option
baten 1
inf hp in battle
modify atk/def
character data pointer
-added new option-
magnus editor
quest magnus editor(both in camp menu and quick select)
add magnus card (camp menu) not work while viewing collection or deck
baten 2
inf hp in battle
modify atk
modify crush
character data pointer
-added new option-
inf dash
inf aura time
equip break no kill user (some card kill user if the durability 0) activate this to prevent it
quest magnus editor(both in camp menu and quick select)
add magnus card
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Is it possible to add magnus modifier codes for Baten 1 since many are time gated. I think shampoo is still like 300 hrs of in game wait time.
AR codes from the gamecube with similar effects
[Link]
Number Of Magnus In Deck [Ralf]
02257A6C 0000xxxx (0000 ... 03E8)
02B0 - Green Light
02B1 - Yellow Light
02B2 - Red Light
02B3 - Chunk of Ice
02B4 - Mineral Water
02B5 - Ice Sculpture
02B6 - Cherries
02B7 - Orange
02B8 - Frozen Tangerine
02B9 - Melon
02BA - Pac-Man
02BB - Pac-Land
02BC - Pac-Mania
02BD - Peach
02BE - The Peach Boy
02BF - Wonder MOMO
02C0 - Fruit Sorbet
02C1 - Fruit Tart
02C2 - Pine Tree
02C3 - Pine Tree Sap
02C4 - Cedar Tree
02C5 - Cedar Tree Sap
02C6 - Amber
02C7 - Dog Carving
02C8 - Monkey Carving
02C9 - Pheasant Carving
02CA - Branches
02CB - Rotten Wood
02CC - Incense
02CD - Ashes
02CE - Treasure
02CF - Green Bananas
02E0 - Primrose Coin
02E1 - Sun Coin
02E2 - Dark Coin
02E3 - A Good Fortune
02E4 - A Great Fortune
02E5 - A Bad Fortune
02E6 - An Average Fortune
02E7 - An Awful Fortune
02E8 - Intriguing Mystery
02E9 - Unsolved Mystery
02EA - Evil Ashes
02EB - Persimmons
02EC - Dried Persimmons
02ED - The Fool
02EE - The Magician
02EF - The High Priestess
02F0 - The Empress
02F1 - The Emperor
02F2 - The Hierophant
02F3 - The Lovers
02F4 - The Chariot
02F5 - Strength
02F6 - The Hermit
02F7 - Wheel of Fortune
02F8 - Justice
02F9 - The Hanged Man
02FA - Death
02FB - Temperance
02FC - The Devil
02FD - The Tower
02FE - The Star
02FF - The Moon
0300 - The Sun
0301 - Judgement
0302 - The World
0303 - Small Fire
0304 - Large Fire
0305 - Firefighting Medal
0306 - Forlorn Woman
0307 - Endeavoring Woman
0308 - Goddess of Victory
0309 - Slight Debt
030A - Debt with Interest
030B - Snowballing Debt
030C - Debt Hell
030D - Savings Book
030E - Savings (+ Interest)
030F - Shampoo
03A0 - Sweatband
03A1 - Karate Headband
03A2 - Sabre Dragon
03A3 - Lord of the Spring
03A4 - Thunderfish
03A5 - Iron Beetle V
03A6 - Lord of the Winds
03A7 - Gnosis
03A8 - Iron Beetle I
03A9 - Iron Beetle II
03AA - Tree Guardian
03AB - Magnus Giganticus
03AC - Sikri
03AD - Phantasm
03AE - Giacomo
03AF - Magnus0943
Is it possible to add magnus modifier codes for Baten 1 since many are time gated. I think shampoo is still like 300 hrs of in game wait time.
AR codes from the gamecube with similar effects
[Link]
GC not working so the site is down, I cant get magnus ID for baten 2 the baten 1 is already done just not uploaded yet since I cant find the 699 magnus ID for baten 2,I do have list from other site but it only the 655 so all ID wrong.
just wanted to post the codes i created, i don't know if this will work on the latest version though:
v1:
- upper right number 9: on activate makes all upper right corners on cards that have a number in your stock become 9. (Haven't tested when no cards in stock)
- weapons don't evolve: (experimental) makes what looks like the time of acquisition of a magnus to be at 999:59:59, essentially making it never transform. Decided to make it work for cards with ID lower than 0x00E0, wich includes all degradeable attacks, including the yells. (Haven't tested when no cards in stock)
- combo 9, init 10: makes the max combo for every playable character to be 9, and the initial time to be 10 seconds (needs to be reapplied every time you level up or class up)
- hand 7, combo 9, init 10: same as above but also makes the magnus in hand be 7 max. (needs to be reapplied every time you level up or class up)
- copy last slot magnus on stock: this copies the last magnus on the stock onto the next slot and increases the amount of cards in your stock. Don't use on the deck edit screen and don't increase past 1000 cards in stock. It probably won't break the game if you use it in deck edit screen, but it also won't work. Trying to add past 1000 cards in stock WILL break the game. (Haven't tested when no cards in stock, but definitely shouldn't use it because it makes no sense and it will probably break the game)
- number of magnus on stock: Shows the total amount of magnus in your stock.
- initialize slot selector: starts the slot viewer that shows the following values:
1 - magnus list: just the dropdown for the magnus list.
2 - selected slot: slot number you want to vizualize/edit. Choose a number between 1 to the number of magnus in stock.
3 - base address: currently shows the id of the cards, but is used for next entries (DONT EDIT OR FREEZE THIS).
3.a - time of acquisition (seconds): this seems to be the register of the time you got the magnus, up to the seconds.
3.b - selected slot id: The id of the card
3.c - upper right number, lower left number, upper left number, lower right number: the numbers on each side of the card
3.d - for test, don't change these: Extra data on card that i believe is the time spent after the card was acquired, but i could be very wrong. This gets copied along with the data on "copy last slot magnus on stock" script. Don't mess with this unless you know what you're doing.
v2:
Added one script:
- stat adjust: adjust the stats as if you gained the max possible increase for your level along with the bonus for leveling up 10 levels at once. The numbers found here are experimental but seem to be close enough, maybe at lvl 99 there might be a difference of 1 or 2 points off the possibilities, but that's because i had to find out the growth for each character via testing with lvl ups, thus they're approximates only. Also, the calculations are made for the characters from their base lvl of when they joined the team to lvl 99. If you modify anyones level to lower than their base their stats will be decreased in accordance or might even end up negative, so i don't recommend it.
Growth values i found for min and max possible for each level (all max values have an added 0.5 in the script for the 10 lvl up bonus):