Rune Factory: Guardians of Azuma【 Last Updated: Jun 13, 2025 】

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Tsundere Kitsune
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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Tsundere Kitsune »

Its not perfect since I did a lot of copy-paste for the recipes, but I made a list of all the Item IDs. If anyone is having trouble using that you just click on the Value under item FName, paste the name of the item you want from this list, sans the =(itemnamehere) So if you want, say, the steel sword, just copy paste ID_ITM_WEP_ONE002 into the item data table and it should pop up.
Yes I did make an account to share this, specifically because I was working on it all day and wanted so save everyone else the trouble.
(??? means nothing spawned for me, and X means that it spawned an item that seemed like a placeholder/debugging item)

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
Attachments
Guardians Of Azuma Item List for CT.txt
(68.94 KiB) Downloaded 1930 times

Brian1ee7
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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

Tsundere Kitsune wrote:
Sat Jun 07, 2025 5:29 am
Its not perfect since I did a lot of copy-paste for the recipes, but I made a list of all the Item IDs. If anyone is having trouble using that you just click on the Value under item FName, paste the name of the item you want from this list, sans the =(itemnamehere) So if you want, say, the steel sword, just copy paste ID_ITM_WEP_ONE002 into the item data table and it should pop up.
Yes I did make an account to share this, specifically because I was working on it all day and wanted so save everyone else the trouble.
(??? means nothing spawned for me, and X means that it spawned an item that seemed like a placeholder/debugging item)
That's really helpful! ty
I added it to DhaosCollider's table so it will use the names instead if available.

Added 2 more that might be useful to others
  • Field:
    • Set Time
      Set Current Time (uses lua to update the dropdown options depending on the season and day)
  • Inventory:
    • All Stock Min 500
      Items picked up/inventory opened, will update all items quantity to at least x500(just to prevent duplicates). Quantity will increase normally after x500
Screenshots
Image

Image

if you want to add more item names, just add it in:

Code: Select all

<settings> -> Rune Factory: Guardians of Azuma -> Required.createDropdown.ItemDataTable -> Dropdown.ItemNameDataTable (right click then "Set/Change dropdown selection options")
Image

Credits:
  • DhaosColliders - most of the cheats
  • Tsundere Kitsune - item names list


** Get the table from first post since DhaosCollider fixed some of the scripts **
Last edited by Brian1ee7 on Sun Jun 08, 2025 4:28 am, edited 1 time in total.

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antonymouse
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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by antonymouse »

Brian1ee7 wrote:
Sat Jun 07, 2025 8:11 am
Sorry but your cheat can't activate at all. the check box can't be clicked. therefore no code can be use
[Link]
[Link]
and when check it said lua script error

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

antonymouse wrote:
Sat Jun 07, 2025 1:20 pm
Brian1ee7 wrote:
Sat Jun 07, 2025 8:11 am
Tsundere Kitsune wrote:
Sat Jun 07, 2025 5:29 am
Its not perfect since I did a lot of copy-paste for the recipes, but I made a list of all the Item IDs. If anyone is having trouble using that you just click on the Value under item FName, paste the name of the item you want from this list, sans the =(itemnamehere) So if you want, say, the steel sword, just copy paste ID_ITM_WEP_ONE002 into the item data table and it should pop up.
Yes I did make an account to share this, specifically because I was working on it all day and wanted so save everyone else the trouble.
(??? means nothing spawned for me, and X means that it spawned an item that seemed like a placeholder/debugging item)
That's really helpful! ty
I added it to DhaosCollider's table so it will use the names instead if available.

Added 2 more that might be useful to others
  • Field:
    • Set Time
      Set Current Time (uses lua to update the dropdown options depending on the season and day)
  • Inventory:
    • All Stock Min 500
      Items picked up/inventory opened, will update all items quantity to at least x500(just to prevent duplicates). Quantity will increase normally after x500
Screenshots
Image

Image

if you want to add more item names, just add it in:

Code: Select all

<settings> -> Rune Factory: Guardians of Azuma -> Required.createDropdown.ItemDataTable -> Dropdown.ItemNameDataTable (right click then "Set/Change dropdown selection options")
Image

Credits:
  • DhaosColliders - most of the cheats
  • Tsundere Kitsune - item names list
Sorry but your cheat can't activate at all. the check box can't be clicked. therefore no code can be use
[Link]
Did you activate "<< Check the box."? Sorry it's because I forgot to return its Group Config settings to original settings which is hiding its child records if not activated.

Try the file below. If you're talking about a different cheat, pls tell which so I can check

** Get the table from first post since DhaosCollider fixed some of the scripts **
Last edited by Brian1ee7 on Sun Jun 08, 2025 4:28 am, edited 1 time in total.

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by antonymouse »

Brian1ee7 wrote:
Sat Jun 07, 2025 1:35 pm



No, i not be able to click the checkbox.
[Link][Link]

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

antonymouse wrote:
Sat Jun 07, 2025 1:43 pm
Brian1ee7 wrote:
Sat Jun 07, 2025 1:35 pm



No, i not be able to click the checkbox.
[Link][Link]
Does the first post table works for you? because both the edited and original still uses the same script for initialization. If the edited table doesn't work for you, I think the original will also not work because all the added cheats works separately from the original cheats except for the "Required.createDropdown.ItemDataTable" which will only execute if you activate "Gathering Item Replacer".

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antonymouse
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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by antonymouse »

Brian1ee7 wrote:
Sat Jun 07, 2025 1:50 pm
Yes, the first one made by DhaosCollider i can clicked it and every cheat in the table i can activate it and it works charming.
[Link]
but yours cant at all, cant clicked the checkbox.

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

antonymouse wrote:
Sat Jun 07, 2025 1:54 pm
Brian1ee7 wrote:
Sat Jun 07, 2025 1:50 pm
Yes, the first one made by DhaosCollider i can clicked it and every cheat in the table i can activate it and it works charming.
[Link]
but yours cant at all, cant clicked the checkbox.
Oh that's too bad. it works for me so I'm not sure how to fix it unless someone also has the same problem and know how to fix it
Maybe, try it on CE 7.6. I haven't tested the edited table on other CE version except 7.6

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by zachillios »

Here's a pointer for all purpose XP:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>11061</ID>
      <Description>"Skill Points Pointer"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Game-Win64-Shipping.exe
  Version: 
  Date   : 2025-06-07
  Author : zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(ST_SK,Game-Win64-Shipping.exe,8B 40 14 48 83 C4 20 5B C3 8B) // should be unique
alloc(newmem,$1000,ST_SK)
globalalloc(STSK,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rax+14]
mov [STSK],rax
pop rax
code:
  mov eax,[rax+14]
  add rsp,20
  jmp return

ST_SK:
  jmp newmem
  nop 2
return:
registersymbol(ST_SK)

[DISABLE]

ST_SK:
  db 8B 40 14 48 83 C4 20

unregistersymbol(ST_SK)
dealloc(newmem)
dealloc(STSK)
{
// ORIGINAL CODE - INJECTION POINT: Game-Win64-Shipping.exe+54E5CA7

Game-Win64-Shipping.exe+54E5C93: 5B           - pop rbx
Game-Win64-Shipping.exe+54E5C94: C3           - ret 
Game-Win64-Shipping.exe+54E5C95: 8B 40 0C     - mov eax,[rax+0C]
Game-Win64-Shipping.exe+54E5C98: 48 83 C4 20  - add rsp,20
Game-Win64-Shipping.exe+54E5C9C: 5B           - pop rbx
Game-Win64-Shipping.exe+54E5C9D: C3           - ret 
Game-Win64-Shipping.exe+54E5C9E: 8B 40 10     - mov eax,[rax+10]
Game-Win64-Shipping.exe+54E5CA1: 48 83 C4 20  - add rsp,20
Game-Win64-Shipping.exe+54E5CA5: 5B           - pop rbx
Game-Win64-Shipping.exe+54E5CA6: C3           - ret 
// ---------- INJECTING HERE ----------
Game-Win64-Shipping.exe+54E5CA7: 8B 40 14     - mov eax,[rax+14]
// ---------- DONE INJECTING  ----------
Game-Win64-Shipping.exe+54E5CAA: 48 83 C4 20  - add rsp,20
Game-Win64-Shipping.exe+54E5CAE: 5B           - pop rbx
Game-Win64-Shipping.exe+54E5CAF: C3           - ret 
Game-Win64-Shipping.exe+54E5CB0: 8B 40 18     - mov eax,[rax+18]
Game-Win64-Shipping.exe+54E5CB3: 48 83 C4 20  - add rsp,20
Game-Win64-Shipping.exe+54E5CB7: 5B           - pop rbx
Game-Win64-Shipping.exe+54E5CB8: C3           - ret 
Game-Win64-Shipping.exe+54E5CB9: 8B 40 1C     - mov eax,[rax+1C]
Game-Win64-Shipping.exe+54E5CBC: 48 83 C4 20  - add rsp,20
Game-Win64-Shipping.exe+54E5CC0: 5B           - pop rbx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>11062</ID>
          <Description>"All-Purpose XP"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>STSK</Address>
          <Offsets>
            <Offset>2C</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Impala »

Brian1ee7 wrote:
Sat Jun 07, 2025 2:02 pm
antonymouse wrote:
Sat Jun 07, 2025 1:54 pm
The issue is you're not using 7.6, if you upgrade to 7.6 it will fix the issue

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by antonymouse »

Brian1ee7 wrote:
Sat Jun 07, 2025 2:02 pm
oh ya, you're absolutely correct man. after update to 7.6 i can use the table you made. thanks man appreciate it
can't believe it just bcz different version i can't use the table. but i havent test the cheat yet i will let you know
if somethin wrong. sorry for the cause i made :cry:

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by jenq0011 »

Brian1ee7 wrote:
Sat Jun 07, 2025 8:11 am
Data Size Mismatch
Original code uses word ptr (16-bit) but your mod used 32-bit eax storage:
❌ Bug: mov [rbx+34],eax (overwrites 4 bytes)
✅ Fix: mov [rbx+34],ax (2-byte write)

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

jenq0011 wrote:
Sun Jun 08, 2025 1:19 am
Brian1ee7 wrote:
Sat Jun 07, 2025 8:11 am
Data Size Mismatch
Original code uses word ptr (16-bit) but your mod used 32-bit eax storage:
❌ Bug: mov [rbx+34],eax (overwrites 4 bytes)
✅ Fix: mov [rbx+34],ax (2-byte write)
I didn't notice that. Thanks!

** Get the table from first post since DhaosCollider fixed some of the scripts **
Last edited by Brian1ee7 on Sun Jun 08, 2025 4:29 am, edited 1 time in total.

jenq0011
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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by jenq0011 »

Brian1ee7 wrote:
Sun Jun 08, 2025 1:43 am
jenq0011 wrote:
Sun Jun 08, 2025 1:19 am
Brian1ee7 wrote:
Sat Jun 07, 2025 8:11 am
Data Size Mismatch
Original code uses word ptr (16-bit) but your mod used 32-bit eax storage:
❌ Bug: mov [rbx+34],eax (overwrites 4 bytes)
✅ Fix: mov [rbx+34],ax (2-byte write)
I didn't notice that. Thanks!
Another Problem
it will modify the tools
Here is some edit

Code: Select all

{ Game   : Game-Win64-Shipping.exe
  Version: 
  Date   : 2025-06-07
  Author : Administrator

  This script does blah blah blah
}

[ENABLE]
// aobscanmodule(write_all_stock_min,Game-Win64-Shipping.exe,0F B7 43 34 48 63 BD B0 00 00 00) // should be unique
alloc(newmem,$100,write_all_stock_min)

label(original)
label(return)

newmem:
  cmp word ptr [rbx+34],#500
  jge original
  cmp word ptr [rbx+34],#2
  jl original
  mov eax,#500
  mov [rbx+34],ax
  movsxd  rdi,dword ptr [rbp+000000B0]
  jmp return
original:
  movzx eax,word ptr [rbx+34]
  movsxd  rdi,dword ptr [rbp+000000B0]
  jmp return

write_all_stock_min:
  jmp newmem
  nop 6
return:
// registersymbol(write_all_stock_min)

[DISABLE]
write_all_stock_min:
  db 0F B7 43 34 48 63 BD B0 00 00 00

// unregistersymbol(write_all_stock_min)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: write_all_stock_min

"Game-Win64-Shipping.exe"+532FC51: 74 16                 - je "Game-Win64-Shipping.exe"+532FC69
"Game-Win64-Shipping.exe"+532FC53: 8B 41 08              - mov eax,[rcx+08]
"Game-Win64-Shipping.exe"+532FC56: C1 E8 1E              - shr eax,1E
"Game-Win64-Shipping.exe"+532FC59: F6 D0                 - not al
"Game-Win64-Shipping.exe"+532FC5B: A8 01                 - test al,01
"Game-Win64-Shipping.exe"+532FC5D: 74 0A                 - je "Game-Win64-Shipping.exe"+532FC69
"Game-Win64-Shipping.exe"+532FC5F: 48 8B 43 28           - mov rax,[rbx+28]
"Game-Win64-Shipping.exe"+532FC63: 0F B7 48 4C           - movzx ecx,word ptr [rax+4C]
"Game-Win64-Shipping.exe"+532FC67: EB 02                 - jmp "Game-Win64-Shipping.exe"+532FC6B
"Game-Win64-Shipping.exe"+532FC69: 33 C9                 - xor ecx,ecx
// ---------- INJECTING HERE ----------
write_all_stock_min: 0F B7 43 34           - movzx eax,word ptr [rbx+34]
// ---------- DONE INJECTING  ----------
"Game-Win64-Shipping.exe"+532FC6F: 48 63 BD B0 00 00 00  - movsxd  rdi,dword ptr [rbp+000000B0]
"Game-Win64-Shipping.exe"+532FC76: 80 7B 38 00           - cmp byte ptr [rbx+38],00
"Game-Win64-Shipping.exe"+532FC7A: 89 85 9C 00 00 00     - mov [rbp+0000009C],eax
"Game-Win64-Shipping.exe"+532FC80: 0F B6 43 30           - movzx eax,byte ptr [rbx+30]
"Game-Win64-Shipping.exe"+532FC84: 0F 94 85 A1 00 00 00  - sete byte ptr [rbp+000000A1]
"Game-Win64-Shipping.exe"+532FC8B: 88 85 A0 00 00 00     - mov [rbp+000000A0],al
"Game-Win64-Shipping.exe"+532FC91: 0F B6 43 32           - movzx eax,byte ptr [rbx+32]
"Game-Win64-Shipping.exe"+532FC95: 88 85 A2 00 00 00     - mov [rbp+000000A2],al
"Game-Win64-Shipping.exe"+532FC9B: 8D 47 01              - lea eax,[rdi+01]
"Game-Win64-Shipping.exe"+532FC9E: 66 89 8D 9A 00 00 00  - mov [rbp+0000009A],cx
}

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Re: Rune Factory: Guardians of Azuma【 Last Updated: Jun 07, 2025 】

Post by Brian1ee7 »

jenq0011 wrote:
Sun Jun 08, 2025 2:55 am
Brian1ee7 wrote:
Sun Jun 08, 2025 1:43 am
jenq0011 wrote:
Sun Jun 08, 2025 1:19 am


Data Size Mismatch
Original code uses word ptr (16-bit) but your mod used 32-bit eax storage:
❌ Bug: mov [rbx+34],eax (overwrites 4 bytes)
✅ Fix: mov [rbx+34],ax (2-byte write)
I didn't notice that. Thanks!
Another Problem
it will modify the tools
Here is some edit

Code: Select all

{ Game   : Game-Win64-Shipping.exe
  Version: 
  Date   : 2025-06-07
  Author : Administrator

  This script does blah blah blah
}

[ENABLE]
// aobscanmodule(write_all_stock_min,Game-Win64-Shipping.exe,0F B7 43 34 48 63 BD B0 00 00 00) // should be unique
alloc(newmem,$100,write_all_stock_min)

label(original)
label(return)

newmem:
  cmp word ptr [rbx+34],#500
  jge original
  cmp word ptr [rbx+34],#2
  jl original
  mov eax,#500
  mov [rbx+34],ax
  movsxd  rdi,dword ptr [rbp+000000B0]
  jmp return
original:
  movzx eax,word ptr [rbx+34]
  movsxd  rdi,dword ptr [rbp+000000B0]
  jmp return

write_all_stock_min:
  jmp newmem
  nop 6
return:
// registersymbol(write_all_stock_min)

[DISABLE]
write_all_stock_min:
  db 0F B7 43 34 48 63 BD B0 00 00 00

// unregistersymbol(write_all_stock_min)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: write_all_stock_min

"Game-Win64-Shipping.exe"+532FC51: 74 16                 - je "Game-Win64-Shipping.exe"+532FC69
"Game-Win64-Shipping.exe"+532FC53: 8B 41 08              - mov eax,[rcx+08]
"Game-Win64-Shipping.exe"+532FC56: C1 E8 1E              - shr eax,1E
"Game-Win64-Shipping.exe"+532FC59: F6 D0                 - not al
"Game-Win64-Shipping.exe"+532FC5B: A8 01                 - test al,01
"Game-Win64-Shipping.exe"+532FC5D: 74 0A                 - je "Game-Win64-Shipping.exe"+532FC69
"Game-Win64-Shipping.exe"+532FC5F: 48 8B 43 28           - mov rax,[rbx+28]
"Game-Win64-Shipping.exe"+532FC63: 0F B7 48 4C           - movzx ecx,word ptr [rax+4C]
"Game-Win64-Shipping.exe"+532FC67: EB 02                 - jmp "Game-Win64-Shipping.exe"+532FC6B
"Game-Win64-Shipping.exe"+532FC69: 33 C9                 - xor ecx,ecx
// ---------- INJECTING HERE ----------
write_all_stock_min: 0F B7 43 34           - movzx eax,word ptr [rbx+34]
// ---------- DONE INJECTING  ----------
"Game-Win64-Shipping.exe"+532FC6F: 48 63 BD B0 00 00 00  - movsxd  rdi,dword ptr [rbp+000000B0]
"Game-Win64-Shipping.exe"+532FC76: 80 7B 38 00           - cmp byte ptr [rbx+38],00
"Game-Win64-Shipping.exe"+532FC7A: 89 85 9C 00 00 00     - mov [rbp+0000009C],eax
"Game-Win64-Shipping.exe"+532FC80: 0F B6 43 30           - movzx eax,byte ptr [rbx+30]
"Game-Win64-Shipping.exe"+532FC84: 0F 94 85 A1 00 00 00  - sete byte ptr [rbp+000000A1]
"Game-Win64-Shipping.exe"+532FC8B: 88 85 A0 00 00 00     - mov [rbp+000000A0],al
"Game-Win64-Shipping.exe"+532FC91: 0F B6 43 32           - movzx eax,byte ptr [rbx+32]
"Game-Win64-Shipping.exe"+532FC95: 88 85 A2 00 00 00     - mov [rbp+000000A2],al
"Game-Win64-Shipping.exe"+532FC9B: 8D 47 01              - lea eax,[rdi+01]
"Game-Win64-Shipping.exe"+532FC9E: 66 89 8D 9A 00 00 00  - mov [rbp+0000009A],cx
}
looking at it, will this also make 1x items not update?

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