SaGa Emerald Beyond

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rkuzunoha
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Posts: 37
Joined: Wed Jun 26, 2019 6:02 am
Reputation: 19

Re: SaGa Emerald Beyond

Post by rkuzunoha »

If this works like saga scarlet grace then manipulating the art amount use to max would make a quick skill rank-up according to zanzers and aanpsx tables

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

Sekoria
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Posts: 31
Joined: Sat Jun 27, 2020 2:41 pm
Reputation: 5

Re: SaGa Emerald Beyond

Post by Sekoria »

Ah ok, thanks :)

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rkuzunoha
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Posts: 37
Joined: Wed Jun 26, 2019 6:02 am
Reputation: 19

Re: SaGa Emerald Beyond

Post by rkuzunoha »

B4UNAOKI wrote:
Fri May 03, 2024 11:08 pm
Select character status

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>231</ID>
      <Description>"Select character status"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SaGaEmeraldBeyond
  Version: 
  Date   : 2024-05-04
  Author : user

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Select_character_status,GameAssembly.dll,48 8B F9 75 13 48 8D 0D * * * * E8 EE 88) // should be unique
alloc(newmem,$1000,Select_character_status)

label(code)
label(return)
label(character_status)

newmem:

code:
  mov [character_status],rcx
  mov rdi,rcx
  jne GameAssembly.dll+382649
  jmp return

character_status:
 dq 0

Select_character_status:
  jmp newmem
return:
registersymbol(Select_character_status)
registersymbol(character_status)

[DISABLE]

Select_character_status:
  db 48 8B F9 75 13

unregistersymbol(Select_character_status)
unregistersymbol(character_status)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+382631

GameAssembly.dll+382616: 5F                    - pop rdi
GameAssembly.dll+382617: C3                    - ret 
GameAssembly.dll+382618: E8 93 8A F0 FF        - call GameAssembly.mono_method_get_class+80
GameAssembly.dll+38261D: CC                    - int 3 
GameAssembly.dll+38261E: CC                    - int 3 
GameAssembly.dll+38261F: CC                    - int 3 
Status.CopyStatus: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+382625: 57                    - push rdi
GameAssembly.dll+382626: 48 83 EC 20           - sub rsp,20
GameAssembly.dll+38262A: 80 3D E0 D2 B6 02 00  - cmp byte ptr [GameAssembly.dll+2EEF911],00
// ---------- INJECTING HERE ----------
GameAssembly.dll+382631: 48 8B F9              - mov rdi,rcx
// ---------- DONE INJECTING  ----------
GameAssembly.dll+382634: 75 13                 - jne GameAssembly.dll+382649
GameAssembly.dll+382636: 48 8D 0D 13 D0 A3 02  - lea rcx,[GameAssembly.dll+2DBF650]
GameAssembly.dll+38263D: E8 EE 88 F0 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+382642: C6 05 C8 D2 B6 02 01  - mov byte ptr [GameAssembly.dll+2EEF911],01
GameAssembly.dll+382649: 48 8B 0D 00 D0 A3 02  - mov rcx,[GameAssembly.dll+2DBF650]
GameAssembly.dll+382650: E8 2B C5 ED FF        - call GameAssembly.mono_array_element_size+3300
GameAssembly.dll+382655: 48 8B D8              - mov rbx,rax
GameAssembly.dll+382658: 48 85 C0              - test rax,rax
GameAssembly.dll+38265B: 0F 84 B3 01 00 00     - je GameAssembly.dll+382814
GameAssembly.dll+382661: 80 3D B3 D2 B6 02 00  - cmp byte ptr [GameAssembly.dll+2EEF91B],00
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>295</ID>
          <Description>"Must Select Character"</Description>
          <Options moManualExpandCollapse="1" moAllowManualCollapseAndExpand="1"/>
          <LastState Value="" RealAddress="2BA01D59EA0"/>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <GroupHeader>1</GroupHeader>
          <Address>character_status</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>233</ID>
              <Description>"Calctype 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59EB0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>10</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>234</ID>
              <Description>"maxHP 0"</Description>
              <LastState Value="172" RealAddress="2BA01D59EB4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>14</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>235</ID>
              <Description>"maxLP 0"</Description>
              <LastState Value="11" RealAddress="2BA01D59EB8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>18</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>236</ID>
              <Description>"currentLP 0"</Description>
              <LastState Value="7" RealAddress="2BA01D59EBC"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>1c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>237</ID>
              <Description>"LPRecoverCount 0"</Description>
              <LastState Value="2" RealAddress="2BA01D59EC0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>238</ID>
              <Description>"currentLPRecoverCount 0"</Description>
              <LastState Value="4294967295" RealAddress="2BA01D59EC4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>24</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>239</ID>
              <Description>"STR 0"</Description>
              <LastState Value="18" RealAddress="2BA01D59EC8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>240</ID>
              <Description>"TEC 0"</Description>
              <LastState Value="24" RealAddress="2BA01D59ECC"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>2c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>241</ID>
              <Description>"QUI 0"</Description>
              <LastState Value="17" RealAddress="2BA01D59ED0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>30</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>242</ID>
              <Description>"VIT 0"</Description>
              <LastState Value="23" RealAddress="2BA01D59ED4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>34</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>243</ID>
              <Description>"INT 0"</Description>
              <LastState Value="16" RealAddress="2BA01D59ED8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>38</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>244</ID>
              <Description>"WIL 0"</Description>
              <LastState Value="17" RealAddress="2BA01D59EDC"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>3c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>245</ID>
              <Description>"SLV_Lsword 0"</Description>
              <LastState Value="1" RealAddress="2BA01D59EE0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>40</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>246</ID>
              <Description>"SLV_Gsword 0"</Description>
              <LastState Value="2" RealAddress="2BA01D59EE4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>44</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>247</ID>
              <Description>"SLV_Lfirearm 0"</Description>
              <LastState Value="6" RealAddress="2BA01D59EE8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>48</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>248</ID>
              <Description>"SLV_Gfirearm 0"</Description>
              <LastState Value="7" RealAddress="2BA01D59EEC"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>4c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>249</ID>
              <Description>"SLV_Martial 0"</Description>
              <LastState Value="1" RealAddress="2BA01D59EF0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>50</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>250</ID>
              <Description>"SLV_Monster 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59EF4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>54</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>251</ID>
              <Description>"SLV_Mecha_1 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59EF8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>58</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>252</ID>
              <Description>"SLV_Mecha_2 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59EFC"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>5c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>253</ID>
              <Description>"SLV_Magic 0"</Description>
              <LastState Value="1" RealAddress="2BA01D59F00"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>60</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>254</ID>
              <Description>"SLV_Inherit 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F04"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>64</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>255</ID>
              <Description>"SLV_Moku 0"</Description>
              <LastState Value="1" RealAddress="2BA01D59F08"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>68</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>256</ID>
              <Description>"SLV_Ka 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F0C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>6c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>257</ID>
              <Description>"SLV_Do 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F14"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>74</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>258</ID>
              <Description>"SLV_Kin 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F14"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>74</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>259</ID>
              <Description>"SLV_Sui 0"</Description>
              <LastState Value="2" RealAddress="2BA01D59F18"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>78</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>260</ID>
              <Description>"Gogyo (Pointer)"</Description>
              <LastState Value="000002BA01D50090" RealAddress="2BA01D59F20"/>
              <ShowAsHex>1</ShowAsHex>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>8 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>80</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>261</ID>
              <Description>"AT_SLASH 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F28"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>88</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>262</ID>
              <Description>"AT_STRIKE 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F2C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>8c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>263</ID>
              <Description>"AT_STAB 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F30"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>90</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>264</ID>
              <Description>"AT_FIRE 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F34"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>94</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>265</ID>
              <Description>"AT_ICE 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F38"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>98</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>266</ID>
              <Description>"AT_LIGHTNING 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F3C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>9c</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>267</ID>
              <Description>"AT_Paralysis 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F40"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>A0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>268</ID>
              <Description>"AT_Poison 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F44"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>A4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>269</ID>
              <Description>"AT_Rage 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F48"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>A8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>270</ID>
              <Description>"AT_Darkness 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F4C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>AC</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>271</ID>
              <Description>"AT_Stone 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F50"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>B0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>272</ID>
              <Description>"AT_Confusion 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F54"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>b4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>273</ID>
              <Description>"AT_Stench 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F58"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>b8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>274</ID>
              <Description>"AT_Stun 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F5C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>bc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>275</ID>
              <Description>"AT_Death 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F60"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>c0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>276</ID>
              <Description>"AT_Chant 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F64"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>c4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>277</ID>
              <Description>"growHP 0"</Description>
              <LastState Value="8" RealAddress="2BA01D59F68"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>c8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>278</ID>
              <Description>"growSTR 0"</Description>
              <LastState Value="8" RealAddress="2BA01D59F6C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>cc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>279</ID>
              <Description>"growTEC 0"</Description>
              <LastState Value="9" RealAddress="2BA01D59F70"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>d0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>280</ID>
              <Description>"growQUI 0"</Description>
              <LastState Value="5" RealAddress="2BA01D59F74"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>d4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>281</ID>
              <Description>"growVIT 0"</Description>
              <LastState Value="6" RealAddress="2BA01D59F78"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>d8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>282</ID>
              <Description>"growINT 0"</Description>
              <LastState Value="6" RealAddress="2BA01D59F7C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>dc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>283</ID>
              <Description>"growWIL 0"</Description>
              <LastState Value="4" RealAddress="2BA01D59F80"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>e0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>284</ID>
              <Description>"growLsword 0"</Description>
              <LastState Value="13" RealAddress="2BA01D59F84"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>e4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>285</ID>
              <Description>"growGsword 0"</Description>
              <LastState Value="18" RealAddress="2BA01D59F88"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>e8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>286</ID>
              <Description>"growLfirearm 0"</Description>
              <LastState Value="30" RealAddress="2BA01D59F8C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>ec</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>287</ID>
              <Description>"growGfirearm 0"</Description>
              <LastState Value="28" RealAddress="2BA01D59F90"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>f0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>288</ID>
              <Description>"growMartial 0"</Description>
              <LastState Value="12" RealAddress="2BA01D59F94"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>f4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>289</ID>
              <Description>"growMonster 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F98"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>f8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>290</ID>
              <Description>"growMecha_1 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59F9C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>fc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>291</ID>
              <Description>"growMecha_2 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59FA0"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>100</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>292</ID>
              <Description>"growMagic 0"</Description>
              <LastState Value="15" RealAddress="2BA01D59FA4"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>104</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>293</ID>
              <Description>"growInherit 0"</Description>
              <LastState Value="0" RealAddress="2BA01D59FA8"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>character_status</Address>
              <Offsets>
                <Offset>108</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Also if you tamper with the value for grow in the few last subcheats to a high level you will always raise your stats and weapon levels every battles. Heres hoping B4UNAOKI or send would find the value for skill usage so that its easier for weapon rank-up and glimmer to happen.

Edit~ As usual for Saga series games finding the monster rank and manipulating that is the easiest to raise the rate for stat increase/glimmer/inheritance and other values that it affects for those interested. The easiest way to find their rank would be in battle once you find their health values then search a few lines from there with trial and error like i did with Saga Frontier pc port codes emulating from the old codes from the original ones from the PSONE game.

B4UNAOKI
Novice Cheater
Novice Cheater
Posts: 19
Joined: Sun Dec 01, 2019 9:50 am
Reputation: 22

Re: SaGa Emerald Beyond

Post by B4UNAOKI »

Upper limit Rank
Ranks within a single map are fixed values here. This value must be changed if the upper limit is to be raised.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>313</ID>
      <Description>"Upper limit Rank"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SaGaEmeraldBeyond
  Version: 
  Date   : 2024-05-07
  Author : user

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(upper_limit_rank,GameAssembly.dll,8B 51 40 48 85 FF 0F) // should be unique
alloc(newmem,$1000,upper_limit_rank)

label(code)
label(return)
label(upper_limit_rank_count)

newmem:

code:
  mov [upper_limit_rank_count],rcx
  mov edx,[rcx+40]
  test rdi,rdi
  jmp return

upper_limit_rank_count:
 dq 0

upper_limit_rank:
  jmp newmem
  nop
return:
registersymbol(upper_limit_rank)
registersymbol(upper_limit_rank_count)

[DISABLE]

upper_limit_rank:
  db 8B 51 40 48 85 FF

unregistersymbol(upper_limit_rank)
unregistersymbol(upper_limit_rank_count)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+3783B0

GameAssembly.dll+378378: 75 13                 - jne GameAssembly.dll+37838D
GameAssembly.dll+37837A: 48 8D 0D BF B0 A0 02  - lea rcx,[GameAssembly.dll+2D83440]
GameAssembly.dll+378381: E8 AA 2B F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+378386: C6 05 D5 75 B7 02 01  - mov byte ptr [GameAssembly.dll+2EEF962],01
GameAssembly.dll+37838D: 48 8B 0D AC B0 A0 02  - mov rcx,[GameAssembly.dll+2D83440]
GameAssembly.dll+378394: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+37839B: 75 05                 - jne GameAssembly.dll+3783A2
GameAssembly.dll+37839D: E8 AE 2D F1 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+3783A2: 48 8B 05 97 B0 A0 02  - mov rax,[GameAssembly.dll+2D83440]
GameAssembly.dll+3783A9: 48 8B 88 B8 00 00 00  - mov rcx,[rax+000000B8]
// ---------- INJECTING HERE ----------
GameAssembly.dll+3783B0: 8B 51 40              - mov edx,[rcx+40]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+3783B3: 48 85 FF              - test rdi,rdi
GameAssembly.dll+3783B6: 0F 84 43 01 00 00     - je GameAssembly.dll+3784FF
GameAssembly.dll+3783BC: 3B DA                 - cmp ebx,edx
GameAssembly.dll+3783BE: 8B C3                 - mov eax,ebx
GameAssembly.dll+3783C0: 0F 4F C2              - cmovg eax,edx
GameAssembly.dll+3783C3: 03 47 34              - add eax,[rdi+34]
GameAssembly.dll+3783C6: 3B 47 38              - cmp eax,[rdi+38]
GameAssembly.dll+3783C9: 0F 4C 47 38           - cmovl eax,[rdi+38]
GameAssembly.dll+3783CD: 89 44 24 50           - mov [rsp+50],eax
GameAssembly.dll+3783D1: 45 33 C9              - xor r9d,r9d
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>314</ID>
          <Description>"upper_limit_rank_count"</Description>
          <LastState Value="36" RealAddress="1AAACD23DC0"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>upper_limit_rank_count</Address>
          <Offsets>
            <Offset>40</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Related to Rank
for read table description.
[5/8 11:20] fixed growRank

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>325</ID>
      <Description>"Rank(In battle before Activate)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SaGaEmeraldBeyond
  Version: 
  Date   : 2024-05-08
  Author : user

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(rank_base_pointer_AOB,GameAssembly.dll,89 46 10 75 4F) // should be unique
alloc(newmem,$1000,rank_base_pointer_AOB)

label(code)
label(return)
label(rank_pointer)

newmem:

code:
  mov [rank_pointer],rsi
  mov [rsi+10],eax
  jne GameAssembly.dll+377E1A
  jmp return

rank_pointer:
 dq 0

rank_base_pointer_AOB:
  jmp newmem
return:
registersymbol(rank_base_pointer_AOB)
registersymbol(rank_pointer)

[DISABLE]

rank_base_pointer_AOB:
  db 89 46 10 75 4F

unregistersymbol(rank_base_pointer_AOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+377DC6

GameAssembly.dll+377D8D: E8 9E 31 F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+377D92: C6 05 C7 7B B7 02 01  - mov byte ptr [GameAssembly.dll+2EEF960],01
GameAssembly.dll+377D99: 48 8B 0D A0 B6 A0 02  - mov rcx,[GameAssembly.dll+2D83440]
GameAssembly.dll+377DA0: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+377DA7: 75 05                 - jne GameAssembly.dll+377DAE
GameAssembly.dll+377DA9: E8 A2 33 F1 FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+377DAE: 80 3D 99 7B B7 02 00  - cmp byte ptr [GameAssembly.dll+2EEF94E],00
GameAssembly.dll+377DB5: 48 8B 05 84 B6 A0 02  - mov rax,[GameAssembly.dll+2D83440]
GameAssembly.dll+377DBC: 48 8B 90 B8 00 00 00  - mov rdx,[rax+000000B8]
GameAssembly.dll+377DC3: 8B 42 1C              - mov eax,[rdx+1C]
// ---------- INJECTING HERE ----------
GameAssembly.dll+377DC6: 89 46 10              - mov [rsi+10],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+377DC9: 75 4F                 - jne GameAssembly.dll+377E1A
GameAssembly.dll+377DCB: 48 8D 0D 9E A8 A0 02  - lea rcx,[GameAssembly.dll+2D82670]
GameAssembly.dll+377DD2: E8 59 31 F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+377DD7: 48 8D 0D 62 B6 A0 02  - lea rcx,[GameAssembly.dll+2D83440]
GameAssembly.dll+377DDE: E8 4D 31 F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+377DE3: 48 8D 0D 96 68 A1 02  - lea rcx,[GameAssembly.dll+2D8E680]
GameAssembly.dll+377DEA: E8 41 31 F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+377DEF: 48 8D 0D D2 72 A3 02  - lea rcx,[GameAssembly.dll+2DAF0C8]
GameAssembly.dll+377DF6: E8 35 31 F1 FF        - call GameAssembly.il2cpp_get_exception_argument_null+2A0
GameAssembly.dll+377DFB: 48 8D 0D 56 5E 9F 02  - lea rcx,[GameAssembly.dll+2D6DC58]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>327</ID>
          <Description>"Player Rank"</Description>
          <LastState Value="36" RealAddress="1AD78DCC090"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>328</ID>
          <Description>"Base Enemy Rank"</Description>
          <LastState Value="36" RealAddress="1AD78DCC094"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>14</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>329</ID>
          <Description>"Enemy Rank"</Description>
          <LastState Value="36" RealAddress="1AD78DCC098"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>330</ID>
          <Description>"Difficult"</Description>
          <LastState Value="1" RealAddress="1AD78DCC09C"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>1c</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>331</ID>
          <Description>"PotentialBattleRank"</Description>
          <LastState Value="28.03499985" RealAddress="1AD78DCC0A0"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>20</Offset>
          </Offsets>
        </CheatEntry>
    <CheatEntry>
      <ID>332</ID>
      <Description>"growRank"</Description>
      <LastState Value="18" RealAddress="1AA84DD712C"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>8 Bytes</VariableType>
      <Address>[rank_pointer]+30</Address>
      <Offsets>
        <Offset>2c</Offset>
        <Offset>10</Offset>
      </Offsets>
    </CheatEntry>
        <CheatEntry>
          <ID>326</ID>
          <Description>"RankBase Pointer(NOEDIT)"</Description>
          <LastState Value="1355916720" RealAddress="1AD78DCC080"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>rank_pointer</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

B4UNAOKI
Novice Cheater
Novice Cheater
Posts: 19
Joined: Sun Dec 01, 2019 9:50 am
Reputation: 22

Re: SaGa Emerald Beyond

Post by B4UNAOKI »

Character Data
Main
7Man +100h
+28A00h
Sub
16Man +100h
+1C100h
16Man +100h
+1527800h
9Man +100h
+75100h
16Man +100h

No means of identifying the base address has been found.
I also could not Lua to list them, someone who can do it after this.

Stracture data

B4UNAOKI
Novice Cheater
Novice Cheater
Posts: 19
Joined: Sun Dec 01, 2019 9:50 am
Reputation: 22

Re: SaGa Emerald Beyond

Post by B4UNAOKI »

Use Arts MAX rank

One use Rank MAX(But not inclease Inspiration Point)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>354</ID>
      <Description>"Use Arts MAX rank"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : SaGaEmeraldBeyond
  Version: 
  Date   : 2024-05-09
  Author : user

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(attack_count_any,GameAssembly.dll,7D 00 32 C0 EB 1E 3B 7B 18 0F 83 FC 00 00 00 44 8B 84 24 90 00 00 00) // should be unique
alloc(newmem,$1000,attack_count_any)

label(code)
label(return)
label(any_count)

newmem:

code:
  mov r8d,[any_count]
  jmp return

any_count:
 dw ff

attack_count_any+0F:
  jmp newmem
  nop 3
return:
registersymbol(attack_count_any)
registersymbol(any_count)

[DISABLE]

attack_count_any+0F:
  db 44 8B 84 24 90 00 00 00

unregistersymbol(attack_count_any)
unregistersymbol(any_count)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+137AED9

GameAssembly.dll+137AEB2: 48 8D 94 24 80 00 00 00  - lea rdx,[rsp+00000080]
GameAssembly.dll+137AEBA: 48 8B C8                 - mov rcx,rax
GameAssembly.dll+137AEBD: E8 4E FB F0 FE           - call GameAssembly.il2cpp_value_box
GameAssembly.dll+137AEC2: 33 D2                    - xor edx,edx
GameAssembly.dll+137AEC4: 48 8B C8                 - mov rcx,rax
GameAssembly.dll+137AEC7: E8 D4 EA 7D 00           - call System.ThrowHelper.ThrowAddingDuplicateWithKeyArgumentException
GameAssembly.dll+137AECC: 32 C0                    - xor al,al
GameAssembly.dll+137AECE: EB 1E                    - jmp GameAssembly.dll+137AEEE
GameAssembly.dll+137AED0: 3B 7B 18                 - cmp edi,[rbx+18]
GameAssembly.dll+137AED3: 0F 83 FC 00 00 00        - jae GameAssembly.dll+137AFD5
// ---------- INJECTING HERE ----------
GameAssembly.dll+137AED9: 44 8B 84 24 90 00 00 00  - mov r8d,[rsp+00000090]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+137AEE1: 48 63 C7                 - movsxd  rax,edi
GameAssembly.dll+137AEE4: 48 03 C0                 - add rax,rax
GameAssembly.dll+137AEE7: 44 89 44 C3 2C           - mov [rbx+rax*8+2C],r8d
GameAssembly.dll+137AEEC: B0 01                    - mov al,01
GameAssembly.dll+137AEEE: 48 8B 74 24 38           - mov rsi,[rsp+38]
GameAssembly.dll+137AEF3: 48 83 C4 40              - add rsp,40
GameAssembly.dll+137AEF7: 41 5F                    - pop r15
GameAssembly.dll+137AEF9: 41 5E                    - pop r14
GameAssembly.dll+137AEFB: 41 5D                    - pop r13
GameAssembly.dll+137AEFD: 41 5C                    - pop r12
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>355</ID>
          <Description>"Edit count"</Description>
          <DropDownList DisplayValueAsItem="1">00:False
01:True
</DropDownList>
          <LastState Value="255" RealAddress="7FFA5A61000C"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>any_count</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

User avatar
Kanelakis
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Posts: 307
Joined: Tue Feb 27, 2018 11:32 am
Reputation: 28

Re: SaGa Emerald Beyond

Post by Kanelakis »

update pls.
They released an update of almost 4 Gb.

User avatar
ChocolaCat
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Reputation: 6

Re: SaGa Emerald Beyond

Post by ChocolaCat »

Any updates? Sadly the update broke the tables. I am really interested on keeping the materials editor and the one that maxes techs

Edit: The other alternative is downloading the old depot from Steam to revert the patch.
You want depot 2085001, manifest ID 6999957664422032958

stromata
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Posts: 24
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Re: SaGa Emerald Beyond

Post by stromata »

+1 on an update for these tables.

Lallas
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Posts: 3
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Reputation: 0

Re: SaGa Emerald Beyond

Post by Lallas »

Does manualy editing the stats to max screw the game?
Some bosses do bizarre damage around 2000 when max hp is 999.

Edit: Manually editing weaponskills levels to 50 locks you out of getting more roleslots.
You get them usually at every 5 levels. (Siggy is capped to 2)
Last edited by Lallas on Sat Jun 01, 2024 8:23 am, edited 1 time in total.

onipuck
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Posts: 26
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Reputation: 1

Re: SaGa Emerald Beyond

Post by onipuck »

Given that there are certain characters that work off of a mechanic where they have to be defeated, is there a way to have a togglable infinite HP for individual characters in the party?

Also, it should be noted that there seems to be an issue with it working on two characters from my experience(I'm still starting slow with it, because busy schedules and stuff), I'm playing the Irish trash-can Miku story, and it seems to not work on Diva or Wednesday for some odd reason.


Edit: My bad, after looking through a google search after not finding the one I have been using(besides the material one, thank you so much for that), it was actually one I downloaded from another website.
Said website is - htt ps://ww w.fearlessrevolution.com/download.asp?ID=85302
Terribly sorry for any confusion, I tend to get things mixed up as of late.
Weird spacing on it because this place seems to redirect all the links to this website for some reason.

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Dhampir
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Re: SaGa Emerald Beyond

Post by Dhampir »

Lallas wrote:
Mon May 13, 2024 9:24 pm
Does manualy editing the stats to max screw the game?

Weaponskills at 50 dont seem too do anything.

Some bosses do bizarre damage around 2000 when max hp is 999.
I wouldn't touch that. The BR is designed with a rubberband in mind. If you are too strong in comparison to the competition, the BR is meant to scale.

This is done for two reasons:

1.- To make it so you do not need to grind. If you are too far behind the curve, your stats will improve very quickly, you will get multiple stat ups after the fight.
2.- To keep the game challenging and remove the need for grinding.

Techs and Gear doesn't seem to affect BR but at this point we don't really know, its just speculation. Easy fights never scale BR so they are meant to grind techs and materials, if you must. Normal, Hard and Brutal fights scale BR differently, with the harder the fight the more the BR scales. But, I think this is because the harder the fight the larger the statups at the end of combat are.

This kinda confirms it in a certain way, since maxing out the stats maxes out the BR. Since the moment you go too far beyond the BR you stop getting stats, having HP 999 tells the game you are at the end game, with a full suite of maxed out techs and characters and endgame gear.

If you raised the HP without raising the other stats and specially if you do not have endgame gear, the difficulty will be tilted against the Player.

My advise: Don't touch the stats. Raise the growths for the stuff that you want for the character that you are editing.

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Dhampir
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Re: SaGa Emerald Beyond

Post by Dhampir »

onipuck wrote:
Tue May 14, 2024 12:40 am
Given that there are certain characters that work off of a mechanic where they have to be defeated, is there a way to have a togglable infinite HP for individual characters in the party?

Also, it should be noted that there seems to be an issue with it working on two characters from my experience(I'm still starting slow with it, because busy schedules and stuff), I'm playing the Irish trash-can Miku story, and it seems to not work on Diva or Wednesday for some odd reason.


Edit: My bad, after looking through a google search after not finding the one I have been using(besides the material one, thank you so much for that), it was actually one I downloaded from another website.
Said website is - htt ps://ww w.fearlessrevolution.com/download.asp?ID=85302
Terribly sorry for any confusion, I tend to get things mixed up as of late.
Weird spacing on it because this place seems to redirect all the links to this website for some reason.
My advise for that would be to find a point with infinite repeatable fights, which are plentiful and almost every world has one, deactivate the Infinite HP/God mode of the table on the first post, and then just manually hit "Menu" during the fight and select the "Reattempt" option. This will restart the fight but everyone will take -1LP. You can use this to evolve your Ephemerals and then you can just run the script again.

Whenever you wish to evolve a Mature or Elder Ephemeral, just manually reattempt the fight to immediately take a -1LP hit.

onipuck
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Re: SaGa Emerald Beyond

Post by onipuck »

Dhampir wrote:
Tue May 14, 2024 1:16 am
My advise for that would be to find a point with infinite repeatable fights, which are plentiful and almost every world has one, deactivate the Infinite HP/God mode of the table on the first post, and then just manually hit "Menu" during the fight and select the "Reattempt" option. This will restart the fight but everyone will take -1LP. You can use this to evolve your Ephemerals and then you can just run the script again.

Whenever you wish to evolve a Mature or Elder Ephemeral, just manually reattempt the fight to immediately take a -1LP hit.
Wait, you can manually do that?
God, and my last run testing out the god mode table, I spent hours trying to get the monsters to target my plant.

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Dhampir
What is cheating?
What is cheating?
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Joined: Tue May 14, 2024 1:04 am
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Re: SaGa Emerald Beyond

Post by Dhampir »

onipuck wrote:
Wed May 15, 2024 12:43 am
Dhampir wrote:
Tue May 14, 2024 1:16 am
My advise for that would be to find a point with infinite repeatable fights, which are plentiful and almost every world has one, deactivate the Infinite HP/God mode of the table on the first post, and then just manually hit "Menu" during the fight and select the "Reattempt" option. This will restart the fight but everyone will take -1LP. You can use this to evolve your Ephemerals and then you can just run the script again.

Whenever you wish to evolve a Mature or Elder Ephemeral, just manually reattempt the fight to immediately take a -1LP hit.
Wait, you can manually do that?
God, and my last run testing out the god mode table, I spent hours trying to get the monsters to target my plant.
Yes. This is so if you find yourself on the losing side you don't have to keep fighting until the bitter end, even though the game has many "come back" mechanics but yeah. Since everyone is assumed to have died, they suffer a -1LP loss which 100% works as a regular kill for Ephemerals.

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