<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>18</ID>
<Description>"Arte Proficiency Mult"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)
label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)
newmem:
code:
mulss xmm2,xmm8
mulss xmm2,[arte_prof_mult]
jmp return
arte_prof_mult:
dd (float)10
ToA_ArteProficiency:
jmp newmem
return:
registersymbol(ToA_ArteProficiency)
[DISABLE]
ToA_ArteProficiency:
db F3 41 0F 59 D0
unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5
Tales of Arise.exe+BFD0B3: 75 EB - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09 - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03 - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3 - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04 - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2 - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1 - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17 - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0 - mulss xmm2,xmm8
// ---------- DONE INJECTING ----------
Tales of Arise.exe+BFD0DA: 45 85 C9 - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41 - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0 - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38 - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01 - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8 - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81 - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF - cmp eax,-01
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>19</ID>
<Description>"Arte Proficiency Mult"</Description>
<LastState Value="10" RealAddress="7FF7605B0012"/>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>arte_prof_mult</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
sorry, copy new code. I changed injection location so now it should works for all.
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>18</ID>
<Description>"Arte Proficiency Mult"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)
label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)
newmem:
code:
mulss xmm2,xmm8
mulss xmm2,[arte_prof_mult]
jmp return
arte_prof_mult:
dd (float)10
ToA_ArteProficiency:
jmp newmem
return:
registersymbol(ToA_ArteProficiency)
[DISABLE]
ToA_ArteProficiency:
db F3 41 0F 59 D0
unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5
Tales of Arise.exe+BFD0B3: 75 EB - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09 - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03 - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3 - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04 - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2 - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1 - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17 - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0 - mulss xmm2,xmm8
// ---------- DONE INJECTING ----------
Tales of Arise.exe+BFD0DA: 45 85 C9 - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41 - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0 - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38 - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01 - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8 - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81 - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF - cmp eax,-01
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>19</ID>
<Description>"Arte Proficiency Mult"</Description>
<LastState Value="10" RealAddress="7FF7605B0012"/>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>arte_prof_mult</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>18</ID>
<Description>"Arte Proficiency Mult"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(ToA_ArteProficiency,Tales of Arise.exe,F3 41 0F 59 D0 45 85) // should be unique
alloc(newmem,$1000,ToA_ArteProficiency)
label(arte_prof_mult)
registersymbol(arte_prof_mult)
label(code)
label(return)
newmem:
code:
mulss xmm2,xmm8
mulss xmm2,[arte_prof_mult]
jmp return
arte_prof_mult:
dd (float)10
ToA_ArteProficiency:
jmp newmem
return:
registersymbol(ToA_ArteProficiency)
[DISABLE]
ToA_ArteProficiency:
db F3 41 0F 59 D0
unregistersymbol(arte_prof_mult)
unregistersymbol(ToA_ArteProficiency)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Tales of Arise.exe+BFD0D5
Tales of Arise.exe+BFD0B3: 75 EB - jne "Tales of Arise.exe"+BFD0A0
Tales of Arise.exe+BFD0B5: EB 09 - jmp "Tales of Arise.exe"+BFD0C0
Tales of Arise.exe+BFD0B7: 83 F8 FF - cmp eax,-01
Tales of Arise.exe+BFD0BA: 48 8D 04 CA - lea rax,[rdx+rcx*8]
Tales of Arise.exe+BFD0BE: 75 03 - jne "Tales of Arise.exe"+BFD0C3
Tales of Arise.exe+BFD0C0: 48 8B C3 - mov rax,rbx
Tales of Arise.exe+BFD0C3: 66 0F 6E 50 04 - movd xmm2,[rax+04]
Tales of Arise.exe+BFD0C8: 0F 5B D2 - cvtdq2ps xmm2,xmm2
Tales of Arise.exe+BFD0CB: F3 41 0F 59 D1 - mulss xmm2,xmm9
Tales of Arise.exe+BFD0D0: F3 41 0F 59 17 - mulss xmm2,[r15]
// ---------- INJECTING HERE ----------
Tales of Arise.exe+BFD0D5: F3 41 0F 59 D0 - mulss xmm2,xmm8
// ---------- DONE INJECTING ----------
Tales of Arise.exe+BFD0DA: 45 85 C9 - test r9d,r9d
Tales of Arise.exe+BFD0DD: 74 41 - je "Tales of Arise.exe"+BFD120
Tales of Arise.exe+BFD0DF: 4D 85 C0 - test r8,r8
Tales of Arise.exe+BFD0E2: 41 8D 42 FF - lea eax,[r10-01]
Tales of Arise.exe+BFD0E6: 48 8D 4D 38 - lea rcx,[rbp+38]
Tales of Arise.exe+BFD0EA: 48 0F 45 CB - cmovne rcx,rbx
Tales of Arise.exe+BFD0EE: 83 E0 01 - and eax,01
Tales of Arise.exe+BFD0F1: 49 0B C8 - or rcx,r8
Tales of Arise.exe+BFD0F4: 8B 04 81 - mov eax,[rcx+rax*4]
Tales of Arise.exe+BFD0F7: 83 F8 FF - cmp eax,-01
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>19</ID>
<Description>"Arte Proficiency Mult"</Description>
<LastState Value="10" RealAddress="7FF7605B0012"/>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>arte_prof_mult</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
Could you let me know how you added the code?
Load ur normal arise table then go to a blank space, copy the whole code and i used the bottom of table and just paste it in and then drag it to where u want it, i dragged it under the skill multiplier, then save the table where u have it saved. and next time ull have it added.
Last edited by BlackMonster on Wed Sep 15, 2021 5:26 pm, edited 1 time in total.
Did not work for me, I tried setting it 10 then 100 but it doesnt multiply proficiency for me.
It could be you're using on char that I don't have yet.
Could you do a "Find what address this op-code access". It should 3 be addresses per char you have in party.
I still only have access to Alphen, Shionne, Rinswell and Law.
I'm trying to do fish but this is the best I could some up with.
Here's some pointers to line tension/fish hp/etc. This is using the offsets from Tuuuup!'s table: viewtopic.php?p=210160#p210160
I couldn't get his fishing script to work so I just did a bunch of pointer scans till I had something stable.
I couldn't find any easy AoB code to get the base pointer either so GLHF. This will break when the game updates!
Also all reads/writes to tension or HP here are done with memcpy so fuck finding where the logic is. I got lost.
Hopefully this is enough to give someone else what they need to find proper AoBs/script for this.
The only real 'cheat' I have right now is just freeze the tension pointer at 0.
Line tension ranges from 0 (green) to 1 (red). The pointer for tension will be ???? till you enter the fishing UI. (Meaning you don't have to cast your line yet.)
how can i add this to the table and save it so i have it when i open it next time? nvm found out how.
Just tested this and its not working for me. i still get 1 prof instead of 2 when usin x2 multi
Could you let me know how you added the code?
Load ur normal arise table then go to a blank space, copy the whole code and i used the bottom of table and just paste it in and then drag it to where u want it, i dragged it under the skill multiplier, then save the table where u have it saved. and next time ull have it added.