Table updated: 0.5.0 (18-Mar-2025)Available Here Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment.
Thank you all for the feedback and words of thanks, it's all greatly appreciated. I've added some scripts and fixed others. If any of you manage to find the code that either handles enemy attacks, please share your findings, this PC of mine isn't what it once was. Also, if any of you have a compiled list of the items, I could incorporate it into the table.
ADDED: Blade Flash Modifier - Multiply blade flash gained or instantly max out Blade Flash. ADDED: Weapon Proficiency EXP Modifier - Multiply weapon proficiency EXP or instantly level up. ADDED: Highlighted Item - Generates a pointer for selected inventory items. (Using it to get IDs)
UPDATED: Item Gain Multiplier - You can now modify the items gained using the Item ID. (In the process of collecting more IDs) UPDATED: Auto Parry - Updated the collision detection. Hopefully it should only affect things trying to kill you.
For the record, I realize the Auto Parry, Parry ANY allies when enable, not just the first twin
Honestly, I really appreciated the break-down and video showcase, it really helps understand things better. I've gone ahead and tried to rework the script. Please try it out and let me know if the issue persists.
anyway to make auto parry not interrupt enemy combos?
Once I isolate the code that handles parrying, I'll be able to improve upon the functionality.
Use item editor to add prodigious dragon set, the final bonus improves counterspark timing. That is probably the key I think? I cant find any way how by doing this myself but I suspect if you know where to look this will guide?
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
Very awesome table, especially the auto parry feature, must have feature in these kind of game tbh, actually cant wait till you perfect that feature so its as good as in game parry xD
Thank you for the CheatTable, you are awesome. can I request for instant max ki blaze gauge / infinite Ki Blaze Gauge and infinite buff duration ? Thank you Very Much.
Alright, I've been busy cooking. Most of these features are still experimental, as I don't have enough time to fine tune them yet. The teleporting is finicky as there are collision issues (I'll look into bypassing this) which prevent you from teleporting, just teleport in short distances if needed.
I'll be working on translating the Item IDs that were shared here and here to complete the Highlighted Item script. If you happen to have the time and willing to help with the translation, I'd really appreciate it. Use the Highlighted Item script to verify. Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment.
ADDED: Teleport to Marker - Teleport the player to the first Map Marker (Must be used in Map Menu Screen). ADDED: Return - Returns the player back to previous location before teleporting (Must be used in Map Menu Screen). ADDED: Enemy Drop Rate Modifier - Multiply the number of items dropped or drop all items in item pool using 100% Drop Rate. ADDED: Force Additional Items - Guarantees additional items from enemies. ADDED: Force Additional Items From Collecting - Guarantees additional items from plants, ore etc.
UPDATED: Highlighted Item - Improve functionality. Includes Bypass Modifier Roll Limit: Lets you get stronger special effects on items. UPDATED: Auto Parry - Trying out a new method to filter out non enemies. (Experimental) UPDATED: Player Pointers - Now prevents fall damage.
Unfortunately, the game seems to have something else handling the character model slider limits. I managed to bypass the slider but the game overwrites the values else where. I don't know if I have enough programming experience to track down where.
Alright, I've been busy cooking. Most of these features are still experimental, as I don't have enough time to fine tune them yet. The teleporting is finicky as there are collision issues (I'll look into bypassing this) which prevent you from teleporting, just teleport in short distances if needed.
I'll be working on translating the Item IDs that were shared here and here to complete the Highlighted Item script. If you happen to have the time and willing to help with the translation, I'd really appreciate it. Use the Highlighted Item script to verify. Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment.
ADDED: Teleport to Marker - Teleport the player to the first Map Marker (Must be used in Map Menu Screen). ADDED: Return - Returns the player back to previous location before teleporting (Must be used in Map Menu Screen). ADDED: Enemy Drop Rate Modifier - Multiply the number of items dropped or drop all items in item pool using 100% Drop Rate. ADDED: Force Additional Items - Guarantees additional items from enemies. ADDED: Force Additional Items From Collecting - Guarantees additional items from plants, ore etc.
UPDATED: Highlighted Item - Improve functionality. Includes Bypass Modifier Roll Limit: Lets you get stronger special effects on items. UPDATED: Auto Parry - Trying out a new method to filter out non enemies. (Experimental) UPDATED: Player Pointers - Now prevents fall damage.
Unfortunately, the game seems to have something else handling the character model slider limits. I managed to bypass the slider but the game overwrites the values else where. I don't know if I have enough programming experience to track down where.
Alright, I've been busy cooking. Most of these features are still experimental, as I don't have enough time to fine tune them yet. The teleporting is finicky as there are collision issues (I'll look into bypassing this) which prevent you from teleporting, just teleport in short distances if needed.
I'll be working on translating the Item IDs that were shared here and here to complete the Highlighted Item script. If you happen to have the time and willing to help with the translation, I'd really appreciate it. Use the Highlighted Item script to verify. Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment.
ADDED: Teleport to Marker - Teleport the player to the first Map Marker (Must be used in Map Menu Screen). ADDED: Return - Returns the player back to previous location before teleporting (Must be used in Map Menu Screen). ADDED: Enemy Drop Rate Modifier - Multiply the number of items dropped or drop all items in item pool using 100% Drop Rate. ADDED: Force Additional Items - Guarantees additional items from enemies. ADDED: Force Additional Items From Collecting - Guarantees additional items from plants, ore etc.
UPDATED: Highlighted Item - Improve functionality. Includes Bypass Modifier Roll Limit: Lets you get stronger special effects on items. UPDATED: Auto Parry - Trying out a new method to filter out non enemies. (Experimental) UPDATED: Player Pointers - Now prevents fall damage.
Unfortunately, the game seems to have something else handling the character model slider limits. I managed to bypass the slider but the game overwrites the values else where. I don't know if I have enough programming experience to track down where.
can I request for instant max ki blaze gauge / infinite Ki Blaze Gauge and infinite buff duration ? Thank you Very Much.
I'll try progress in the game and see. Believe it or not, I'm still in the first open world area.
Thank you for Answering, i will look forward to it. i want to ask several things, does auto parry is same as auto-Counterspark or is it just Auto Guard when the enemy attack comes ? also for your newest update, the auto parry now hits everytime NPC came too close on you. the Parry is better at 0.5.0.
Not sure if this is doable, but is there a way to add or unlock new weapon styles. wanted to do something that is akin to new game plus. since sadly this game does not have that. its understandable if you can't.
Got through some of the IDs, still a lot to go, but I'm not going to have the time for a while, so updates will be slow. Hopefully everything is working as intended. Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment.
ADDED: Infinite Buff Duration - Buffs on the player should never run out.
UPDATED: Highlighted Item - Added several item and special effect IDs. Still working through the rest. UPDATED: Auto Parry - Hopefully everything works now. UPDATED: Health Regen - Should function correctly now.
It's a watered down auto-counterspark currently. I need to understand the flags that handle deflecting projectiles and granting the inflictions, but most of the things are held in the stack, so It's not as simple as scanning for a fixed value. Also, I figured out infinite buffs.
Amazing CT you made ^^
Auto Parry seem to function bit wild =v=; (Parry even horse or any civilian who walk near the character or event the door : Like Sakura inn dorr)
Other than this, Everything work perfect. But there's one issue that I'm not sure it from using cheat or it's a in game Bug. Becuase sometime a Camera or Horse whistle they become unable to use. It's disappear from inventory even the item still show in Hotkey.
So could the CT cause these key item to be missing from inventory? Just let you know.
Hi I would like to share my finding about the parry code, the game seems like checking player state (rcx+29c) and enemies state (rcx+298) to make some scenario happens, for example if you set player value to 2 and and enemies value to 3, you get the effect of normal parry when enemies can follow through their usual combo, but one issue is it doesnt stagger enemies's last attack like a normal parry (though i think some people will prefer this cuz the auto parry will just act as a fail safe in case they miss-timing their manual parry)
Also seems like only setting player value to 2 and enemies to 3 get this effect, i tried it with player value on 0 and the enemies get interrpupted instead. Seems like for each kind of parry the value of player and enemies is set to a unique combination so i think this might help you improving your parry feature
here is a vid for you to check ^^
Just a heads up for anyone using the proficiency cheats. It will break your weapon at max level. I have two weapons that are now in an infinite leveling loop.
Whenever it hits 25, it goes back to 1 and you lose all of the bonuses and have to level again. Even with the cheat off, it always loops when you get enough exp. The cheat seems to break through the level cap and permanently break it. I'm not sure if this happens with the exp multiplier too, but it does with the instant level option.
Checking the pointers, my katana is level 48 now but in game it shows 23. If I manually try to change it, it still jumps back up to what its supposed to be when I level it up.
Edit: I had a chance to test some more. Exp multiplier works fine, its only the instant level that's an issue.
Last edited by Ninomae Tako'nis on Sun Mar 23, 2025 2:43 am, edited 1 time in total.
Hi I would like to share my finding about the parry code, the game seems like checking player state (rcx+29c) and enemies state (rcx+298) to make some scenario happens, for example if you set player value to 2 and and enemies value to 3, you get the effect of normal parry when enemies can follow through their usual combo, but one issue is it doesnt stagger enemies's last attack like a normal parry (though i think some people will prefer this cuz the auto parry will just act as a fail safe in case they miss-timing their manual parry)
Also seems like only setting player value to 2 and enemies to 3 get this effect, i tried it with player value on 0 and the enemies get interrpupted instead. Seems like for each kind of parry the value of player and enemies is set to a unique combination so i think this might help you improving your parry feature
here is a vid for you to check ^^