@delpirero: Would it be very difficult for you to find Zack's stats addresses? Like Strength, Magic, Vitality, Spirit, Luck, Speed... Thanks in advance.
ff7rebirth_.CT
Recommend this mod:Party Mod Menu
Thank you very much, It's just what I was looking for!
Two last request if it's not too much to ask.
1.- What is the serial ID of the parasol that Cloud uses on the beach?
2.- Thanks to your party cheat table it is possible to play with any character in Chadley's Combat Simulator, would it be possible to do something with the Legendary challenges? It is the only segment in which you cannot play with any character. Would there be a way to unlock it for all characters?
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
As a means to better get my head around making tables I've decided to take a look the various character combat abilities that I haven't seen covered elsewhere.
After much trial and error Aerith is now able to use her Ward Shift ability without any cooldown.
Did any table of this topic have option to change relationship ? I wanna date Yuffie/barret/red13 but don't wanna waste my time build relationship with them.
Would you also be willing to look into her Transcendence skills so that's always fully charged?
I'm not sure how I'd approach making Transcendence II always be available, but I'll give it a go.
That said, I can make it so it charges instantly…
Miscellaneous Combat Abilities Contents:
Aerith
Fleeting Familiar Never Leaves [v3]
Ward Shift Always Available [v1]
Wards Never Expire [v1]
Chrono Aegis Never Expires [v1]
Transcendence Instant Charge [v1]
Barret
Steelskin/Lifesaver/Turbulent Spirit Never Expire [v2]
Infinite Bonus Round Ammo [v2]
Cait Sith
Set Moogle Gauge Level When Attacking [v3]
Moogle Health Always Full [v3]
Moogle Magic Cast Time Always Instant [v3]
Cloud — Nothing extra to cover
Red XIII
Vengeance Gauge Doesn't Decrease [v3]
Tifa — Nothing extra to cover
Yuffie
Elemental Ninjutsu Doesn't Expire [v4]
Doppelgänger Never Leaves [v4]
Sephiroth
Aura Charge Always Full [v4]
Zach
Charge Gauge Always Level III [v4]
Enemy Skill Materia
Plasma Discharge Doesn't Expire [v4]
DO NOT USE
Freeze Generic Combat Timers over 2.5s [v4]
Updates:
2025-05-27: [Version 4] Added the remaining characters & Enemy Skill Materia. Moved one code to a DO NOT USE section
2025-05-17: [Version 3] Added Cait Sith, Red XIII, and one missed ability for Aerith
2025-04-18: [Version 2] Added Barret
2025-03-18: [Version 1] Added Aerith
Notes:
If an ability for character in this table isn't covered it's likely someone has made a code elsewhere that covers it.
A similar code already existed by Krustytoe to control the Moogle Gauge level. Mine takes a different approach and allows you to set it to level 2 if you prefer the party buffs to the level 3 enemy debuffs.
I have no idea how to approach trying to control Cait Sith's random abilities like Roll O' the Dice. Given what I've seen otherwise I have no confidence the rolled number would appear in the same place every time, and unlike timers or gauges there's no window of changing values to try and find it before it expires. And Lady Luck merely applies a buff in the same way any spell might which I'm also not too interested in looking into.
Vengeance Mode is still ended when using Crescent Claw.
The DO NOT USE code controls multiple generic combat timers including Aerith's Lustrous Shield, Tifa's Chi Trap, The duration Yuffie's weapon stays aloft when thrown, and Enemy Skill's Gorgon Shield. It also controls timers for a lot of other things such as animation delays for the projectiles from Aerith's Transcendence II as well as multiple enemy abilities e.g. Terror of the Deep's Ocean Tornado. I couldn't find a way to control which timers would be affected and frankly this endeavour has been practice for me with cheat engine and most of the codes here are of very limited actual usefulness—so I will not be looking into this any deeper and include it only for reference.
If you must use it I have added a code that can temporarily disable this effect activated by a hotkey (default: CTRL+ALT)
this is awesome, thanks a bunch. On the subject of transcendence, krustytoe (viewtopic.php?p=389085#p389085) was able to make yuffies banishment fully charged all the time, idk if aeriths skill works similarly but it may be an avenue of investigation. otherwise this is perfect, theres honestly very little difference between an instant charge and an infinite charge XD thank for looking into to it, you rock!
this is awesome, thanks a bunch. On the subject of transcendence, krustytoe (viewtopic.php?p=389085#p389085) was able to make yuffies banishment fully charged all the time, idk if aeriths skill works similarly but it may be an avenue of investigation. otherwise this is perfect, theres honestly very little difference between an instant charge and an infinite charge XD thank for looking into to it, you rock!
It's not quite similar. Banishment is always "active" — charging from other ATB actions. It also counts progress from 0-6.
Transcendence needs to be activated with one cast and spent with a second. If I'm lucky there's only a value changing between 0-1 (or maybe 0-2 if it's tracking inactive/charging/fully charged.) Which is still harder to track down by comparison.
If I'm unlucky it's something completely different. I may still be able to find it by working up the call stack and finding the place where it checks if Transcendence is active before making the call to increase the charge.
@BtEtta: Could you find me the address of the timer of Stop (debuff), please?
Stop effects both you and enemies, so changing it's timer means you'd make it useless on enemies if you made it 0 or youd extend the debuf when you get hit with it as well if you set it to a higher value.
@BtEtta: Could you find me the address of the timer of Stop (debuff), please?
Stop effects both you and enemies, so changing it's timer means you'd make it useless on enemies if you made it 0 or youd extend the debuf when you get hit with it as well if you set it to a higher value.
You've only highlighted the negative aspects, which isn't quite what I'm looking for. I intend to use it to inflict the 'Stop' status on an enemy that is vulnerable to it and has sufficient health, allowing me to test combat scenarios without the risk of being attacked.