Sword Art Online Last Recollection (Steam). Working for 1.15

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a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 10:01 pm
it should be +12b37a7
Both adreeses affect the Skills, the one I put is for the cooldowns, and the one you put, it has an increasing number that I am not sure what is doing not what to modify there.

The one for the cooldows affect cooldown addresses and if I manually change them to 0, the cooldown effectively dissapears.

Edit: If it try to alter it via script the game crashes though... It is a float, so it should be working the same way as other scripts affecting float values...

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

that the thing i didnt understand at first when i tried searching for skill timer when we found the food timer food was easy but the skill one is as i said
as example the value shown on buff /debuff is 59 it does compare the used up time also 1 to 60
for58 its 2 to 60
and so on

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 10:21 pm
that the thing i didnt understand at first when i tried searching for skill timer when we found the food timer food was easy but the skill one is as i said
as example the value shown on buff /debuff is 59 it does compare the used up time also 1 to 60
But there are values for the cooldown that decrease and when manualy edited, so that should be the timje the skill continues to be active rather than the cooldown.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 10:24 pm
gradius12 wrote:
Sun Oct 08, 2023 10:21 pm
that the thing i didnt understand at first when i tried searching for skill timer when we found the food timer food was easy but the skill one is as i said
as example the value shown on buff /debuff is 59 it does compare the used up time also 1 to 60
But there are values for the cooldown that decrease and when manualy edited, so that should be the timje the skill continues to be active rather than the cooldown.
dont ask me i just noticed that after searching for it

it counts up to 60 not down
thats why i couldnt find it at first since this was totally new for me never had it in my life but the show value is just the difference from the two float values

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 10:26 pm
a_busy_man wrote:
Sun Oct 08, 2023 10:24 pm
gradius12 wrote:
Sun Oct 08, 2023 10:21 pm
that the thing i didnt understand at first when i tried searching for skill timer when we found the food timer food was easy but the skill one is as i said
as example the value shown on buff /debuff is 59 it does compare the used up time also 1 to 60
But there are values for the cooldown that decrease and when manualy edited, so that should be the timje the skill continues to be active rather than the cooldown.
dont ask me i just noticed that after searching for it

it counts up to 60 not down
Well with yours, it is certainly the one of the Buff Duration, so I made a simple Inifnite Skill Buff script:
Spoiler

Code: Select all

[ENABLE]
alloc(newmem,2048,$process+12B37A7) 
label(returnhere)
label(originalcode)
label(exit)

newmem:

originalcode:
//movss [rbx],xmm0
je $process+12B37F7

exit:
jmp returnhere

$process+12B37A7:
jmp newmem
nop
returnhere:


 
 
[DISABLE]
dealloc(newmem)
$process+12B37A7:
db F3 0F 11 03 74 4A
//movss [rbx],xmm0
//je sao_lr-Win64-Shipping.exe+12B37F7
I also made an AOBscan version, but I am not certain if this value will remain unique for everyone. I ntoiced the Awakening Weapon one ende dup breaking as that AOB isn't always the same.
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(InfSkillBuff,sao_lr-Win64-Shipping.exe,F3 0F 11 03 74 4A) // should be unique
alloc(newmem,$1000,InfSkillBuff)

label(code)
label(return)

newmem:

code:
  //movss [rbx],xmm0
  je $process+12B37F7
  jmp return

InfSkillBuff:
  jmp newmem
  nop
return:
registersymbol(InfSkillBuff)

[DISABLE]

InfSkillBuff:
  db F3 0F 11 03 74 4A

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+12B37A7

sao_lr-Win64-Shipping.exe+12B3781: 0F 84 3F 01 00 00        - je sao_lr-Win64-Shipping.exe+12B38C6
sao_lr-Win64-Shipping.exe+12B3787: F3 0F 10 03              - movss xmm0,[rbx]
sao_lr-Win64-Shipping.exe+12B378B: 0F 2F 07                 - comiss xmm0,[rdi]
sao_lr-Win64-Shipping.exe+12B378E: 73 6F                    - jae sao_lr-Win64-Shipping.exe+12B37FF
sao_lr-Win64-Shipping.exe+12B3790: 48 8B 02                 - mov rax,[rdx]
sao_lr-Win64-Shipping.exe+12B3793: 48 8B CA                 - mov rcx,rdx
sao_lr-Win64-Shipping.exe+12B3796: FF 90 38 0B 00 00        - call qword ptr [rax+00000B38]
sao_lr-Win64-Shipping.exe+12B379C: 80 3E 00                 - cmp byte ptr [rsi],00
sao_lr-Win64-Shipping.exe+12B379F: F3 0F 59 C6              - mulss xmm0,xmm6
sao_lr-Win64-Shipping.exe+12B37A3: F3 0F 58 03              - addss xmm0,[rbx]
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+12B37A7: F3 0F 11 03              - movss [rbx],xmm0
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+12B37AB: 74 4A                    - je sao_lr-Win64-Shipping.exe+12B37F7
sao_lr-Win64-Shipping.exe+12B37AD: 0F 2F 07                 - comiss xmm0,[rdi]
sao_lr-Win64-Shipping.exe+12B37B0: 72 45                    - jb sao_lr-Win64-Shipping.exe+12B37F7
sao_lr-Win64-Shipping.exe+12B37B2: 41 0F B7 07              - movzx eax,word ptr [r15]
sao_lr-Win64-Shipping.exe+12B37B6: 48 8D 54 24 30           - lea rdx,[rsp+30]
sao_lr-Win64-Shipping.exe+12B37BB: 4C 8B 84 24 A8 00 00 00  - mov r8,[rsp+000000A8]
sao_lr-Win64-Shipping.exe+12B37C3: 45 33 C9                 - xor r9d,r9d
sao_lr-Win64-Shipping.exe+12B37C6: 48 8B 8C 24 A0 00 00 00  - mov rcx,[rsp+000000A0]
sao_lr-Win64-Shipping.exe+12B37CE: 89 6C 24 28              - mov [rsp+28],ebp
sao_lr-Win64-Shipping.exe+12B37D2: 66 89 44 24 30           - mov [rsp+30],ax
}
I would also love to reset the cooldowns, but no matter how I try to edit that value with a script, it breaks... Manual editng the value works well though.

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

By the way, i found enemieis with their -30 being 3 like the chacracters. The first ever enemy I tried... so I am reverting back to the previous formula.

PD. I did a double post by mistake, ugh.

EDIT. Other enemies end even Hunt Quests of the Orc Territory also have a 3 there. Same with enemies of the first area, although mine are the powered up version instead of the original one. Saame applies on all difficulties. They also have a Script_cmp far higher, so in the end, the issue of the old script was only on the first area before finishing chapter 3?

Edit2: Even on old save first area, the enemies have a 3 there, I don't know how that script could have been working for you. Maybe weaker enemies of the area? I started by the end. Edit: No all enemies and allies, everyone has a 3 there.

Edit3: the old script I gave you using multiple cmp wiht the rank works after a small fix. I used a 4byte by defualt byt Rank is 2byte, so by checking in 4 byte the value was always far greater than it should and was making them immortal. This works in excluding those enemies of level 4 and below from being affected by God Mode.
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(GodModeAutoKill,$process,48 89 38 48 8B 5C 24 58) // should be unique
alloc(newmem,$1000,GodModeAutoKill)

label(code)
label(return)

newmem:
  cmp [rax+50],(int)302
  jl GodMode
  cmp [rax+50],(int)344
  jl CompareRank
  jmp code

CompareRank:
  cmp word ptr [rax+30],(int)24
  jg GodMode
  jmp code

AutoKill:
  mov [rax],0
  mov rbx,[rsp+58]
  jmp return

GodMode:
  mov rdi,[rax+10]
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

code:
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

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

[DISABLE]

GodModeAutoKill:
  db 48 89 38 48 8B 5C 24 58

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+1154BC2

sao_lr-Win64-Shipping.exe+1154B93: C6 44 24 30 3C              - mov byte ptr [rsp+30],3C
sao_lr-Win64-Shipping.exe+1154B98: 48 8B D7                    - mov rdx,rdi
sao_lr-Win64-Shipping.exe+1154B9B: C6 44 24 28 3D              - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+1154BA0: 48 8B CB                    - mov rcx,rbx
sao_lr-Win64-Shipping.exe+1154BA3: 48 C7 44 24 20 00 00 00 00  - mov qword ptr [rsp+20],00000000
sao_lr-Win64-Shipping.exe+1154BAC: E8 2F FF EC FF              - call sao_lr-Win64-Shipping.exe+1024AE0
sao_lr-Win64-Shipping.exe+1154BB1: 48 8B 46 08                 - mov rax,[rsi+08]
sao_lr-Win64-Shipping.exe+1154BB5: 48 C7 00 00 00 00 00        - mov qword ptr [rax],00000000
sao_lr-Win64-Shipping.exe+1154BBC: EB 07                       - jmp sao_lr-Win64-Shipping.exe+1154BC5
sao_lr-Win64-Shipping.exe+1154BBE: 48 8B 46 08                 - mov rax,[rsi+08]
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+1154BC2: 48 89 38                    - mov [rax],rdi
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+1154BC5: 48 8B 5C 24 58              - mov rbx,[rsp+58]
sao_lr-Win64-Shipping.exe+1154BCA: 48 8B 74 24 60              - mov rsi,[rsp+60]
sao_lr-Win64-Shipping.exe+1154BCF: 48 8B 7C 24 68              - mov rdi,[rsp+68]
sao_lr-Win64-Shipping.exe+1154BD4: 48 83 C4 40                 - add rsp,40
sao_lr-Win64-Shipping.exe+1154BD8: 41 5E                       - pop r14
sao_lr-Win64-Shipping.exe+1154BDA: C3                          - ret
sao_lr-Win64-Shipping.exe+1154BDB: CC                          - int 3
sao_lr-Win64-Shipping.exe+1154BDC: CC                          - int 3
sao_lr-Win64-Shipping.exe+1154BDD: CC                          - int 3
sao_lr-Win64-Shipping.exe+1154BDE: CC                          - int 3
}
Edit4: On the old save I got a couple of medals thanks to the scripts, and the Script_cmp didn't change. The medals are likely not affecting the value, so only story progression and rank should be.

Edit5: second area has the same issue as the first since on easy there are low level enemies befor eending chapter 3. The new script works anyway. There are level 5 enemies on the second area story with a value exactly 344, so they aren't immortal, but if we have to increase the cmp value later, they will, so it is good to have it in mind.

Edit6. Current script is difinitely wroking everywhere unless our cmp can grow more than what we have, in which case we would ened to increase a bit the low level, still, it won't affect much since unless you cheat the Rank specifically you it is not normal to be Rank 50 before completing chapter 3 where these areas get updated with stronger enemies eliminating the issue.

Edit7: My Infinite Weapon Awakening works again... I think it can only be activated while on the field not towns.

Edit8: I am idiot, no wonder it didn't work my Reset Skill Cooldown, fixed and now works. have it activated and goodbye cooldowns.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

i wonder how high the max level with the medal can be if i had to guess and look how many medals there could be i think it could be for if my math is right 2 medals for 1 lvl and since the possible amount of medals is 20 i think it can grow to +10 my guess for now

that would mean max lvl is 60

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Mon Oct 09, 2023 12:26 am
i wonder how high the max level with the medal can be if i had to guess and look how many medals there could be i think it could be for if my math is right 2 medals for 1 lvl and since the possible amount of medals is 20 i think it can grow to +10 my guess for now

that would mean max lvl is 60
Noted and added to dropdown list of Ranks.
______________________________________
Version 1.4 of the table released. Includes bugfixes for scripts, so updating is important.

v.1.4 Update
  • Added section in EXTRAS to check if there is an update for the table. The tables must be downloaded from here as always, that is just to inform you.
  • Added missing potions to Item Dropdown.
  • Added missing Skills to Skill Use Count.
  • Changed conditions of several scripts to prevent tham failing to work on different situations.
  • Added Seal Power Charges to Static Pointers.
  • Added Infinite Seal Power Charges script.
  • Added Reset Skill Cooldown.
  • Added Infinite Skill Buff.
  • Improved Rank Dropdown to display Ranks unlocked by having enough medals.
_________________________________________________
Edit: I am stupid and I forgot to add to the table the Armor Dye address I was told pages ago. The Address is +5A when being inside Visualize for Kirito/MC. IT is a Byte Address
This is the Dropdown with all Dye possibilities.
Spoiler
255:None
1:Scarlet
2:Blue Sky
3:Fresh Green
4:Chalk
5:Jet Black
6:Crested Ibis
7:Gentian
8:Russet
It will be on the enxt version as I have already added to my table, but I am not releasing a new version for this. If you need it for right now, it is very easy to add as I explained before.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

also a little word of advise if someone is doing the trial statues deactivate 1hit kill and if i would take my guess that the max lvl is 60 and since im at 342 with 52 and adding my sighting with lvling the char which is that the cmp increases +2 every lvl that would mean the cmp is bound to increaseup to 418 -.- :mellow: :mellow:

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Mon Oct 09, 2023 1:29 am
also a little word of advise if someone is doing the trial statues deactivate 1hit kill
You are right, I always deactivater it, but I guess I should put a notice on the skill just in case.
_______________________
On Static Pointers, +5F2C5FC is the Seal Power Type, which basically affects Spiral and Unwind. Changing it on the table allows for automatic change without having to go to one of those blue sphered.

Dropdown:
Spoiler
1:Spiral
2:Unwind

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

a_busy_man wrote:
Mon Oct 09, 2023 1:35 am
gradius12 wrote:
Mon Oct 09, 2023 1:29 am
also a little word of advise if someone is doing the trial statues deactivate 1hit kill
You are right, I always deactivater it, but I guess I should put a notice on the skill just in case.
_______________________
On Static Pointers, +5F2C5FC is the Seal Power Type, which basically affects Spiral and Unwind. Changing it on the table allows for automatic change without having to go to one of those blue sphered.

Dropdown:
Spoiler
1:Spiral
2:Unwind
_____________________
Edit: We will need to the the cmp, but we can leave the current and add and extra cmp for higher values, no one would be lower than 50 in those circumstances, so it should be easy given that the enemies with those values won't be over 50. (Doble post by mistake again. I need to go to sleep.)
Last edited by a_busy_man on Mon Oct 09, 2023 1:46 am, edited 1 time in total.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Mon Oct 09, 2023 1:36 am
a_busy_man wrote:
Mon Oct 09, 2023 1:35 am
gradius12 wrote:
Mon Oct 09, 2023 1:29 am
also a little word of advise if someone is doing the trial statues deactivate 1hit kill
You are right, I always deactivater it, but I guess I should put a notice on the skill just in case.
_______________________
On Static Pointers, +5F2C5FC is the Seal Power Type, which basically affects Spiral and Unwind. Changing it on the table allows for automatic change without having to go to one of those blue sphered.

Dropdown:
Spoiler
1:Spiral
2:Unwind
_____________________
Edit: We will need to the the cmp, but we can leave the current and add and extra cmp for higher values, no one would be lower than 50 in those circumstances, so it should be easy given that the enemies with those values won't be over 50. (Doble post my mistake again. I need to go to sleep.)
i will grind every single part trying to complete all quest getting all achievments talking to npcs which has been proven useful since i unlocked a blackmarket in trade city

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Mon Oct 09, 2023 1:41 am
a_busy_man wrote:
Mon Oct 09, 2023 1:36 am
a_busy_man wrote:
Mon Oct 09, 2023 1:35 am


You are right, I always deactivater it, but I guess I should put a notice on the skill just in case.
_______________________
On Static Pointers, +5F2C5FC is the Seal Power Type, which basically affects Spiral and Unwind. Changing it on the table allows for automatic change without having to go to one of those blue sphered.

Dropdown:
Spoiler
1:Spiral
2:Unwind
_____________________
Edit: We will need to the the cmp, but we can leave the current and add and extra cmp for higher values, no one would be lower than 50 in those circumstances, so it should be easy given that the enemies with those values won't be over 50. (Doble post my mistake again. I need to go to sleep.)
i will grind every single part trying to complete all quest getting all achievments talking to npcs which has been proven useful since i unlocked a blackmarket in trade city
I don't talk to most npc if they don't have quest. I guess I need to do it.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by Mirfah »

621 is the ID of the awakened/upgraded legendary weapons.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by misterwashimashi »

dunno if it's okay to ask here but, does anyone have a save file of the completed main story? i reset my pc yesterday due to issues and forgot to upload my backup save, starting from scratch would be a hard slog.

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