Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

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Duhllin
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Duhllin »

Niedzielan wrote:
Wed Jun 11, 2025 10:15 am
Duhllin wrote:
Wed Jun 11, 2025 4:30 am
Niedzielan wrote:
Tue Jun 10, 2025 2:40 pm

My table viewtopic.php?p=407765#p407765 (as of fli_013) has a pointer to Life Stars (DataManager -> Chara Status -> m_stAvatarP -> m_lifeStatus), so you should be able to set your stars back down to a reasonable level. You might have to count how many you should have - e.g. if you have turned in 450 stars of quests you'd have 350 stars because of the 100 for getting to fledgeling - if you want it to be exact, I don't know if there are excess stars.
Tagging you as well, in hopes that you may know what is causing my issue. It's not your table this time. I think it's probably that I am doing something wrong. I can't trade certain items if they have skills attached. Maybe I am adding the wrong skills? I see that there are ones that start with "ps" and some that start with "es". Can you explain what the difference is, and if that is causing the issue? If not, do you know what is? I can send the same item if there are no skills attached.
It's possible that trading has some checks to make sure items are valid. For instance, the gauntlets are addSkillTbl_Armor_01 which doesn't have es_drop_item_up02, but the cloak is addSkillTbl_Cloak_01 which does.

As to the difference between es and ps I'm not sure, I have yet to take a look at where each come from. I could make guesses (like equipement skill / plant dungeon skill ?) but I'll take a look when I have time.

I have no way of testing trading so I doubt I'd be able to find a way to make things tradeable. There is a flag on base item data that marks whether they're tradeable but that can't be the issue here since it works without skills. It may be possible for you to backup your save and cross-save your switch to pc and edit there
There is another potential issue I am running into. Any idea what this means?

"Error:[string "--Note: keep the function base name unique.
..."]:23: attempt to perform bitwise operation on a nil value (local 'foundID')"

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Niedzielan
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Niedzielan »

Duhllin wrote:
Sat Jul 05, 2025 3:03 pm
There is another potential issue I am running into. Any idea what this means?

"Error:[string "--Note: keep the function base name unique.
..."]:23: attempt to perform bitwise operation on a nil value (local 'foundID')"
That means it couldn't find an ID for a given name (and I didn't add much error-checking), which probably means that you've input a name that doesn't exist.

Duhllin
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Duhllin »

Niedzielan wrote:
Sat Jul 05, 2025 4:02 pm
Duhllin wrote:
Sat Jul 05, 2025 3:03 pm
There is another potential issue I am running into. Any idea what this means?

"Error:[string "--Note: keep the function base name unique.
..."]:23: attempt to perform bitwise operation on a nil value (local 'foundID')"
That means it couldn't find an ID for a given name (and I didn't add much error-checking), which probably means that you've input a name that doesn't exist.
It's odd, because it's happening with skills that I already have on my items. Like the item drop skill. I hovered over an item that already had it set, and I copied that one and pasted it in the other skill slot, and that's when the error showed up.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Duhllin »

Niedzielan wrote:
Sat Jul 05, 2025 4:02 pm
Duhllin wrote:
Sat Jul 05, 2025 3:03 pm
There is another potential issue I am running into. Any idea what this means?

"Error:[string "--Note: keep the function base name unique.
..."]:23: attempt to perform bitwise operation on a nil value (local 'foundID')"
That means it couldn't find an ID for a given name (and I didn't add much error-checking), which probably means that you've input a name that doesn't exist.
One other thing is, my GUObjectArray comes out (000000001D31F820), but FNamePool does not. It still shows as zeros. Is that supposed to happen? getNameStuff is no longer a circle, it's an X now.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Duhllin »

Does anyone know how I might see what all skills on the "skilllist" document are treasure grove skills? The ones you get when aging a weapon. I know there's a list of the effects, but I am looking for the names, or a way to find the skilllist IDs for them (example, ps_sweetspot_damage_up_04).

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Mrwho711 »

minhnhatx wrote:
Thu Jul 03, 2025 9:44 pm
showdan2012 wrote:
Thu Jul 03, 2025 1:11 pm
Anyone give an example of how to use Niedzielan's item editor? For example, how do I use the skill IDs provided in the txt to change an items skills?

I did 'Initialize FNames' -> 'getNameStuff'

When I click the Fname checkbox, it just shows nothing for a value for the associated address.
Follow these instruction in order. This is for "fli_013.CT"
Step 1: Install Cheat Engine 7.6 (I have not test this with 7.5)
Step 2: "Initialise FNames"
Step 3: "getNameStuff"
Step 4: Wait 5 minutes for the table to finish. My fast computer took 120 seconds.
Step 5: "CE 7.6+ Add custom FName type (script)"
Step 6: "getHoveredItem_with_FName"
Step 7: Open your item bag, select any item, press the Windows key, then go back to the table to see it populate.
If you use Cheat Engine 7.6, you shouldn't have to mess with the txt file. Just use the drop down menu. The txt file is useful to allow you to use CTRL+F to search for what you want.
Image
This is very articulate, and I followed these steps exactly and when I click "getHoveredItem_with_FName" nothing happens. And I'm not aware of another way to change quantities in this table. I could use the tables perfectly fine before 1.4.0 patch.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by minhnhatx »

Mrwho711 wrote:
Sun Jul 06, 2025 10:28 pm
This is very articulate, and I followed these steps exactly and when I click "getHoveredItem_with_FName" nothing happens. And I'm not aware of another way to change quantities in this table. I could use the tables perfectly fine before 1.4.0 patch.
What is "nothing happens"? Did the checkbox "getHoveredItem_with_FName" became X or stayed empty? When you right click on it, is there an error message? Did the table expand or stayed collapse? Did the value fields still show ??
Have you restarted the game recently? Just making sure, you are using "fli_013.CT" correct?
Anyways, I just checked. Niedzielan's table still works fine even after 1.4.0 patch
Here's an alternative method.
FantasyLifeI-ItemQuantity.CT
(3.98 KiB) Downloaded 20 times

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Niedzielan
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Niedzielan »

Duhllin wrote:
Sun Jul 06, 2025 4:07 am
Niedzielan wrote:
Sat Jul 05, 2025 4:02 pm
Duhllin wrote:
Sat Jul 05, 2025 3:03 pm
There is another potential issue I am running into. Any idea what this means?

"Error:[string "--Note: keep the function base name unique.
..."]:23: attempt to perform bitwise operation on a nil value (local 'foundID')"
That means it couldn't find an ID for a given name (and I didn't add much error-checking), which probably means that you've input a name that doesn't exist.
One other thing is, my GUObjectArray comes out (000000001D31F820), but FNamePool does not. It still shows as zeros. Is that supposed to happen? getNameStuff is no longer a circle, it's an X now.
That's fine, the important thing is that it has an address, not what's at that address.

As to why even copy/pasting wouldn't work, I'm not sure. Of course, you can copy/paste the hex directly, but it indicates maybe there's another issue somewhere. Unfortunately, not experiencing it myself makes it hard to debug. When you paste in the new FName stuff make sure it doesn't have any description stuff (so if the skill name is es_collect_sp_down_01 make sure it's exactly that, with no space, or colon etc - it's okay if CE adds it afterwards, ideally the dropdown description would be a separate field to the contents but these are the tools we're working with :( )

Grove skills, you'd have to examine the files with FModel.
The categories are in "GameData/PlantDungeon/GDSPlantDungeonRipeningSkillCategory.json" and which skills each category contains are in "GameData/Item/GDSAddSkillLotTable.json". Then skill data is in "GameData/Skill/GDSSkillData.json" where you'd have to parse the m_autoBin stuff (16 byte header, then at m_offset after that there's an opcode - 52 is string, 50 is int, 56 is None/null, 51 is float. If it's string the following bytes are the offset of m_autoStr) if you want to know the parameters.

minhnhatx
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by minhnhatx »

Duhllin wrote:
Sun Jul 06, 2025 4:07 am
One other thing is, my GUObjectArray comes out (000000001D31F820), but FNamePool does not. It still shows as zeros. Is that supposed to happen? getNameStuff is no longer a circle, it's an X now.
As Niedzielan have mentioned previously that IDs like 000000001D31F820 cannot be saved. It changes every time you close and re-open the game. Make sure you use IDs that exist, and use it in the same game session. To be safe, always use FNamePool drop-down instead of IDs.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by kaniwalla »

Hey all!

Apologies if I'm missing something obvious here. I looked through both of the tables and didn't see what I was looking for.
Is there any way to complete quests without actually doing the tasks? Making it possible to progress in your Life without killing the monsters/crafting the things you need to get to the next Life level?

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by minhnhatx »

kaniwalla wrote:
Mon Jul 07, 2025 7:10 pm
Hey all!

Apologies if I'm missing something obvious here. I looked through both of the tables and didn't see what I was looking for.
Is there any way to complete quests without actually doing the tasks? Making it possible to progress in your Life without killing the monsters/crafting the things you need to get to the next Life level?
Niedzielan's table on second page.
getDataManager --> Data Manager --> Chara Status --> m_stAvatarP --> m_lifeStatus
Pick a life, you can edit the number of stars you have and skip rank-up quests entirely.

Or if you want quests to be marked as completed, you can try this table. Open the Quest menu, select the Life Challenges quest you want, then go back to this table and edit your progression.
FantasyLifeI-RankUpQuests.CT
(1.69 KiB) Downloaded 27 times

Duhllin
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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Duhllin »

minhnhatx wrote:
Mon Jul 07, 2025 3:03 pm
Duhllin wrote:
Sun Jul 06, 2025 4:07 am
One other thing is, my GUObjectArray comes out (000000001D31F820), but FNamePool does not. It still shows as zeros. Is that supposed to happen? getNameStuff is no longer a circle, it's an X now.
As Niedzielan have mentioned previously that IDs like 000000001D31F820 cannot be saved. It changes every time you close and re-open the game. Make sure you use IDs that exist, and use it in the same game session. To be safe, always use FNamePool drop-down instead of IDs.
I never included any name that doesn't exist. I chose an item directly from another weapon. An ID that CE itself pulled up. I did no typing at all.

000000001D31F820 isn't an ID that I entered. That's what shows up when the parsing happens. CE finds that ID on its own, and places it in GUObjectArray. My confusion was, why does FNamePool not have an ID as well.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+27]

Post by Duhllin »

fixafis124 wrote:
Sat Jun 07, 2025 12:25 am
I have the same trouble but i use 7.5 assembled myself

> the freezing

but i fixed it

I let it hang and it updates without forcing it
Duhllin wrote:
Sat Jun 07, 2025 12:16 am
Niedzielan wrote:
Fri Jun 06, 2025 10:51 am


The reason you need to restart the game if you close Cheat Engine without disabling scripts is because of how scripts work:
The game has its code, suppose when you use an item the code to decrease the value is like this:

Code: Select all

function use_item:
  load item
  item = item - 1
function something_else:
  ...
With a script, we're changing what that use_item code does. But there's only two lines, and we want more than that, e.g.

Code: Select all

load item
if item is not important:
  item = item - 1
which is three lines, and won't fit without overwriting function something_else. So instead, we find some empty space somewhere, and define our custom code there:

Code: Select all

function use_item:
  go to function custom_use_item
function something_else:
  ...
...
function custom_use_item:
  load item
  if item is not important:
    item = item - 1
When you enable the script it searches for the original code and replaces it with the new code. Disabling the script replaces it with the original code. If you restart Cheat Engine without disabling scripts, then when it searches for the original code it can't find it, so just does nothing.

As for the freeze...
When you say "change the value of the object/armor/etc" do you mean specifically the Name/ID or FName field?
If it's an FName field, does it already have a value in? If it has nothing in it, do not change it. Even if that thing is the word "None", that's fine - but if it's blank or says "Err: FNameStringAlgo required" then something has gone wrong.
Has "getNameStuff" completely finished (red X instead of spinning circle)?

Just now as I was investigating your issue, the very same thing happened to me - it got stuck in the Change Value box, had to force close everything. This is the first time it's happened to me, and restarting everything it worked again despite doing exactly the same steps.
I suspect the CE process is busy (i.e. it's already doing something in the background) which might mean it's stuck in a loop somewhere... that might be tricky to narrow down.
Does this happen every time? If you right click on the FName you want to change, Set/Change dropdown, and remove the line in there (e.g. (FNameSkillDropdown) ) does the slowdown/freeze still happen when typing in Change Value?
It's working perfectly fine, and it shows the name of the object, the quality, etc.. But whenever I try to change the value, of the name (changing it to what I want), the quality (like changing to Top or Legendary), etc., it usually works the first time, but then when I go to do it the second time, the Change Value tab shows up for me to change it, but it just freezes. I can type in the Change Value tab and everything. It works fine (it's stuttering when it acts this way though), but it won't allow be to X out of it, press Cancel, or press OK. It recognizes I am hovering over all of those buttons, and it seems to even register me clicking the buttons, but it does not follow through. It happens on both CE7.6 and 7.5 (I found that your script runs a lot smoother on 7.5, so I am using that).

Yes, it seems to happen every time. The only way I can get the script to work right is to hover over items I already have and just copy those. I can't really generate something I don't have unless I want to risk CE freezing.

Everything else works just as it is supposed to. It's just the Change Value tab. And just to add, getNameStuff is done running when it happens. I don't touch any of the values when it's still going through the process.

Nothing else on my laptop acts slow or freezes. The game does not either. No stuttering or freezing in any other process running. I have even ended all processes except for the game itself and the Cheat Engine.

I have not yet tried changing the set/change. I will try that. Thanks
So you're saying you have/had the same issue with it freezing? Meaning, when you click to change the name, put in a name, but can't press "OK"?

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by minhnhatx »

Duhllin wrote:
Tue Jul 08, 2025 4:08 am
I never included any name that doesn't exist. I chose an item directly from another weapon. An ID that CE itself pulled up. I did no typing at all.
000000001D31F820 isn't an ID that I entered. That's what shows up when the parsing happens. CE finds that ID on its own, and places it in GUObjectArray. My confusion was, why does FNamePool not have an ID as well.
Oh. I see now. I was at work and didn't understand the question properly.
My FNamePool shows up as 0000000000000000, but the table works just fine everywhere else, so I ignored it. This has no bearing on any other cheat that I used.

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Re: Fantasy LIfe I The Girl Who Steals Time [Steam] [+62]

Post by Niedzielan »

The simple answer is that the start of the FNamePool (which is an Unreal Engine thing) is just blank. It's just how it's structured. The FNamePool we find isn't the value at that address, it's the address of FNamePool itself. Essentially, the script finds the address and labels it as FNamePool. Same with GUObjectArray, except that the first value within GUObjectArray is non-zero.

There's a difference between that and how a typical variable might be declared. Within a script (like "get hovered item") we create a new variable and then assign a value to that. So pItem might be at address 1234ABCD, which is memory allocated to Cheat Engine, and have the value of 5678EF12 - where that latter value is the actual address of the hovered item. (convention is that pItem starts with a p because it's a pointer, whereas bSomething would be a boolean, iSometthing an integer, etc.). I could have labelled the 5678EF12 address directly, but I'd have to unlabel it and relabel another with each new item hovered over, which is very messy.
Or in other terms:
[pItem] = Item
FNamePool = FNamePool

Basically, FNamePool is static and other variables aren't, so we can just use the variable that exists within the game code instead of creating a new variable within Cheat Engine's allocated memory. There's no reason I couldn't have had assigned a variable that points to FNamePool like the others (where the FNamePool address would appear as Value instead of Address), except I simply copied it from Cake-san's UE4 table and this is how it was done there.

TL;DR: As long as FNamePool exists regardless of what's in it, you should be fine.

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