[COMPLETED] [Request] Rune Factory 5

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Exinani
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Exinani »

I think it's 40 max for each dragon since the upgrades allow you to have up to 20 monsters in both barns.

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Pongozila
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Pongozila »

Hi guys, so apparently I lost my old account cuz' I changed and forgot the password... but never mind that... I'm just popping by to update my old table. I know that there are better tables here but nonetheless here it is. :) ;)

EDIT: GOT MY ACCOUNT BACK! MODs HERE ARE THE BEST! Thanks Casanova!
EDIT2: for the latest table check: viewtopic.php?p=258815#p258815
Last edited by Pongozila on Sat Jul 23, 2022 2:24 pm, edited 2 times in total.

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kenny5029
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Re: [Request] Rune Factory 5

Post by kenny5029 »

Cake-san wrote:
Thu Jul 14, 2022 8:19 am
[Options]
- Pointers
- AddItemToRucksack
- Plant Instant Growth
- etc

///

Update 1
- All Item Max Level (Except Equipment) (Might crash the game)
- Soil Watered&Cultivated
- Set Max Soil Stat
- DoShipping
- Save Anywhere
- Disable Furniture Collision
- Easy Tame Monster
- Easy Catch Monster

Note: If dev decided to update the game you can activate "Update_Symbol" script locate inside hidden/blank description group record & then save the table....
i curious about since ur table can edit lazy pointer, did that mean we can edit some event flag to make doug n magarret appear?

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Re: [COMPLETED] [Request] Rune Factory 5

Post by Algester »

in WorldData Difficulty Value you can probably go as high as 3 for hell mode

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Solgath
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Solgath »

there is a table with 20x multiplier i tried using, but doesn't seem to want to for me, so hoping someone can make one that does, or the one already here is looked at and fixed..

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Re: [COMPLETED] [Request] Rune Factory 5

Post by Algester »

the multipliers will only work if you have mono activated

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Re: [COMPLETED] [Request] Rune Factory 5

Post by Solgath »

hmm, must of missed that, will check and see next time i play, thanks for that

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Re: [COMPLETED] [Request] Rune Factory 5

Post by Algester »

Solgath wrote:
Fri Jul 22, 2022 7:00 am
hmm, must of missed that, will check and see next time i play, thanks for that
if you still have issues

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39731</ID>
      <Description>"Multipliers"</Description>
      <Options moHideChildren="1"/>
      <LastState Value="" RealAddress="00000000"/>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>39727</ID>
          <Description>"Skill Exp Multiplier"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Rune Factory 5.exe
  Version: 
  Date   : 2022-07-22
  Author : Algester

  This script does blah blah blah
}

[ENABLE]


aobscanmodule(SkillExpMultiplier,GameAssembly.dll,89 43 10 40 32 ED) // should be unique
alloc(newmem,$1000,SkillExpMultiplier)

label(code)
label(return EXPMult)
registersymbol(SkillExpMultiplier EXPMult)
newmem:

code:
  push ecx
  mov ecx,[rbx+10]
  sub eax,ecx
  imul eax,[EXPMult]
  add eax,ecx
  pop ecx
  mov [rbx+10],eax
  xor bpl,bpl
  jmp return
EXPMult:
  dd #10
SkillExpMultiplier:
  jmp newmem
  nop
return:


[DISABLE]

SkillExpMultiplier:
  db 89 43 10 40 32 ED

unregistersymbol(SkillExpMultiplier EXPMult)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+DBF31B

GameAssembly.dll+DBF2F3: F6 81 2F 01 00 00 02  - test byte ptr [rcx+0000012F],02
GameAssembly.dll+DBF2FA: 74 0E                 - je GameAssembly.dll+DBF30A
GameAssembly.dll+DBF2FC: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+DBF303: 75 05                 - jne GameAssembly.dll+DBF30A
GameAssembly.dll+DBF305: E8 06 7B 32 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+DBF30A: 43 8D 0C 3E           - lea ecx,[r14+r15]
GameAssembly.dll+DBF30E: 45 33 C9              - xor r9d,r9d
GameAssembly.dll+DBF311: 44 8B C5              - mov r8d,ebp
GameAssembly.dll+DBF314: 33 D2                 - xor edx,edx
GameAssembly.dll+DBF316: E8 E5 37 CA 00        - call UnityEngine:Mathf:Clamp2
// ---------- INJECTING HERE ----------
GameAssembly.dll+DBF31B: 89 43 10              - mov [rbx+10],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+DBF31E: 40 32 ED              - xor bpl,bpl
GameAssembly.dll+DBF321: 8B 43 10              - mov eax,[rbx+10]
GameAssembly.dll+DBF324: 3B C7                 - cmp eax,edi
GameAssembly.dll+DBF326: 7C 73                 - jl GameAssembly.dll+DBF39B
GameAssembly.dll+DBF328: 2B C7                 - sub eax,edi
GameAssembly.dll+DBF32A: 89 43 10              - mov [rbx+10],eax
GameAssembly.dll+DBF32D: FF 43 14              - inc [rbx+14]
GameAssembly.dll+DBF330: 48 8B 0D E9 B2 29 02  - mov rcx,[GameAssembly.dll+305A620]
GameAssembly.dll+DBF337: F6 81 2F 01 00 00 02  - test byte ptr [rcx+0000012F],02
GameAssembly.dll+DBF33E: 74 0E                 - je GameAssembly.dll+DBF34E
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>39728</ID>
              <Description>"Multiply by"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>EXPMult</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>39729</ID>
          <Description>"Stone Stored x10"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Rune Factory 5.exe
  Version: 
  Date   : 2022-07-22
  Author : Algester

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(StoneAdd,GameAssembly.dll,89 43 38 48 8B 5C 24 30 48 83 C4 20 5F C3 E8 5E) // should be unique
alloc(newmem,$1000,StoneAdd)

label(code)
label(return skip)

newmem:

code:
  cmp eax,[rbx+38]
  jl skip
  push ecx
  mov ecx,[rbx+38]
  sub eax,ecx
  imul eax,#30
  add eax,ecx
  pop ecx

skip:
  mov [rbx+38],eax
  mov rbx,[rsp+30]
  jmp return

StoneAdd:
  jmp newmem
  nop 3
return:
registersymbol(StoneAdd)

[DISABLE]

StoneAdd:
  db 89 43 38 48 8B 5C 24 30

unregistersymbol(StoneAdd skip)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+12CD81F

GameAssembly.dll+12CD7FA: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+12CD801: 75 05                 - jne GameAssembly.dll+12CD808
GameAssembly.dll+12CD803: E8 08 96 E1 FE        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+12CD808: 45 33 C9              - xor r9d,r9d
GameAssembly.dll+12CD80B: 33 D2                 - xor edx,edx
GameAssembly.dll+12CD80D: 41 B8 50 C3 00 00     - mov r8d,0000C350
GameAssembly.dll+12CD813: 8B CF                 - mov ecx,edi
GameAssembly.dll+12CD815: E8 E6 52 79 00        - call UnityEngine:Mathf:Clamp2
GameAssembly.dll+12CD81A: 48 85 DB              - test rbx,rbx
GameAssembly.dll+12CD81D: 74 0E                 - je GameAssembly.dll+12CD82D
// ---------- INJECTING HERE ----------
GameAssembly.dll+12CD81F: 89 43 38              - mov [rbx+38],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+12CD822: 48 8B 5C 24 30        - mov rbx,[rsp+30]
GameAssembly.dll+12CD827: 48 83 C4 20           - add rsp,20
GameAssembly.dll+12CD82B: 5F                    - pop rdi
GameAssembly.dll+12CD82C: C3                    - ret 
GameAssembly.dll+12CD82D: E8 5E 30 E9 FE        - call GameAssembly.dll+160890
GameAssembly.dll+12CD832: CC                    - int 3 
GameAssembly.dll+12CD833: CC                    - int 3 
GameAssembly.dll+12CD834: CC                    - int 3 
GameAssembly.dll+12CD835: CC                    - int 3 
GameAssembly.dll+12CD836: CC                    - int 3 
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>39730</ID>
          <Description>"Wood Store x10"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Rune Factory 5.exe
  Version: 
  Date   : 2022-07-22
  Author : Algester

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(WoodAdd,GameAssembly.dll,89 43 3C 48 8B 5C 24 30 48 83 C4 20 5F C3 E8 1E) // should be unique
alloc(newmem,$1000,WoodAdd)

label(code)
label(return skip)
registersymbol(WoodAdd)
newmem:

code:
//check
  cmp eax,[rbx+3C]
  jl skip

//multiply
  push ecx
  mov ecx,[rbx+3C]
  sub eax,ecx
  imul eax,#30
  add eax,ecx
  pop ecx
//end
skip:
  mov [rbx+3C],eax
  mov rbx,[rsp+30]
  jmp return

WoodAdd:
  jmp newmem
  nop 3
return:


[DISABLE]

WoodAdd:
  db 89 43 3C 48 8B 5C 24 30

unregistersymbol(WoodAdd skip)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+12CD55F

GameAssembly.dll+12CD53A: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+12CD541: 75 05                 - jne GameAssembly.dll+12CD548
GameAssembly.dll+12CD543: E8 C8 98 E1 FE        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+12CD548: 45 33 C9              - xor r9d,r9d
GameAssembly.dll+12CD54B: 33 D2                 - xor edx,edx
GameAssembly.dll+12CD54D: 41 B8 50 C3 00 00     - mov r8d,0000C350
GameAssembly.dll+12CD553: 8B CF                 - mov ecx,edi
GameAssembly.dll+12CD555: E8 A6 55 79 00        - call UnityEngine:Mathf:Clamp2
GameAssembly.dll+12CD55A: 48 85 DB              - test rbx,rbx
GameAssembly.dll+12CD55D: 74 0E                 - je GameAssembly.dll+12CD56D
// ---------- INJECTING HERE ----------
GameAssembly.dll+12CD55F: 89 43 3C              - mov [rbx+3C],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+12CD562: 48 8B 5C 24 30        - mov rbx,[rsp+30]
GameAssembly.dll+12CD567: 48 83 C4 20           - add rsp,20
GameAssembly.dll+12CD56B: 5F                    - pop rdi
GameAssembly.dll+12CD56C: C3                    - ret 
GameAssembly.dll+12CD56D: E8 1E 33 E9 FE        - call GameAssembly.dll+160890
GameAssembly.dll+12CD572: CC                    - int 3 
GameAssembly.dll+12CD573: CC                    - int 3 
GameAssembly.dll+12CD574: CC                    - int 3 
GameAssembly.dll+12CD575: CC                    - int 3 
GameAssembly.dll+12CD576: CC                    - int 3 
}
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
shouldnt rely on mono inject

I also attached my savefile for Doug and Margaret if you don't like the PC name you can easily change it from one of the empty houses should have a renaming NPC
Attachments
rf5_gm001.zip
This is a Savefile in Day 3 with Doug and Margaret Unlocked normally you shouldnt need this but for data comparison sake
(240.95 KiB) Downloaded 184 times
Last edited by Algester on Sun Jul 24, 2022 7:28 am, edited 1 time in total.

Algester
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Algester »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>39737</ID>
      <Description>"Adjust Game Difficulty"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Rune Factory 5.exe
  Version: 
  Date   : 2022-07-22
  Author : Algester

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(WorldDifficulty,GameAssembly.dll,0F B6 48 10 85 C9) // should be unique
alloc(newmem,$1000,WorldDifficulty)

label(code difficulty)
label(return)

newmem:

code:
  movzx ecx,byte ptr [rax+10]
  mov [difficulty],rax
  test ecx,ecx
  jmp return
difficulty:
 dd #1
WorldDifficulty:
  jmp newmem
  nop
return:
registersymbol(WorldDifficulty difficulty)

[DISABLE]

WorldDifficulty:
  db 0F B6 48 10 85 C9

unregistersymbol(WorldDifficulty difficulty)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+D87DC5

GameAssembly.dll+D87D95: E8 86 89 3D FF        - call GameAssembly.dll+160720
GameAssembly.dll+D87D9A: C6 05 07 99 22 02 01  - mov byte ptr [GameAssembly.dll+2FB16A8],01
GameAssembly.dll+D87DA1: 48 8B 1D 70 5F 2C 02  - mov rbx,[GameAssembly.dll+304DD18]
GameAssembly.dll+D87DA8: 33 C9                 - xor ecx,ecx
GameAssembly.dll+D87DAA: E8 81 72 56 00        - call GameAssembly.dll+12EF030
GameAssembly.dll+D87DAF: 48 85 C0              - test rax,rax
GameAssembly.dll+D87DB2: 0F 84 1A 01 00 00     - je GameAssembly.dll+D87ED2
GameAssembly.dll+D87DB8: 48 8B 40 18           - mov rax,[rax+18]
GameAssembly.dll+D87DBC: 48 85 C0              - test rax,rax
GameAssembly.dll+D87DBF: 0F 84 0D 01 00 00     - je GameAssembly.dll+D87ED2
// ---------- INJECTING HERE ----------
GameAssembly.dll+D87DC5: 0F B6 48 10           - movzx ecx,byte ptr [rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+D87DC9: 85 C9                 - test ecx,ecx
GameAssembly.dll+D87DCB: 0F 84 B7 00 00 00     - je GameAssembly.dll+D87E88
GameAssembly.dll+D87DD1: 83 E9 01              - sub ecx,01
GameAssembly.dll+D87DD4: 74 7F                 - je GameAssembly.dll+D87E55
GameAssembly.dll+D87DD6: 83 E9 01              - sub ecx,01
GameAssembly.dll+D87DD9: 74 43                 - je GameAssembly.dll+D87E1E
GameAssembly.dll+D87DDB: 83 F9 01              - cmp ecx,01
GameAssembly.dll+D87DDE: 0F 85 E5 00 00 00     - jne GameAssembly.dll+D87EC9
GameAssembly.dll+D87DE4: 48 8B 0D FD 17 2D 02  - mov rcx,[GameAssembly.dll+30595E8]
GameAssembly.dll+D87DEB: F6 81 2F 01 00 00 02  - test byte ptr [rcx+0000012F],02
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>39738</ID>
          <Description>"Current Difficulty"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Easy
1:Normal
2:Hard
3:Hell
</DropDownList>
          <LastState Value="1" RealAddress="7FFBDBB40015"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>difficulty</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
this is a very basic edit if you want to change the default difficulty as Hell mode isnt present by default I can not guarantee game stability though as the game wasnt "built" for it but RF4S is

Exinani
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Exinani »

Is there any way to unlock those extra directives for the extra dungeon? I know you have to beat the game first, but the training there is a big help.

sellenity
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Re: [COMPLETED] [Request] Rune Factory 5

Post by sellenity »

I seem to be getting this issue whenever I try to use lazy pointer save editor (using mono) and I'm not sure why. I'm just on base game 1.0 on steam

Code: Select all

Error:[string "local syntaxcheck,memrec=...
..."]:1687: attempt to index a nil value (global 'U_Member')
Error:C:\Program Files\Cheat Engine 7.4\autorun\monoscript.lua:749: attempt to index a nil value (global 'monoSymbolList')
EDIT:
I tried running the table on CE 7.2 and the error changed a very tiny bit

Code: Select all

Error:[string "local syntaxcheck,memrec=...
..."]:1687: attempt to index a nil value (global 'U_Member')
Also is there a way to change the weather?
Last edited by sellenity on Sun Jul 24, 2022 3:29 pm, edited 1 time in total.

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Pongozila
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Re: [COMPLETED] [Request] Rune Factory 5

Post by Pongozila »

Updated my table guys

Added Gate controller for a easier/more challenging game

viewtopic.php?p=258815#p258815

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Re: [COMPLETED] [Request] Rune Factory 5

Post by Valatros »

fardriel wrote:
Mon Jul 18, 2022 10:31 pm
Tossing up my own contribution.

- Skill XP Multiplier
- Always have the drop bonuses from Rare Can, Four Leaf Clover, etc.
- Constant finders
- Update 1: Soil XP Multiplier

The constant finders hold a bunch of game variables that you can change on the fly. For example, you can use the drop bonuses script along with EquipSubAttribute_LuckyDrop1_Param1 and 2, LuckyDrop2_Param1 and 2, and RareDrop_Param1 and 2 to give yourself guaranteed drops. WalkSkillCount determines how many steps you need to take to get 1 walking XP. Things like that.

I put in all of the constants, even though a lot of them probably aren't especially useful for players.

Update 1: Added Soil XP Multiplier
Jesus, the entire code base for the free farm system is dumber than hell. Probably necessary back in RF4, but they really should've redone it for RF5, rather than reuse code made to run on a 3DS...
Trying to figure out how to do what you explained, but uh, im pretty clueless about these constants. I found the constants in your list that you mentioned, but i dont know what numbers i would need to set them to to guarantee drops? they're 70/40 100/20 150/30 in the order you mentioned right now, without me messing with them (though I do havey our drop bonuses code enabled). Do I need to set them all to a certain number, or something? Can you explain the drop system more in-depth, and how those constants work?

As an aside, has anyone been able to get these tables to play nice with eachother? I'm trying to use features from three different tables after copy/pasting the cheats over, but I can't get the multiplers in the multipliers table to work for the life of me... be it mono or the normal one. Khayman's multipliers inparticular, the skill mult and soil exp mult in fadriel's work fine, but khayman's give me the following error:

Code: Select all

Error in native thread called Unnamed::[string "local syntaxcheck,memrec=...
..."]:189: bad argument #1 to 'pairs' (table expected, got nil) 
Error in native thread called Unnamed::C:\Program Files\Cheat Engine 7.4\autorun\monoscript.lua:1827: attempt to index a nil value (global 'monopipe') 
Error in native thread called Unnamed::[string "local syntaxcheck,memrec=...
..."]:189: bad argument #1 to 'pairs' (table expected, got nil) 
Error in native thread called Unnamed::[string "local syntaxcheck,memrec=...
..."]:189: bad argument #1 to 'pairs' (table expected, got nil) 
Error in native thread called Unnamed::C:\Program Files\Cheat Engine 7.4\autorun\monoscript.lua:1822: attempt to index a nil value (global 'monopipe') 
Error in native thread called Unnamed::[string "local syntaxcheck,memrec=...
..."]:189: bad argument #1 to 'pairs' (table expected, got nil) 

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Re: [COMPLETED] [Request] Rune Factory 5

Post by aimeerose »

hi dose anyone have a working "monster drop items, every time killed"?

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Re: [COMPLETED] [Request] Rune Factory 5

Post by DrummerIX »

aimeerose wrote:
Sun Jul 24, 2022 2:40 am
hi dose anyone have a working "monster drop items, every time killed"?
I have the option in the trainer I posted for Cheat Evolution. Hotkeys are free to use.

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