignores both buffs and debuffs to PDEF/MDEF.
  • Infinite Battle Timer (frozen at less than 2 seconds).
  • Unlimited use of Ultimate abilities (charge time can optionally be disabled). The use counter may go down to 0 but the ability itself will always recharge, and switching characters will refresh the counter above 0.
  • Stance gauge always at maximum (both Attack and Defense). Some enemy abilities may reduce the gauge visually, but the stance bonuses should always remain at maximum. The inherent 2-second delay that prevents rapid stance switching is also removed.
  • 100% Critical Rate (for abilities that have an existing chance to crit).
  • Ignore enemy Defense (treats it as 0 and ignores buffs/debuffs to PDEF/MDEF). Also includes damage multipliers to further increase damage to enemies, plus an option to ignore enemy Resistance buffs and make enemies Weak to all damage.
Remember, cheats do not work for anything synced with the servers. This includes Co-op content, Crash battles, Guild battles, Battle Rankings, Dungeon Rankings and Max Damage Challenges.
Thx sir

kavell
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Re: Final fantasy VII Ever Crisis

Post by kavell »

it did work for crach battles in 2.0

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