<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="46">
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"-&gt; Table setup [Enable This First] &lt;-  (can take a few seconds)"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">// Can't use a symbol in aobScanRegion unless it's pre-defined,
// so this script is a work-around
{$lua}
if syntaxcheck then return end
local verbose = verbose  -- detailed console timing during setup
local toggledelay = 100  -- ms delay for scripts that auto-toggle off
local logdelay = 3000  -- ms delay before Lua console auto-closes
local t1 = os.clock()
local luafrm = getLuaEngine()

local t1tbl, t2tbl
if verbose then print("Setting up data to run on...")
  t1tbl = os.clock() end
local tMRs = {}  -- table of memory records to get OnActivate:AutoOff
local tSym = {}  -- table of game functions to register as symbols
local tAOBs = {} -- table for AOB-searched functions to register

tMRs[#tMRs+1] = {47, 'Reroll tavern recruits'}
tMRs[#tMRs+1] = {63, '&gt;&gt; Update Character In-Game &lt;&lt; (makes changes show up)'}
tMRs[#tMRs+1] = {66, 'Add or Remove Talent'}
tMRs[#tMRs+1] = {74, 'Print some Trait info'}
tMRs[#tMRs+1] = {75, 'Add or Remove Trait'}
tMRs[#tMRs+1] = {82, 'Add chosen item'}
tMRs[#tMRs+1] = {84, 'Get info on chosen item'}
tMRs[#tMRs+1] = {104, 'Add or remove skill on current item'}
tMRs[#tMRs+1] = {106, 'Get info on selected skill'}
tMRs[#tMRs+1] = {112, 'Update Assignments'}
tMRs[#tMRs+1] = {113, 'Update Quests'}

-- Take No Damage
tSym[#tSym+1] = {"getDamageChar", "", "Character", "DamageCharacter"}

-- Infinite SP
tSym[#tSym+1] = {"getManaDecrease", "", "Character", "DecreaseMana"}

-- Bravery doesn't decrease
tSym[#tSym+1] = {"getMoraleReduce", "", "Character", "ReduceMorale"}

-- No AP Decrease
tSym[#tSym+1] = {"getAPDecrease", "", "BattleCharacter", "ReduceActionPool"}

-- Unlimited Movement
tSym[#tSym+1] = {"getBCActionPool", "", "BattleCharacter", "GetCurrentActionPool"}
tSym[#tSym+1] = {"getBCStat", "", "BattleCharacter", "GetCurrentBattleStat"}

-- Guarantee Loot Drops After Battle
tSym[#tSym+1] = {"getBMPostBattleScreen", "", "BattleManagerV2", "StartPostBattleScreen"}

-- Infinite Counters
tSym[#tSym+1] = {"getCounterValid", "", "BattleManagerV2", "IsCounterValid"}
tSym[#tSym+1] = {"getCanCounter", "", "BattleCharacter", "CanCounter"}

-- Increase Chain Attack Chance
tSym[#tSym+1] = {"getChainAtkChance", "", "BattleCharacter", "GetChainAttackChance"}

-- Don't decrease gold
tSym[#tSym+1] = {"getGoldRemove", "", "HubManager", "RemoveGold"}

-- Always in a Good Mood
tSym[#tSym+1] = {"getCharMoodValue", "", "Character", "GetMoodValue"}

-- Exp Multiplier
tSym[#tSym+1] = {"getBonusExperience", "", "Character", "GetBonusExp"}

-- Increase Stat Levelup Chance &amp; Best Possible Levelup Rolls
tSym[#tSym+1] = {"getStatUpgradeValue", "", "UpgradeLineUI", "GenerateUpgradeValue"}

-- Infinite Levelup Rerolls
tSym[#tSym+1] = {"getStatReroll", "", "PromotionWindowUI", "Reroll"}

-- Unlimited Camping Actions
tSym[#tSym+1] = {"getCampActionButton", "", "CampActionUIButton", "IsAvailable"}

-- Unlimited Inventory Space
tSym[#tSym+1] = {"getInvSpace", "", "Inventory", "GetFreeSpace"} -- dummy function
tSym[#tSym+1] = {"getSpaceForEq", "", "Inventory", "EnoughSpaceForOneEquipment"}
tSym[#tSym+1] = {"getSpaceForItem", "", "Inventory", "EnoughSpaceForItem"}
tSym[#tSym+1] = {"getSpaceForLoot", "", "Inventory", "EnoughSpaceForLoot"}
tSym[#tSym+1] = {"getMaxTransferAmt", "", "LootTransferWindowUI", "GetMaxTransferrableAmount"}

-- Don't lose party synergy
tSym[#tSym+1] = {"getRemovePartyMember", "", "AdventurerParty", "RemoveMember"}

-- Monsters Don't Notice You
tSym[#tSym+1] = {"getMonsterDetection", "", "MonsterFigure", "CheckDetection"}

-- Monsters Can't Attack You
tSym[#tSym+1] = {"getMonsterTurnEnd", "", "MonsterFigure", "EndTurn"}

-- Escape always succeeds
tSym[#tSym+1] = {"getBattleManagerFlee", "", "BattleManagerV2", "Flee"}

-- DiceRolls always succeed
tSym[#tSym+1] = {"getDiceUIRoll", "", "DiceUI+&lt;RollDice&gt;d__31", "MoveNext"}

-- No Stamina / Vigor Exhaustion
tSym[#tSym+1] = {"getExhaustionCheck", "", "QuestMapManager", "CheckExhaustion"}

-- Spot all traps
tSym[#tSym+1] = {"getTrapSpotDiff", "", "TrapTile", "GetSpotDifficulty"}

-- Enable character scouting
tSym[#tSym+1] = {"getRecruitWindowInit", "", "RecruitmentWindowUI", "InitWindow"}

-- Expanded character customization
tSym[#tSym+1] = {"getRecruitAttributeUpdate", "", "AttributeChangeLine", "UpdateUI"}
tSym[#tSym+1] = {"getRecruitAcceptButton", "", "CharacterCustomizeWindow", "UpdateAcceptButton"}
tSym[#tSym+1] = {"getRecruitChkTraitWeight", "", "CharacterCustomizeWindow+&lt;&gt;c", "&lt;InitWindow&gt;b__45_0"}
tSym[#tSym+1] = {"getRecruitTraitUIUpdate", "", "TraitCustomizationLineUI", "UpdateUI"}

-- Filter random traits by cost
tSym[#tSym+1] = {"getRandomCharacterCreation", "", "CharacterTemplate", "GetRandomCharacter", "Database, TextManager, int, bool"}

-- Get current Character stats
tSym[#tSym+1] = {"getBattleInvalidateCache", "", "BattleCharacter", "InvalidCaches"}
tSym[#tSym+1] = {"getInvalidateCache", "", "Character", "InvalidCaches"}
tSym[#tSym+1] = {"getBCharInfoUI", "", "BattleCharacterInfoUI", "Update"}
tSym[#tSym+1] = {"getCloseBCharInfoUI", "", "BattleCharacterInfoUI", "Close"}
tSym[#tSym+1] = {"getAdvOverviewUI", "", "AdventurerOverviewUI", "Update"}
tSym[#tSym+1] = {"getAdvOverviewUINGPlus", "", "AdventurerOverviewUINGPlus", "Update"}
tSym[#tSym+1] = {"getAdvOverviewUIQM", "", "AdventurerOverviewUIQuestMap", "Update"}
tSym[#tSym+1] = {"getCloseAdvOverviewUI", "", "AdventurerOverviewUI", "Close"}
tSym[#tSym+1] = {"getCloseAdvOverviewUIQM", "", "AdventurerOverviewUIQuestMap", "Close"}

-- Add / remove Trait
tSym[#tSym+1] = {"getCharAddTrait", "", "Character", "AddTrait"}
tSym[#tSym+1] = {"getCharRemoveTrait", "", "Character", "RemoveTrait"}

-- Add Guild Items
tSym[#tSym+1] = {"getAddGuildItem", "", "Database", "AddGuildItem"}

-- Add Inventory Items
tSym[#tSym+1] = {"getBattleMgrUpdate", "", "BattleManagerV2", "Update"}
tSym[#tSym+1] = {"getAddInvItem", "", "Inventory", "addItem"}
tSym[#tSym+1] = {"getAdventurerFigureUpdate", "", "AdventurerFigure", "Update"}
tSym[#tSym+1] = {"getHubMgrUpdate", "", "HubManager", "Update"}

-- Add/Remove Skills
tSym[#tSym+1] = {"getBaseAddSkill", "", "BaseCharacter", "AddSkill"}
tSym[#tSym+1] = {"getBaseRemoveSkill", "", "BaseCharacter", "RemoveSkill"}
tSym[#tSym+1] = {"getCharAddSkill", "", "Character", "AddSkillCharacter"}

-- For Me.
tSym[#tSym+1] = {"getGetWage", "", "Character", "GetWage"}
tSym[#tSym+1] = {"getInjureChar", "", "Character", "IncreaseInjuries"}
tSym[#tSym+1] = {"getRelPoints", "", "RelationShip", "getRelationPoints"}

-- Customize selected character
tSym[#tSym+1] = {"getRecruitSelClass", "", "RecruitmentWindowUI", "OnSelectClassTemplate"}
tSym[#tSym+1] = {"getRecruitFinalize", "", "RecruitmentWindowUI", "OnAcceptCharacterCustomizeWindow"}
tSym[#tSym+1] = {"getRecruitRndName", "", "CharacterCustomizeWindow", "RandomizeName"}

-- Add / Remove talents
tSym[#tSym+1] = {"getToggleTalent", "", "AttributeChangeLine", "OnToggleTalent"}

-- Unlock all skill trees
tSym[#tSym+1] = {"getSkillTreeAvailable", "", "SkillTreeUI", "IsAvailableToCharacter"}

-- All Guild Upgrades unlocked &amp; instant
tSym[#tSym+1] = {"getUpgradeResearch", "", "GuildUpgradeLineUI", "Research"}
tSym[#tSym+1] = {"getUpgradeUpdateUI", "", "GuildUpgradeLineUI", "UpdateUI"}
tSym[#tSym+1] = {"getUpgradeUpdateText", "", "GuildUpgradeLineUI", "UpdateText"}

-- Load additional skills on items
tSym[#tSym+1] = {"getLoadBaseEquipment", "", "BaseEquipment", "LoadSaveBaseEquipmentData"}
tSym[#tSym+1] = {"getDBGetSkill", "", "Database", "GetSkill"}

-- Time Progression
tSym[#tSym+1] = {"getUpdateQuestList", "", "HubManager", "UpdateQuestList"}
tSym[#tSym+1] = {"getUpdateAssignmentList", "", "HubManager", "UpdateAssignmentList"}

-- Make [MovementRange] stat work in game
tSym[#tSym+1] = {"getCharMovementRange", "", "Character", "GetMovementRange"}

----
--tSym[#tSym+1] = {"", "", "", ""}


-- Add / Remove for Lists of skills
tAOBs[#tAOBs+1] = {"aobSkillListAddResize", "getBaseAddSkill", "getBaseAddSkill+E0", "49 BB * * * * * * * * 41 FF D3"}
tAOBs[#tAOBs+1] = {"aobSkillListRemove", "getBaseRemoveSkill", "getBaseRemoveSkill+40", "49 BB * * * * * * * * 41 FF D3"}

-- Add / Remove for Lists of talents
tAOBs[#tAOBs+1] = {"aobTalentListAddResize", "getToggleTalent", "getToggleTalent+200", "49 BB * * * * * * * * 41 FF D3 48 8B 87"}
tAOBs[#tAOBs+1] = {"aobTalentListRemove", "aobTalentListAddResize+10", "getToggleTalent+200", "49 BB * * * * * * * * 41 FF D3 48 8B 87"}


if verbose then local t2tbl = os.clock()
  print(string.format("Completed in %0.4f seconds.", t2tbl - t1tbl)) end

[ENABLE]
if syntaxcheck then return end
local OAG = OAG
if not OAG then showMessage("You need to run this table's Lua scripting before using it!\nRun Table setup again after running the Lua scripting.") error('Lua scripts not executed.') end
if not verbose then luafrm.mOutput.clear() end

print("==Table Setup==\nLaunching Mono...")
if verbose then
  local t1mono = os.clock()
  LaunchMonoDataCollector()
  local t2mono = os.clock()
  print(string.format("Launched in %0.4f seconds.", t2mono - t1mono))
  OAG:tableSetupVerbose( tSym, tAOBs )
else
  LaunchMonoDataCollector()
  OAG:tableSetup( tSym, tAOBs )
end

local t2 = os.clock()
print(string.format("Done in %0.4f seconds.\nClosing window in %0.1f seconds...", t2 - t1, logdelay / 1000))
print("Starting to gather game data in the background...")
OAG:setupDataTablesAsync()
createThread( function() sleep(logdelay) luafrm.hide() end )

local al = getAddressList()
local codeSetup = al.getMemoryRecordByID(0)
codeSetup.Active = true
codeSetup.NoCheckbox = true  -- CE 7.6 doesn't properly save this, so re-apply
if not codeSetup.Active then print("ERROR: Code Setup failed! Some scripts won't work!") end
if fixItemSkillLoading then
  local mrFixSkillLoad = al.getMemoryRecordByID(108)
  if mrFixSkillLoad then mrFixSkillLoad.Active = true end
  if not mrFixSkillLoad or mrFixSkillLoad.Active == false then
    print("ERROR: Item Skill Load fix failed!")
  end
end

-- for OnActivate on MemoryRecords, deactivates entry right after activation
local function AutoOff ( this, before, state )
  if before then return true end
  createThread( function() sleep(toggledelay) this.Active = false end )
end
for _, v in ipairs(tMRs) do
  local mr = OAG:getMemoryRecordByIDandDesc( al, v[1], v[2] )
  if mr then mr.OnActivate = AutoOff end
end

[DISABLE]
if syntaxcheck then return end
-- deactivate children MRs first to disable timers
local tblSetup = getAddressList().getMemoryRecordByID(1)
for i = 0, tblSetup.Count-1 do tblSetup[i].Active = false end

for i = 1, #tSym do
  unregisterSymbol(tSym[i][1])
end
for i = 1, #tAOBs do
  unregisterSymbol(tAOBs[i][1])
end
unregisterSymbol("pDatabase")
unregisterSymbol("pGSM")
</AssemblerScript>
      <CheatEntries>
        <CheatEntry NoCheckbox="1">
          <ID>0</ID>
          <Description>"Code Setup"</Description>
          <Options moAlwaysHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$STRICT}
[ENABLE]
alloc(OAG_CustomCode,$400)
registersymbol(OAG_CustomCode)
OAG_CustomCode:

// ================
//   Data Storage
// ================

label(OAG_CallAddr)
registersymbol(OAG_CallAddr)
label(OAG_CallArg1)
registersymbol(OAG_CallArg1)
label(OAG_CallArg2)
registersymbol(OAG_CallArg2)
label(OAG_CallArg3)
registersymbol(OAG_CallArg3)
label(OAG_CallArg4)
registersymbol(OAG_CallArg4)
label(OAG_CallDo)
registersymbol(OAG_CallDo)
OAG_CallAddr:
 dq 0
OAG_CallArg1:
 dq 0
OAG_CallArg2:
 dq 0
OAG_CallArg3:
 dq 0
OAG_CallArg4:
 dq 0
OAG_CallDo:
 dd 0
 align 10 00

label(OAG_HubMgr)
registersymbol(OAG_HubMgr)
label(OAG_AdvFigure)
registersymbol(OAG_AdvFigure)
label(OAG_BattleMgr)
registersymbol(OAG_BattleMgr)

OAG_HubMgr:
 dq 0
OAG_AdvFigure:
 dq 0
OAG_BattleMgr:
 dq 0
 align 10 00

// =================
// Functions &amp; Hooks
// =================

label(OAG_PrepareCall)
registersymbol(OAG_PrepareCall)
label(_PC_Exit)
OAG_PrepareCall:
 push rbp
 mov rbp,rsp
 sub rsp,20
 mov r11,[OAG_CallAddr]
 test r11,r11
 je short _PC_Exit
 push rcx
 push rdx
 push r8
 push r9
 mov rcx,[OAG_CallArg1]
 mov rdx,[OAG_CallArg2]
 mov r8,[OAG_CallArg3]
 mov r9,[OAG_CallArg4]
 call r11
 pop r9
 pop r8
 pop rdx
 pop rcx
_PC_Exit:
 and rax,0
 mov [OAG_CallAddr],rax
 mov [OAG_CallArg1],rax
 mov [OAG_CallArg2],rax
 mov [OAG_CallArg3],rax
 mov [OAG_CallArg4],rax
 lea rsp,[rbp+00]
 pop rbp
 ret
 align 10 CC

label(OAG_HubMgrUpd)
registersymbol(OAG_HubMgrUpd)
label(_HMUexit)
label(_HMUreturn)

OAG_HubMgrUpd:
 readMem(getHubMgrUpdate,15)
 mov [OAG_HubMgr],rcx
 and rax,0
 cmp [OAG_CallDo],al
 je _HMUexit
 mov [OAG_CallDo],al
 call OAG_PrepareCall
_HMUexit:
 jmp _HMUreturn
 align 8 CC

label(OAG_AdvFigureUpd)
registersymbol(OAG_AdvFigureUpd)
label(_AFUexit)
label(_AFUreturn)

OAG_AdvFigureUpd:
 readMem(getAdventurerFigureUpdate,16)
 mov [OAG_AdvFigure],rcx
 and rax,0
 cmp [OAG_CallDo],al
 je _AFUexit
 mov [OAG_CallDo],al
 call OAG_PrepareCall
_AFUexit:
 jmp _AFUreturn
 align 8 CC

label(OAG_BattleMgrUpd)
registersymbol(OAG_BattleMgrUpd)
label(_BMUexit)
label(_BMUreturn)

OAG_BattleMgrUpd:
 readMem(getBattleMgrUpdate,15)
 mov [OAG_HubMgr],rcx
 and rax,0
 cmp [OAG_CallDo],al
 je _BMUexit
 mov [OAG_CallDo],al
 call OAG_PrepareCall
_BMUexit:
 jmp _BMUreturn
 align 8 CC


// ================
// Custom Functions
// ================
label(OAG_ListAddTalent)
registersymbol(OAG_ListAddTalent)
label(_LATexit)
OAG_ListAddTalent:
 push rbp
 mov rbp,rsp
 sub rsp,20
 test rcx,rcx
 je short _LATexit

 cmp dword ptr [rcx],00
 movsxd  rax,dword ptr [rcx+1C]
 inc eax
 mov [rcx+1C],eax
 nop 5
 //mov r11,1C22F934E90  // System.Collections.Generic.List`1[UtilityClass+Attributes]:AddWithResize
 readMem(aobTalentListAddResize,10)
 call r11

_LATexit:
 lea rsp,[rbp+00]
 pop rbp
 ret
 align 8 CC


label(OAG_ListRemoveTalent)
registersymbol(OAG_ListRemoveTalent)
label(_LRTexit)
OAG_ListRemoveTalent:
 push rbp
 mov rbp,rsp
 sub rsp,20
 test rcx,rcx
 je short _LRTexit
 nop
 //mov r11,1A653A73EE0  // System.Collections.Generic.List`1[UtilityClass+Attributes]:Remove
 readMem(aobTalentListRemove,10)
 call r11
_LRTexit:
 lea rsp,[rbp+00]
 pop rbp
 ret
 align 8 CC

label(OAG_ListAddSkill)
registersymbol(OAG_ListAddSkill)
label(_LASk_exit)
OAG_ListAddSkill:
 push rbp
 mov rbp,rsp
 sub rsp,40
 mov [rbp-10],rsi
 mov [rbp-08],rdi
 mov rdi,rcx
 mov rsi,rdx
 test rcx,rcx
 je short _LASk_exit

 mov rcx,rsi
 mov rax,[rsi]
 call qword ptr [rax+68]
 mov rsi,rax
 test rsi,rsi
 je short _LASk_exit

 cmp dword ptr [rdi],00
 movsxd  rax,dword ptr [rdi+1C]
 inc eax
 mov [rdi+1C],eax
 mov rcx,rdi
 mov rdx,rsi
 //mov r11,1C22F934E90  // System.Collections.Generic.List`1[T_REF]:AddWithResize
 readMem(aobSkillListAddResize,10)
 call r11

_LASk_exit:
 mov rsi,[rbp-10]
 mov rdi,[rbp-08]
 lea rsp,[rbp+00]
 pop rbp
 ret
 align 8 CC

label(OAG_ListRemoveSkill)
registersymbol(OAG_ListRemoveSkill)
label(_LRSk_exit)
OAG_ListRemoveSkill:
 push rbp
 mov rbp,rsp
 sub rsp,30
 test rcx,rcx
 je short _LRSk_exit
 test rdx,rdx
 je short _LRSk_exit
 nop 4
 //mov r11,1A5AC2D591B  // System.Collections.Generic.List`1[T_REF]:Remove
 readMem(aobSkillListRemove,10)
 call r11
_LRSk_exit:
 lea rsp,[rbp+00]
 pop rbp
 ret

// ================
// Injection Points
// ================

getHubMgrUpdate:
 jmp far OAG_HubMgrUpd
 nop
_HMUreturn:

getAdventurerFigureUpdate:
 jmp far OAG_AdvFigureUpd
 nop 2
_AFUreturn:

getBattleMgrUpdate:
 jmp far OAG_BattleMgrUpd
 nop
_BMUreturn:


[DISABLE]
getHubMgrUpdate:
 readMem(OAG_HubMgrUpd,15)

getAdventurerFigureUpdate:
 readMem(OAG_AdvFigureUpd,16)

getBattleMgrUpdate:
 readMem(OAG_BattleMgrUpd,15)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>108</ID>
              <Description>"Fix Equipment Skill Loading"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-22
  Author : HenryEx

  Makes the game load the skills stored on items instead of the standard skills from database
  Activate before loading save, obviously.
}
define(pBaseEq,LoadBaseEq+20)
define(pSaveData,LoadBaseEq+28)
define(pDB,LoadBaseEq+30)

[ENABLE]
aobScanRegion(aobLoadBaseEqRegisters, getLoadBaseEquipment, getLoadBaseEquipment+800,48 89 8D * * * * 48 89 95 * * * * 4C 89 85)
registersymbol(aobLoadBaseEqRegisters)
aobScanRegion(aobLoadBaseEqExit, getLoadBaseEquipment, getLoadBaseEquipment+800,C3 4* 8B)
registersymbol(aobLoadBaseEqExit)
aobScanRegion(aobLoadBaseEq, getLoadBaseEquipment, getLoadBaseEquipment+800,49 BB * * * * * * * * 41 FF D3 E9)
registersymbol(aobLoadBaseEq)

alloc(LoadBaseEq,$100)
registersymbol(LoadBaseEq)

label(_code)
label(_return)

// these cause problems? do manual lua instead
//getMonoStruct(BaseEquipment+SaveDataBaseEquipment)
//getMonoStruct(BaseEquipment)
{$lua}
if syntaxcheck then return 'define(EquipmentSkills,0)\ndefine(SaveDataBaseSkills,0)' end
local img = gameImage
if not img then img = OAG:getAssemblyImage('Assembly-CSharp') end
local fEquip = OAG:getMonoFieldsCustom('BaseEquipment', nil, img)
local eqSkills = fEquip['EquipmentSkills'][1]
local fSaveEquip = OAG:getMonoFieldsCustom('BaseEquipment+SaveDataBaseEquipment', nil, img)
local sdBaseSkills = fSaveEquip['SaveDataBaseSkills'][1]
return string.format('define(EquipmentSkills,%X)\ndefine(SaveDataBaseSkills,%X)',eqSkills,sdBaseSkills)
{$asm}

LoadBaseEq:
 readMem(aobLoadBaseEq,18)
 align 10 00
 dq 0 0 0 0
_code:
 // get pointers
 db 48 8B 8D  // mov rcx,[rbp-X]
 readMem(aobLoadBaseEqRegisters+3,4)
 db 48 8B 95  // mov rdx,[rbp-X]
 readMem(aobLoadBaseEqRegisters+A,4)
 db 4C 8B 85  // mov r8,[rbp-X]
 readMem(aobLoadBaseEqRegisters+11,4)
 mov [pBaseEq],rcx
 mov [pSaveData],rdx
 mov [pDB],r8
 mov r14,[rcx+EquipmentSkills]  // ptr EquipmentSkills
 mov r15,[rdx+SaveDataBaseSkills]  // ptr SaveDataBaseSkills
 and rdi,0
 mov edi,dword ptr [r15+18]  // # of savedata skills, loop counter
 mov rsi,[r15+10]  // ptr List of saved skills
 jmp _loopEnd
_loopStart:
 dec edi
 lea rax,[rdi*8+20]
 mov rax,[rsi+rax]  // skill savedata
 mov rdx,[rax+10]  // ID mono string for saved skill
 mov rcx,[pDB]
 nop 7  // 8 byte align
 mov r11,getDBGetSkill
 call r11
 mov rdx,rax  // BaseSkill from DB
 mov rcx,r14
 call OAG_ListAddSkill
_loopEnd:
 cmp edi,0
 jg _loopStart

_return:
 jmp aobLoadBaseEqExit+1

aobLoadBaseEq:
 jmp far _code
 nop 4

[DISABLE]
aobLoadBaseEq:
 readMem(LoadBaseEq,18)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>62</ID>
          <Description>"Get current Character stats"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-02
  Author : HenryEx

  Fetches currently viewed character in battle / on adventurer UI.
  Invalidate stat caches for current character
  so stat changes you make can take effect.
}
define(_bkp,CharacterModsBkp)
define(_bkpNGPlus,CharacterModsBkp+20)
define(_bkpQM,CharacterModsBkp+40)
define(_bkpBUI1,CharacterModsBkp+60)
define(_bkpBUI2,CharacterModsBkp+80)
define(_bkpClose1,CharacterModsBkp+A0)
define(_bkpClose2,CharacterModsBkp+C0)
define(ptrCharacter,CharacterMods)
define(ptrBCharacter,CharacterMods+8)
define(ptrCharacterCache,CharacterMods+10)
define(ptrBCharacterCache,CharacterMods+18)
define(ptrAdvOverviewUI,CharacterMods+20)
define(ptrBattleCharUI,CharacterMods+28)
define(traitIDX,CharacterMods+30)
define(talentIDX,CharacterMods+34)

{$lua}
if syntaxcheck then return end

-- Makes entries below pointers inherit the full pointer path;
-- resource intensive, but updates the address more reliably when
-- base pointer changes
bInheritFullAddress = false

tFldsBattleCharacter = { -- entries to display on battle characters
  "BattleCharacterType",
  "CurrentActionPool",
  "CurrentShield",
  "CounterAmount",
  "Flying",
  "CanMove",
  "AlreadyMovedThisTurn",
  "AlreadyUsedItemThisRound",
  "GotDamaged",
  "DamageReceivedThisRound",
  "Charmer",
  "Summoner",
  "LastAggressor"
}
tFldsCharacter = { -- entries to display on player characters
  "Name",
  "Level",
  "Biography",
  "ID",
  "Gender",
  "Sexuality",
  "HitPoints",
  "CurrentHitPoints",
  "Mana",
  "CurrentMana",
  "Bravery",
  "SkillPoints",
  "ExperiencePoints",
  "InjuryValue",
  "QuestInjury",
  "Strength",
  "Agility",
  "Intelligence",
  "Endurance",
  "Wisdom",
  "Charisma",
  "Accuracy",
  "CritChance",
  "Dodge",
  "Block",
  "Speed",
  "MovementRange",
  "PhysicalDamage",
  "MagicalDamage",
  "PhysicalResistance",
  "StunResistance",
  "BleedResistance",
  "PoisonResistance",
  "FireResistance",
  "AirResistance",
  "WaterResistance",
  "EarthResistance",
  "HolyResistance",
  "DarkResistance",
  "Talents",
  "Traits",
  "RelationShips",
  "BaseMood",
  "MoodValue"
}
tFldsNPC = {  -- entries to display on NPC characters
  "Name",
  "Level",
  "ID",
  "Elite",
  "HitPoints",
  "CurrentHitPoints",
  "BaseLevel",
  "BonusAP",
  "ExperienceReward",
  "Accuracy",
  "CritChance",
  "Dodge",
  "Block",
  "Speed",
  "PhysicalDamage",
  "MagicalDamage",
  "PhysicalResistance",
  "StunResistance",
  "BleedResistance",
  "PoisonResistance",
  "FireResistance",
  "AirResistance",
  "WaterResistance",
  "EarthResistance",
  "HolyResistance",
  "DarkResistance",
  "AI",
  "Loot"
}
tFldsTrait = {  -- entries to display for traits
  "Name",
  "Description",
  "ID",
  "TraitCustomizeCost",
  "Weight",
--  "Effects",
  "IncompatibleTraits",
  "LikedTraits",
  "DislikedTraits"
}
tFldsMood = {  -- entries to display for moods
  "MoodAmount",
  "Duration",
  "Description",
  "ID"
}
tFldsRelShip = {  -- entries to display for relationships
  "RelatedCharacter1",
  "RelatedCharacter2",
  "TotalValue",
  "RelationStage",
  "ID",
  "Character1RomanticallyInterested",
  "Character2RomanticallyInterested",
  "RelationShipChanges"
}
tFldsLoot = {  -- entries to display for loot
  "BaseItem",
  "Amount",
  "LootChance"
}
tFldsBaseItem = {  -- entries to display for items
  "Name",
  "Description",
  "Value",
  "Tier",
  "NotALootTableDrop"
}

{$asm}

[ENABLE]
{$STRICT}
// ---------------------------------
// Declarations
// ---------------------------------

getMonoStruct(BattleCharacter)
getMonoStruct(AdventurerOverviewUI)
getMonoStruct(BattleCharacterInfoUI)
getMonoStruct(Trait)
assert(getCloseBCharInfoUI+C,66 90)

alloc(CharacterMods,$400)
registersymbol(CharacterMods)
label(CharacterModsBkp)
registersymbol(CharacterModsBkp)

label(_codeB)
label(_returnB)
label(_codeC)
label(_returnC)
label(_codeD)
label(_returnD)
label(_codeE)
label(_exitE)
label(_returnE)
label(_codeF)
label(_returnF)
label(_codeG)
label(_returnG)
label(_codeH)
label(_returnH)

label(_SelectionVars)


// ---------------------------------
// Code Section
// ---------------------------------

CharacterMods:
 dq 0
 dq 0
 dq 0
 dq 0
 dq 0
 dq 0

_SelectionVars:
 dd 0
 dd 6

 align 10 CC

 align 10 CC

CharacterModsBkp:

 readMem(getAdvOverviewUI,15)
 jmp long _codeB
 align 10 CC

 readMem(getAdvOverviewUINGPlus,15)
 jmp long _codeC
 align 10 CC

 readMem(getAdvOverviewUIQM,15)
 jmp long _codeD
 align 10 CC

 readMem(getBCharInfoUI,15)
 jmp long _codeE
 align 10 CC

 readMem(getCloseBCharInfoUI,14)
 jmp long _codeF
 align 10 CC

 readMem(getCloseAdvOverviewUI,15)
 jmp long _codeG
 align 10 CC

 readMem(getCloseAdvOverviewUIQM,15)
 jmp long _codeH
 align 10 CC

_codeB:
 xor rax,rax
 mov [ptrBCharacter],rax
 mov [ptrAdvOverviewUI],rcx
 mov rax,[rcx+AdventurerOverviewUI.Character]
 mov [ptrCharacter],rax
 jmp _returnB

_codeC:
 xor rax,rax
 mov [ptrBCharacter],rax
 mov [ptrAdvOverviewUI],rcx
 mov rax,[rcx+AdventurerOverviewUI.Character]
 mov [ptrCharacter],rax
 jmp _returnC

_codeD:
 xor rax,rax
 mov [ptrBCharacter],rax
 mov [ptrAdvOverviewUI],rcx
 mov rax,[rcx+AdventurerOverviewUI.Character]
 mov [ptrCharacter],rax
 jmp _returnD

_codeE:
 mov [ptrBattleCharUI],rcx
 mov rax,[rcx+BattleCharacterInfoUI.BattleCharacter]
 mov [ptrBCharacter],rax
 test rax,rax
 je short _exitE
 mov rax,[rax+BattleCharacter.character]
 mov [ptrCharacter],rax
_exitE:
 jmp _returnE

_codeF:
 xor rax,rax
 mov [ptrBattleCharUI],rax
 mov [ptrCharacter],rax
 mov [ptrBCharacter],rax
 jmp _returnF

_codeG:
 xor rax,rax
 mov [ptrAdvOverviewUI],rax
 mov [ptrCharacter],rax
 jmp _returnG

_codeH:
 xor rax,rax
 mov [ptrAdvOverviewUI],rax
 mov [ptrCharacter],rax
 jmp _returnH


// ---------------------------------
// Injection points
// ---------------------------------
getAdvOverviewUI:
 jmp far _bkp
 nop
_returnB:

getAdvOverviewUINGPlus:
 jmp far _bkpNGPlus
 nop
_returnC:

getAdvOverviewUIQM:
 jmp far _bkpQM
 nop
_returnD:

getBCharInfoUI:
 jmp far _bkpBUI1
 nop
_returnE:

getCloseBCharInfoUI:
 jmp far _bkpBUI2
_returnF:

getCloseAdvOverviewUI:
 jmp far _bkpClose1
 nop
_returnG:

getCloseAdvOverviewUIQM:
 jmp far _bkpClose2
 nop
_returnH:


// ---------------------------------
// LUA Coding
// ---------------------------------
{$lua}
if syntaxcheck then return end
local al=getAddressList()
mrCharacterScript=OAG:getMemoryRecordByIDandDesc(al, 62, 'Get current Character stats')
ptrChar, ptrBChar = 0, 0
t_bchar, t_echar, t_gchar = {}, {}, {}

-- Timer to modify table entries
if timerChar==nil then timerChar=createTimer(nil,false) end
if timerChar then
  timerChar.OnTimer = OAG.charOnTimer
  timerChar.Interval=500
  timerChar.Enabled=true
end

{$asm}

[DISABLE]
getAdvOverviewUI:
 readMem(_bkp,15)

getAdvOverviewUINGPlus:
 readMem(_bkpNGPlus,15)

getAdvOverviewUIQM:
 readMem(_bkpQM,15)

getBCharInfoUI:
 readMem(_bkpBUI1,15)

getCloseBCharInfoUI:
 readMem(_bkpBUI2,14)

getCloseAdvOverviewUI:
 readMem(_bkpClose1,15)

getCloseAdvOverviewUIQM:
 readMem(_bkpClose2,15)

unregistersymbol(*)
dealloc(*)
{$lua}
if syntaxcheck then return end
if timerChar then timerChar.Enabled = false end
local al=getAddressList()
local mrMainScript=OAG:getMemoryRecordByIDandDesc(al, 62, 'Get current Character stats')
OAG:cleanupMR( mrMainScript )
{$asm}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>67</ID>
              <Description>"Customize last viewed char with Tavern Scout"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-03
  Author : HenryEx

  Use Tavern's "Scouting" feature to edit extant character.
  Name in Char Edit will be random, but not influence your character's name
  unless you change the name field.
  Disables randomizing name.
}
define(ptrCharacterCache,CharacterMods+10)
[ENABLE]
assert(getRecruitRndName,55)
assert(getRecruitFinalize,55)
aobScanRegion(aobCharEditClassSelect, getRecruitSelClass, getRecruitSelClass+E0,48 8D * * * 00 00 48 8* * * 48 8*)

alloc(CharEditing,$100)
registersymbol(CharEditing)

label(_code)
label(_exit)
label(_return)

CharEditing:
 readMem(aobCharEditClassSelect,14)
 align 10 CC

_code:
 mov rcx,ptrCharacterCache
 mov rcx,[rcx]
 test rcx,rcx
 je short _exit
 mov rax,rcx
_exit:
 readMem(aobCharEditClassSelect,14)
 jmp far _return

aobCharEditClassSelect:
 jmp far _code
_return:

getRecruitRndName:
 ret

getRecruitFinalize:
 ret

[DISABLE]
aobCharEditClassSelect:
 readMem(CharEditing,14)

getRecruitRndName:
 push rbp

getRecruitFinalize:
 push rbp

unregistersymbol(*)
dealloc(*)

</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>72</ID>
              <Description>"Customize Traits"</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}
if syntaxcheck then return end
local nameOfThisScript = 'Customize Traits'
local IdOfThisScript = 72

local al = getAddressList()
local thisScript = OAG:getMemoryRecordByIDandDesc(al,IdOfThisScript,nameOfThisScript)

[ENABLE]
OAG:setupCustomTraits( thisScript )

[DISABLE]
OAG:setupCustomTraits( thisScript, true )

</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>73</ID>
                  <Description>"Selected Trait"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>CharacterMods+30</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>74</ID>
                  <Description>"Print some Trait info"</Description>
                  <Color>00AE00</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{$lua}
[ENABLE]
if syntaxcheck then return end
local result = OAG:printTraitInfo()
if result then print( result ) end
[DISABLE]
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>75</ID>
                  <Description>"Add or Remove Trait"</Description>
                  <Color>FF0000</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
if OAG:addRemoveCharTrait() then OAG:updateCharOverview() end
[DISABLE]

</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>64</ID>
              <Description>"Change Talents"</Description>
              <Options moHideChildren="1"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>65</ID>
                  <Description>"Select Talent"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Strength
1:Agility
2:Intelligence
3:Endurance
4:Wisdom
5:Charisma
*:Select a Talent
</DropDownList>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>CharacterMods+34</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>66</ID>
                  <Description>"Add or Remove Talent"</Description>
                  <Color>FF0000</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
local delay = 50 -- delay update a bit for previous ASM function to run
if OAG:changeCharTalent() then OAG:updateCharOverview( delay ) end
[DISABLE]

</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>115</ID>
              <Description>"Make [MovementRange] stat work in game"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-22
  Author : HenryEx

  By default, the stat MovementRange does nothing.
  This will add the MovementRange stat to your movement in battles.
}
[ENABLE]
aobScanRegion(aobMovementRange, getCharMovementRange, getCharMovementRange+180,03 C1 48 * * * 48 * * * 3C 00 00 00)
registersymbol(aobMovementRange)

getMonoStruct(Character)

alloc(CharMovementRange,$40)
registersymbol(CharMovementRange)
label(_code)
label(_return)

CharMovementRange:
 readMem(aobMovementRange,14)
 jmp _return
 align 8 CC
_code:
 push rcx
 mov ecx,[rsi+Character.MovementRange]
 add eax,ecx
 pop rcx
 jmp short CharMovementRange

aobMovementRange:
 jmp far _code
_return:

[DISABLE]
aobMovementRange:
 readMem(CharMovementRange,14)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>63</ID>
              <Description>"&gt;&gt; Update Character In-Game &lt;&lt; (makes changes show up)"</Description>
              <Color>FF0000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
local pChar = readPointer('CharacterMods+10')
if pChar and pChar ~= 0 then
  OAG:fireMonoMethod( 'Character', 'InvalidCachePublic', pChar, {} )
end
local pBChar = readPointer('CharacterMods+18')
if pBChar and pBChar ~= 0 then
  OAG:fireMonoMethod( 'BattleCharacter', 'PublicInvalidCaches', pBChar, {} )
end
OAG:updateCharOverview()
[DISABLE]

</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>77</ID>
          <Description>"Inventory"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-02
  Author : HenryEx

  Inventory management.
}

define(pHubManager,InvMgr+30)
define(pAdventurerFigure,InvMgr+38)
define(pBattleManagerV2,InvMgr+40)

[ENABLE]
{$STRICT}
alloc(InvMgr,$80)
registersymbol(InvMgr)

InvMgr:
 // Item display
 dd 0
 dd 0
 dq 0

 // Item Adding
 dd 0
 dd 0

 // Skills
 dd 0
 dd 0
 dd 0
 align 10 00

 // Ptrs
 dq 0
 dq 0
 dq 0
 align 10 00

{$lua}
if syntaxcheck then return end
local al=getAddressList()
local OAG = OAG
local thisScript = OAG:getMemoryRecordByIDandDesc(al, 77, 'Inventory')
mrInventoryScript = thisScript
pCurInv = OAG:getCurInventory()
tCachedItems = OAG:getListOfAllItemStacks( pCurInv )

tItemMRFields = { 'ID', 'Description', 'MaxStackInventory', 'EquipmentSkills' }

-- Timer to modify table entries
if timerInv==nil then timerInv=createTimer(nil,false) end
if timerInv then
  timerInv.OnTimer = OAG.invOnTimer
  timerInv.Interval=500
  timerInv.Enabled=true
end

OAG:updateDDSelItem( thisScript )

{$asm}
[DISABLE]
unregistersymbol(*)
dealloc(*)
{$lua}
if syntaxcheck then return end
if timerInv then timerInv.Enabled = false end
local al=getAddressList()
local thisScript = OAG:getMemoryRecordByIDandDesc(al, 77, 'Inventory')
OAG:cleanupMR( thisScript )
OAG:updateDDSelItem( thisScript, true )
{$asm}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>80</ID>
              <Description>"Add Items"</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}
if syntaxcheck then return end
local nameOfThisScript = 'Add Items'
local IdOfThisScript = 80
local al = getAddressList()
local thisScript = OAG:getMemoryRecordByIDandDesc(al,IdOfThisScript,nameOfThisScript)

[ENABLE]
OAG:setupItemAdder( thisScript )

[DISABLE]
OAG:setupItemAdder( thisScript, true )
{$asm}
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>84</ID>
                  <Description>"Get info on chosen item"</Description>
                  <Color>00AE00</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
local result = OAG:printItemInfo()
if result then print( result ) end
{$asm}
[DISABLE]
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>81</ID>
                  <Description>"Choose item"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>InvMgr+10</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>83</ID>
                  <Description>"Choose amount"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>InvMgr+14</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>82</ID>
                  <Description>"Add chosen item"</Description>
                  <Color>FF0000</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>// 20250313
[ENABLE]
{$lua}
if syntaxcheck then return end
OAG:addItemToCurInv()
{$asm}
[DISABLE]

</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>98</ID>
              <Description>"Add Skill to Selected Item"</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}
if syntaxcheck then return end
local nameOfThisScript = 'Add Skill to Selected Item'
local IdOfThisScript = 98
local al = getAddressList()
local thisScript = OAG:getMemoryRecordByIDandDesc(al,IdOfThisScript,nameOfThisScript)

[ENABLE]
OAG:setupSkillAdder( thisScript )
if timerInvSkl==nil then timerInvSkl=createTimer(nil,false) end
if timerInvSkl then
  timerInvSkl.OnTimer = OAG.invSklOnTimer
  timerInvSkl.Interval=500
  timerInvSkl.Enabled=true
end
[DISABLE]
OAG:setupSkillAdder( thisScript,true )
if timerInvSkl then timerInvSkl.Enabled = false end
{$asm}
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>106</ID>
                  <Description>"Get info on selected skill"</Description>
                  <Color>00AE00</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
local result = OAG:printSkillInfo()
if result then print( result ) end
{$asm}
[DISABLE]
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>99</ID>
                  <Description>"Skill Type"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>InvMgr+1C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>103</ID>
                  <Description>"Selected skill"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>InvMgr+18</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>104</ID>
                  <Description>"Add or remove skill on current item"</Description>
                  <Color>FF0000</Color>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>// 20250321
[ENABLE]
{$lua}
if syntaxcheck then return end
OAG:addRemoveItemSkills()
{$asm}
[DISABLE]

</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>78</ID>
              <Description>"Selected Item"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>InvMgr</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Scripts"</Description>
          <Options moHideChildren="1" moActivateChildrenAsWell="1"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>100</ID>
              <Description>"Hub / Guild"</Description>
              <Options moHideChildren="1"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>109</ID>
                  <Description>"Time Progression"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-22
  Author : HenryEx

}
[ENABLE]
{$STRICT}
alloc(HubTimeMgr,$40)
registersymbol(HubTimeMgr)

HubTimeMgr:
 dd 1  // # of days

[DISABLE]
unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>110</ID>
                      <Description>"Quests don't expire"</Description>
                      <VariableType>Auto Assembler Script</VariableType>
                      <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version: 
  Date   : 2025-03-22
  Author : HenryEx

  Stops quest expiry.
}
[ENABLE]
aobScanRegion(aobNoQuestExpire, getUpdateQuestList, getUpdateQuestList+3000,85 C0 75)
registersymbol(aobNoQuestExpire)

aobNoQuestExpire:
 db EB 02  // jmp short +2

[DISABLE]
aobNoQuestExpire:
 db 85 C0  // test eax,eax

unregistersymbol(*)
</AssemblerScript>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>111</ID>
                      <Description>"Assignments don't expire"</Description>
                      <VariableType>Auto Assembler Script</VariableType>
                      <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version: 
  Date   : 2025-03-22
  Author : HenryEx

  Stops assignment expiry.
}
[ENABLE]
aobScanRegion(aobNoAssignExpire, getUpdateAssignmentList+200, getUpdateAssignmentList+C00,2B C6)
registersymbol(aobNoAssignExpire)

aobNoAssignExpire:
 nop 2

[DISABLE]
aobNoAssignExpire:
 db 2b C6  // sub eax,esi

unregistersymbol(*)
</AssemblerScript>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>114</ID>
                      <Description>"Days to progress:"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>HubTimeMgr</Address>
                      <CheatEntries>
                        <CheatEntry>
                          <ID>112</ID>
                          <Description>"Update Assignments"</Description>
                          <VariableType>Auto Assembler Script</VariableType>
                          <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
if OAG:getCurScene() == 'CityHubScene' and getAddressSafe('HubTimeMgr') then
  local inst = readPointer('OAG_HubMgr')
  if inst and inst ~= 0 then
    OAG:fireMonoMethod( 'HubManager', 'UpdateAssignmentList', inst, {readInteger('HubTimeMgr',true)} )
  end
end
{$asm}
[DISABLE]

</AssemblerScript>
                        </CheatEntry>
                        <CheatEntry>
                          <ID>113</ID>
                          <Description>"Update Quests"</Description>
                          <VariableType>Auto Assembler Script</VariableType>
                          <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
if OAG:getCurScene() == 'CityHubScene' and getAddressSafe('HubTimeMgr') then
  local inst = readPointer('OAG_HubMgr')
  if inst and inst ~= 0 then
    OAG:fireMonoMethod( 'HubManager', 'UpdateQuestList', inst, {readInteger('HubTimeMgr',true)} )
  end
end
{$asm}
[DISABLE]

</AssemblerScript>
                        </CheatEntry>
                      </CheatEntries>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>5</ID>
                  <Description>"Don't decrease gold"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Simply won't let Gold decrease.
}
[ENABLE]
assert(getGoldRemove,55)

getGoldRemove:
 ret

[DISABLE]
getGoldRemove:
 push rbp

</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>40</ID>
                  <Description>"Always in a Good Mood"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-26
  Author : HenryEx

  Fix a character's mood to 100.
}
define(fixedMoodValue,#100)

[ENABLE]
assert(getCharMoodValue,55 48 8B EC 48 83 EC)

getCharMoodValue:
 xor rax,rax
 mov al,fixedMoodValue
 ret

[DISABLE]
getCharMoodValue:
 db 55 48 8B EC 48 83 EC

</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>95</ID>
                  <Description>"Don't lose Party Synergy"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-15
  Author : HenryEx

  Don't lose party synergy when switching out members.
}
[ENABLE]
aobScanRegion(aobRemoveMember, getRemovePartyMember, getRemovePartyMember+A0,83 F8 01 0F 8E)
registersymbol(aobRemoveMember)

aobRemoveMember+3:
 db 90 E9

[DISABLE]
aobRemoveMember+3:
 db 0F 8E

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>8</ID>
                  <Description>"Increase Stat Levelup Chance"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-01
  Author : HenryEx

  Adds x% to character stat growth on level ups.
  For example, +100 means a char with 70% STR growth will have 170%
  when rolling stats on level up.
}

define(GrowthIncrease,#10)

[ENABLE]
aobScanRegion(aobStatUpgradeValue, getStatUpgradeValue, getStatUpgradeValue+100,49 BB * * * * * * * * 41 FF D3 4C 8B E8)

alloc(IncreaseStatLevelupChance,$40)
registersymbol(IncreaseStatLevelupChance)

label(_code)
label(_return)

IncreaseStatLevelupChance:
 dq GrowthIncrease
 align 10 CC
 nop 6
_code:
 readMem(aobStatUpgradeValue,16)
 mov rax,[IncreaseStatLevelupChance]
 add r13,rax
 jmp _return

aobStatUpgradeValue:
 jmp far _code
 nop 2
_return:

[DISABLE]
aobStatUpgradeValue:
 readMem(IncreaseStatLevelupChance+16,16)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>9</ID>
                      <Description>"+??% on stat growth for level ups"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <VariableType>8 Bytes</VariableType>
                      <Address>IncreaseStatLevelupChance</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>18</ID>
                  <Description>"Best Possible Levelup Rolls"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Gets you the best possible stats on levelup
  So 1-100% is always +1, 101-200% always +2 etc.
}
[ENABLE]
aobScanRegion(aobBestLevelupRoll, getStatUpgradeValue, getStatUpgradeValue+100,41 FF D3 85 C0 0F 84)
registersymbol(aobBestLevelupRoll)

aobBestLevelupRoll+5:
 db EB 04

[DISABLE]
aobBestLevelupRoll+5:
 db 0F 84

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>10</ID>
                  <Description>"Infinite Levelup Rerolls"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Lets you reroll stat level ups forever.
}
[ENABLE]
aobScanRegion(aobStatRerollA, getStatReroll, getStatReroll+100,41 FF D3 48 * * 18 01 00 00)
aobScanRegion(aobStatRerollB, getStatReroll, getStatReroll+100,41 FF D3 48 * * 20 01 00 00)
aobScanRegion(aobStatRerollC, getStatReroll, getStatReroll+100,48 * * C8 00 00 00)

registersymbol(aobStatRerollC)

aobStatRerollA:
 nop 3

aobStatRerollB:
 nop 3

aobStatRerollC+3:
 db A8

[DISABLE]
aobStatRerollA:
 db 41 FF D3

aobStatRerollB:
 db 41 FF D3

aobStatRerollC+3:
 db C8

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>105</ID>
                  <Description>"Unlock all skill trees"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-11
  Author : HenryEx

  Every adventurer has access to all skill trees.
}
[ENABLE]
assert(getSkillTreeAvailable,55 48 8B EC)

getSkillTreeAvailable:
 mov al,01
 ret
 nop
 
[DISABLE]
getSkillTreeAvailable:
 push rbp
 mov rbp,rsp
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>48</ID>
                  <Description>"Enable character scouting"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-04
  Author : HenryEx

  Enable button to scout adventurers in Tavern
}
[ENABLE]
aobScanRegion(aobScoutButton, getRecruitWindowInit, getRecruitWindowInit+A0,0F B6 51 01)
registersymbol(aobScoutButton)

aobScoutButton:
 xor edx,edx
 mov dl,1

[DISABLE]
aobScoutButton:
 db 0F B6 51 01

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>97</ID>
                  <Description>"Expanded character customization"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-22
  Author : HenryEx

  Removes restrictions on character customization when scouting,
  like stats and trait limits, and points
}
[ENABLE]
assert(getRecruitChkTraitWeight,48 83 EC)
aobScanRegion(aobScoutAttrMin, getRecruitAttributeUpdate, getRecruitAttributeUpdate+240,40 0F 9F C2 48)
registersymbol(aobScoutAttrMin)
aobScanRegion(aobScoutAttrMax, getRecruitAttributeUpdate, getRecruitAttributeUpdate+240,EB 03 45)
registersymbol(aobScoutAttrMax)
aobScanRegion(aobScoutTalent, getRecruitAttributeUpdate, getRecruitAttributeUpdate+240,85 C0 0F 85)
registersymbol(aobScoutTalent)
aobScanRegion(aobScoutAccept, getRecruitAcceptButton, getRecruitAcceptButton+C0,40 0F 9C C0)
registersymbol(aobScoutAccept)
aobScanRegion(aobScoutTraitLimit, getRecruitTraitUIUpdate, getRecruitTraitUIUpdate+800,83 F8 03 40 0F 9C C0)
registersymbol(aobScoutTraitLimit)
aobScanRegion(aobScoutTraitPoints, getRecruitTraitUIUpdate, getRecruitTraitUIUpdate+800,3B C1 40 0F 9C C0)
registersymbol(aobScoutTraitPoints)

aobScoutAttrMin:
 mov dl,1
 nop 2

aobScoutAttrMax:
 nop 2
 mov r15b,1

aobScoutTalent+2:
 db 90 E9

aobScoutAccept:
 xor al,al
 nop 2

aobScoutTraitLimit+3:
 mov al,1
 nop 2

aobScoutTraitPoints+2:
 mov al,0
 nop 2

getRecruitChkTraitWeight:
 mov al,1
 ret

[DISABLE]
aobScoutAttrMin:
 db 40 0F 9F C2

aobScoutAttrMax:
 db EB 03 45 33 FF

aobScoutTalent+2:
 db 0F 85

aobScoutAccept:
 db 40 0F 9C C0

aobScoutTraitLimit+3:
 db 40 0F 9C C0

aobScoutTraitPoints+2:
 db 40 0F 9C C0

getRecruitChkTraitWeight:
 db 48 83 EC

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>49</ID>
                  <Description>"Filter random traits by cost"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-19
  Author : HenryEx

  Filter traits on randomly generated adventurers by "trait cost".
  By default only allows traits with a cost &gt; 0.
  Ex.: Pretty = 20, Greedy = 0, Weak = -20
}
define(minimumCostForRandomTraits,#1)

[ENABLE]
aobScanRegion(aobRandomTraits, getRandomCharacterCreation, getRandomCharacterCreation+2000,48 8B 57 * 48 8B 8D * * * * 48 8B C1)
aobScanRegion(aobAddTraitToList, getCharAddTrait, getCharAddTrait+280,49 BB * * * * * * * * 41 FF D3 48 * * 49 BB)
getMonoStruct(CharactersDB)
getMonoStruct(Database)
getMonoStruct(Trait)
alloc(FilterRandomTraits,$100)
registersymbol(FilterRandomTraits)
registersymbol(aobAddTraitToList)

label(_code)
label(_loopstart)
label(_loopend)
label(_loopcheck)
label(_return)

FilterRandomTraits:
 dd minimumCostForRandomTraits
 dd 0
 dd 0
 dd 0
 dq 0
 dq 0
 align 10 CC

 readMem(aobRandomTraits,14)
 align 10 CC

_code:
 readMem(aobRandomTraits,14)

 mov [FilterRandomTraits+18],rcx
 mov rcx,pDatabase
 mov rax,[rcx+Database.CharactersDB]
 mov rcx,[rax+CharactersDB.AllTraits]
 mov rax,[rcx+10]
 add rax,$20
 mov [FilterRandomTraits+10],rax
 mov eax,[rcx+18]
 mov [FilterRandomTraits+4],eax
 push rsi
 push rbx
 mov rsi,[FilterRandomTraits+10]
 xor rbx,rbx
 jmp _loopcheck
_loopstart:
 mov rdx,[rsi+rbx*8]
 mov eax,[rdx+Trait.TraitCustomizeCost]
 cmp eax,[FilterRandomTraits]
 jge _loopend
 mov rcx,[FilterRandomTraits+18]
 mov rax,rcx
 readMem(aobAddTraitToList,13)
_loopend:
 inc ebx
_loopcheck:
 cmp ebx,[FilterRandomTraits+4]
 jb _loopstart

 pop rbx
 pop rsi
 readMem(aobRandomTraits,14)
 jmp far _return

aobRandomTraits:
 jmp far _code
_return:

[DISABLE]
aobRandomTraits:
 readMem(FilterRandomTraits+20,14)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>50</ID>
                      <Description>"Minimum cost for Traits"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>FilterRandomTraits</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>47</ID>
                  <Description>"Reroll tavern recruits"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-02
  Author : HenryEx

  Re-rolls available recruits at the tavern.
}
{$lua}
if syntaxcheck then return end
[ENABLE]
local hubMgr = getAddressSafe("[OAG_HubMgr]")
if not hubMgr or hubMgr == 0 then error('ERROR: Cannot find HubManager!') end
local fHubMgr = OAG.f.HubManager
if not fHubMgr then error('ERROR: Cannot find fields for HubManager!') end

local tavern = readPointer( hubMgr+fHubMgr['Tavern'][1])
local textmgr = readPointer( hubMgr+fHubMgr['TextManager'][1])
local database = readPointer( hubMgr+fHubMgr['Database'][1])

OAG:fireMonoMethod( 'Tavern', 'GenerateNewRecruits', tavern, {database, textmgr} )
[DISABLE]
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>107</ID>
                  <Description>"All Guild Upgrades unlocked &amp; instant"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-15
  Author : HenryEx

  Instantly complete research (guild upgrades) when "buying" them.
  Also unlocks higher rank upgrades.
}
[ENABLE]
usemono()
assert(getUpgradeResearch,55 48 8B EC)
aobScanRegion(aobUnlockResearch, getUpgradeUpdateUI, getUpgradeUpdateUI+780,48 0F B6 C0 40)
registersymbol(aobUnlockResearch)
aobScanRegion(aobUnlockResearchText, getUpgradeUpdateText, getUpgradeUpdateText+1C0,85 C0 74 * 48)
registersymbol(aobUnlockResearchText)

alloc(InstantResearch,$40)
registersymbol(InstantResearch)

getMonoStruct(GuildUpgrade)
getMonoStruct(GuildUpgradeLineUI)

label(_return)

InstantResearch:
 readMem(getUpgradeResearch,15)
 mov rax,[rsi+GuildUpgradeLineUI.GuildUpgrade]
 mov dword ptr [rax+GuildUpgrade.ResearchLength],0
 jmp _return

getUpgradeResearch:
 jmp far InstantResearch
 nop
_return:

aobUnlockResearch:
 xor rax,rax
 nop

aobUnlockResearchText+2:
 db EB // jmp +X

[DISABLE]
getUpgradeResearch:
 readMem(InstantResearch,15)

aobUnlockResearch:
 db 48 0F B6 C0  // movzx rax,al

aobUnlockResearchText+2:
 db 74  // je +X

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>102</ID>
              <Description>"On Quest"</Description>
              <Options moHideChildren="1"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>6</ID>
                  <Description>"Exp Multiplier"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Adds a multiplier on all EXP gain.
  In-Game EXP increases (blessings, exp book etc.) will work on top.
}
[ENABLE]
aobScanRegion(aobAddExpMultiplier, getBonusExperience, getBonusExperience+100,66 0F 57 C0)

alloc(AddExpMultiplier,$100)
registersymbol(AddExpMultiplier)

label(_code)
label(_return)

AddExpMultiplier:
 dd (float)1
 dd (float)1
 dd (float)0
 align 10 CC

 readMem(aobAddExpMultiplier,16)
 align 10 CC

_code:
 movss xmm0,[AddExpMultiplier]
 movss xmm5,[AddExpMultiplier+4]
 subss xmm0,xmm5
 movss xmm5,[AddExpMultiplier+8]
 maxss xmm5,xmm0
 cvtss2sd xmm0,xmm5

 readMem(aobAddExpMultiplier+4,12)
 jmp _return

aobAddExpMultiplier:
 jmp far _code
 nop 2
_return:
 
[DISABLE]
aobAddExpMultiplier:
 readMem(AddExpMultiplier+10,16)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>7</ID>
                      <Description>"Exp Gain x?"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>AddExpMultiplier</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>45</ID>
                  <Description>"Guarantee Loot Drops After Battle"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-26
  Author : HenryEx

  Increase loot drop chance after battle by X amount.
}
define(IncreasedDropChance,#100)
[ENABLE]
aobScanRegion(aobLootDropChance, getBMPostBattleScreen, getBMPostBattleScreen+200,C7 85 * * * * 00 00 00 00 C7 85 * * * * 00 00 00 00 C7 85 * * * * 00 00 00 00)
registersymbol(aobLootDropChance)

aobLootDropChance+10:
 dd IncreasedDropChance

[DISABLE]
aobLootDropChance+10:
 dd 0

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>12</ID>
                  <Description>"Unlimited Camping Actions"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Allows you to use Camping Actions regardless of your points
  Activate before running out of points
}
[ENABLE]
aobScanRegion(checkCampActionPoints, getCampActionButton, getCampActionButton+200,3B C1 7C 10)
registersymbol(checkCampActionPoints)

checkCampActionPoints+2:
 nop 2

[DISABLE]
checkCampActionPoints+2:
 db 7C 10

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>96</ID>
                  <Description>"Unlimited Inventory Space"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-22
  Author : HenryEx

  Ignore Inventory limit. Stack limit still applies.
}
[ENABLE]
assert(getInvSpace,48 83 EC 08 48)
assert(getSpaceForEq,48 83 EC 08 48 89)
assert(getSpaceForItem,55 48 8B EC 48 83)
assert(getSpaceForLoot,55 48 8B EC 48 81)
aobScanRegion(MaxItemTransfer, getMaxTransferAmt, getMaxTransferAmt+80,85 * 75 * 48)
registersymbol(MaxItemTransfer)
alloc(bkpMaxItemTransfer,$40)
registersymbol(bkpMaxItemTransfer)

bkpMaxItemTransfer:
 readMem(MaxItemTransfer,2)

getInvSpace:
 mov ax,#999
 ret

getSpaceForEq:
 and eax,0
 mov al,01
 ret

getSpaceForItem:
 and eax,0
 mov al,01
 ret

getSpaceForLoot:
 and eax,0
 mov al,01
 ret

MaxItemTransfer:
 jmp short +2

[DISABLE]
getInvSpace:
 sub rsp,08
 db 48

getSpaceForEq:
 sub rsp,08
 db 48 89

getSpaceForItem:
 push rbp
 mov rbp,rsp
 db 48 83

getSpaceForLoot:
 push rbp
 mov rbp,rsp
 db 48 81

MaxItemTransfer:
 readMem(bkpMaxItemTransfer,2)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>14</ID>
                  <Description>"Monsters Don't Notice You"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Invisible to monsters on quest map
  Only works when they haven't already noticed you
  They can still attack when ending turn next to you.
}
[ENABLE]
aobScanRegion(aobDetectPlayer, getMonsterDetection, getMonsterDetection+400,3B C1 0F 8F * 00 00 00)
registersymbol(aobDetectPlayer)

aobDetectPlayer+2:
 db 90 E9

[DISABLE]
aobDetectPlayer+2:
 db 0F 8F

unregistersymbol(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>15</ID>
                      <Description>"Monsters Can't Attack You"</Description>
                      <VariableType>Auto Assembler Script</VariableType>
                      <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-02
  Author : HenryEx

  Keeps monsters from starting a battle when they
  end their turn next to you.
  They can still attack you when hunting you down.
}
[ENABLE]
aobScanRegion(aobAttackPlayer, getMonsterTurnEnd, getMonsterTurnEnd+100,0F 84 * * 00 00)
registersymbol(aobAttackPlayer)

aobAttackPlayer:
 db 90 E9

[DISABLE]
aobAttackPlayer:
 db 0F 84

unregistersymbol(*)


</AssemblerScript>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>24</ID>
                  <Description>"Dice Rolls always succeed"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-02
  Author : HenryEx

  What it says on the tin
}
[ENABLE]
aobScanRegion(aobDiceRollNat20, getDiceUIRoll, getDiceUIRoll+600,83 F8 14 0F 85)
registersymbol(aobDiceRollNat20)
aobScanRegion(aobDiceRollNat1, getDiceUIRoll, getDiceUIRoll+600,83 F8 01 0F 84)
registersymbol(aobDiceRollNat1)

aobDiceRollNat20+3:
 db EB 04

aobDiceRollNat1+3:
 db EB 04

[DISABLE]
aobDiceRollNat20+3:
 db 0F 85

aobDiceRollNat1+3:
 db 0F 84

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>25</ID>
                  <Description>"Disable Stamina / Vigor Exhaustion"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-02
  Author : HenryEx

  Disable exhaustion on stamina / vigor depletion
}
[ENABLE]
aobScanRegion(aobDisableExhaustion, getExhaustionCheck, getExhaustionCheck+400,85 C0 0F 8F)
registersymbol(aobDisableExhaustion)

aobDisableExhaustion+2:
 db 90 E9

[DISABLE]
aobDisableExhaustion+2:
 db 0F 8F

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>52</ID>
                  <Description>"Spot all traps"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-04
  Author : HenryEx

  Spot all traps.
}
[ENABLE]
assert(getTrapSpotDiff,55 48 8B EC)

getTrapSpotDiff:
 xor rax,rax
 ret

[DISABLE]
getTrapSpotDiff:
 push rbp
 mov rbp,rsp
</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>101</ID>
              <Description>"In Battle"</Description>
              <Options moHideChildren="1"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>42</ID>
                  <Description>"Take No Damage"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-02
  Author : HenryEx

  Disable damage dealing to characters.
}
[ENABLE]
assert(getDamageChar,55)

getDamageChar:
 ret

[DISABLE]
getDamageChar:
 push rbp

</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>41</ID>
                  <Description>"No SP (Mana) Decrease"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  No mana costs
}
[ENABLE]
aobScanRegion(aobInfiniteSP, getManaDecrease, getManaDecrease+A0,2B * * 89 87)
registersymbol(aobInfiniteSP)

aobInfiniteSP+3:
 jmp short +4

[DISABLE]
aobInfiniteSP+3:
 db 89 87

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>27</ID>
                  <Description>"Bravery doesn't decrease"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-02
  Author : HenryEx

  Bravery points (BP) won't decrease.
}
[ENABLE]
assert(getMoraleReduce,55)

getMoraleReduce:
 ret

[DISABLE]
getMoraleReduce:
 db 55

</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>51</ID>
                  <Description>"No AP Decrease"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-04
  Author : HenryEx

  Prevents Action Point decrease for player characters.
}
[ENABLE]
getMonoStruct(BattleCharacter)
alloc(NoAPDecrease,$80)
registersymbol(NoAPDecrease)

label(_code)
label(_return)

NoAPDecrease:
 readMem(getAPDecrease,16)
 jmp far _return
 align 10 CC

_code:
 cmp byte ptr [rcx+BattleCharacter.BattleCharacterType],0
 jne short _exit
 ret
_exit:
 jmp NoAPDecrease

getAPDecrease:
 jmp far _code
 nop 2
_return:
 
[DISABLE]
getAPDecrease:
 readMem(NoAPDecrease,16)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>53</ID>
                  <Description>"Unlimited Movement in Battle"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-11
  Author : HenryEx

  Unlimited movement in battle.
}
define(BattleStats.MOVEMENT,$3C)
[ENABLE]
getMonoStruct(BattleCharacter)
alloc(UnlimitedMoveBattle,$100)
registersymbol(UnlimitedMoveBattle)

label(_code1)
label(_exit1)
label(_return1)
label(_code2)
label(_exit2)
label(_return2)

UnlimitedMoveBattle:
 readMem(getBCActionPool,16)
 jmp far _return1
 align 10 CC

 readMem(getBCStat,15)
 jmp far _return2
 align 10 CC

_code1:
 cmp byte ptr [rcx+BattleCharacter.BattleCharacterType],0
 jne short _exit1
 mov byte ptr [rcx+BattleCharacter.CanMove],1
 mov byte ptr [rcx+BattleCharacter.AlreadyMovedThisTurn],0
_exit1:
 jmp UnlimitedMoveBattle

_code2:
 cmp byte ptr [rcx+BattleCharacter.BattleCharacterType],0
 jne short _exit2
 cmp rdx,BattleStats.MOVEMENT
 jne short _exit2
 mov rax,#99
 ret
_exit2:
 jmp UnlimitedMoveBattle+20

getBCActionPool:
 jmp far _code1
 nop 2
_return1:

getBCStat:
 jmp far _code2
 nop 1
_return2:

[DISABLE]
getBCActionPool:
 readMem(UnlimitedMoveBattle,16)

getBCStat:
 readMem(UnlimitedMoveBattle+20,15)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>68</ID>
                  <Description>"Infinite Counters"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-01
  Author : HenryEx

  Lets your characters counter infinitely.
}
[ENABLE]
getMonoStruct(BattleCharacter)

aobScanRegion(aobCounterValidAmt, getCounterValid, getCounterValid+100,48 63 * * * * * 85 C0 7E * 48)
registersymbol(aobCounterValidAmt)
aobScanRegion(aobCanCounter, getCanCounter, getCanCounter+100,C7 * * 00 00 00 00 48 63 * * * * * 85 C0)
registersymbol(aobCanCounter)

alloc(InfiniteCounters,$100)
registersymbol(InfiniteCounters)

label(_code1)
label(_return1)
label(_exit1)
label(_code2)
label(_return2)
label(_exit2)

InfiniteCounters:
 readMem(aobCanCounter,14)
 align 10 CC
 readMem(aobCounterValidAmt,15)
 align 10 CC

 dd 1

_code1:
 readMem(aobCanCounter,7)
 cmp byte ptr [rdi+BattleCharacter.BattleCharacterType],0
 cmove eax,[InfiniteCounters+20]
 je short _exit1
 readMem(aobCanCounter+7,7)
_exit1:
 jmp _return1

_code2:
 cmp byte ptr [rax+BattleCharacter.BattleCharacterType],0
 je short _exit2
 reassemble(aobCounterValidAmt)
 reassemble(aobCounterValidAmt+7)
 reassemble(aobCounterValidAmt+9)
_exit2:
 reassemble(aobCounterValidAmt+B)
 jmp _return2

aobCanCounter:
 jmp far _code1
_return1:

aobCounterValidAmt:
 jmp far _code2
 nop
_return2:

[DISABLE]
aobCanCounter:
 readMem(InfiniteCounters,14)

aobCounterValidAmt:
 readMem(InfiniteCounters+10,15)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                </CheatEntry>
                <CheatEntry>
                  <ID>89</ID>
                  <Description>"Increase Chain Attack Chance"</Description>
                  <Options moHideChildren="1"/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-07
  Author : HenryEx

  Increase the chance for your characters to chain attack.
}
define(PercentIncrease,(double)50)

[ENABLE]
aobScanRegion(aobChainChance, getChainAtkChance, getChainAtkChance+50,4* 8B * 4* 8B * 66 0F 57 C0 F2 0F 5A)
registersymbol(aobChainChance)

alloc(IncreaseChainAttackChance,$800)
registersymbol(IncreaseChainAttackChance)

label(_code)
label(_return)
label(_exit)

IncreaseChainAttackChance:
 dq PercentIncrease
 align 10 CC

_code:
 readMem(aobChainChance,14)
 movsd xmm0,[IncreaseChainAttackChance]
 readMem(aobChainChance+0A,4)
_exit:
 jmp _return

aobChainChance:
 jmp far _code
_return:

[DISABLE]
aobChainChance:
 readMem(IncreaseChainAttackChance+10,14)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>90</ID>
                      <Description>"Chance Increase in %"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Double</VariableType>
                      <Address>IncreaseChainAttackChance</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>16</ID>
                  <Description>"Escape always succeeds"</Description>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-01-01
  Author : HenryEx

  Sets chance to escape in battle to 100%
}
[ENABLE]
aobScanRegion(aobFleeSuccess, getBattleManagerFlee, getBattleManagerFlee+100,41 FF D3 85 C0 0F 84)
registersymbol(aobFleeSuccess)

aobFleeSuccess+5:
 db EB 04

[DISABLE]
aobFleeSuccess+5:
 db 0F 84

unregistersymbol(*)
</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>43</ID>
          <Description>"Database Pointers"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$lua}
if syntaxcheck then return end

[ENABLE]
local al=getAddressList()
local OAG = OAG
local mrDebug=OAG:getMemoryRecordByIDandDesc(al,4,'Debug?')
local mrGold=OAG:getMemoryRecordByIDandDesc(al,44,'Gold')
local mrGVT=OAG:getMemoryRecordByIDandDesc(al,19,'[-&gt;] Global Variable Table')
local mrMaxLvl=OAG:getMemoryRecordByIDandDesc(al,20,'Character Max Level')
local mrTCP=OAG:getMemoryRecordByIDandDesc(al,22,'TotalCustomizationPoints')
local mrCAPC=OAG:getMemoryRecordByIDandDesc(al,23,'CustomizationAttributePointCost')
local mrCTC=OAG:getMemoryRecordByIDandDesc(al,21,'CustomizationTalentCost')
local mrCBC=OAG:getMemoryRecordByIDandDesc(al,54,'Current Battle Character Pointer')
local mrPIL=OAG:getMemoryRecordByIDandDesc(al,92,'Party Inventory Limit')

local fGVT = OAG.f.GlobalVariableTable

mrDebug.Address = string.format('+%X',OAG.f.Database["Debugging"][1])
mrGold.Address = string.format('+%X',OAG.f.Database["Gold"][1])
mrPIL.Address = string.format('+%X',OAG.f.Database["PartyInventory"][1])
OAG:addPointerLv( mrPIL, OAG.f.Inventory["InventoryLimit"][1] )

mrGVT.Address = string.format('pDatabase+%X',OAG.f.Database["GlobalVariableTable"][1])
mrGVT.setOffsetCount(1)
mrMaxLvl.Address = string.format('+%X',fGVT["CharacterMaxLevel"][1])
mrTCP.Address = string.format('+%X',fGVT["TotalCustomizationPoints"][1])
mrCAPC.Address = string.format('+%X',fGVT["CustomizationAttributePointCost"][1])
mrCTC.Address = string.format('+%X',fGVT["CustomizationTalentCost"][1])

mrCBC.Address = string.format('pDatabase+%X',OAG.f.Database["DungeonV2"][1])
OAG:addPointerLv( mrCBC, OAG.f.DungeonV2["QuestMapManager"][1] )
OAG:addPointerLv( mrCBC, OAG.f.QuestMapManager["BattleManager"][1] )
OAG:addPointerLv( mrCBC, OAG.f.BattleManagerV2["CurrentCharacter"][1] )
OAG:addPointerLv( mrCBC, 0 )

[DISABLE]


</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>46</ID>
              <Description>"Enable Debug features in-game"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}
if syntaxcheck then return end

local debugging = getAddressSafe("pDatabase") + OAG.f.Database["Debugging"][1]

[ENABLE]
writeByte(debugging,1)

[DISABLE]
writeByte(debugging,0)

</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>3</ID>
              <Description>"[-&gt;] Database"</Description>
              <Options moManualExpandCollapse="1"/>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>pDatabase</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>4</ID>
                  <Description>"Debug?"</Description>
                  <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Binary</VariableType>
                  <BitStart>0</BitStart>
                  <BitLength>1</BitLength>
                  <ShowAsBinary>0</ShowAsBinary>
                  <Address>+2E8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>44</ID>
                  <Description>"Gold"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+3C0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>92</ID>
                  <Description>"Party Inventory Limit"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+298</Address>
                  <Offsets>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>19</ID>
              <Description>"[-&gt;] Global Variable Table"</Description>
              <Options moManualExpandCollapse="1"/>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>pDatabase+38</Address>
              <Offsets>
                <Offset/>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>20</ID>
                  <Description>"Character Max Level"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+5F0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>22</ID>
                  <Description>"TotalCustomizationPoints"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+678</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>23</ID>
                  <Description>"CustomizationAttributePointCost"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+67C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>21</ID>
                  <Description>"CustomizationTalentCost"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+680</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>54</ID>
              <Description>"Current Battle Character Pointer"</Description>
              <Options moManualExpandCollapse="1"/>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>pDatabase+2B0</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>7D8</Offset>
                <Offset>188</Offset>
                <Offset>90</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>55</ID>
                  <Description>"Name"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>String</VariableType>
                  <Length>128</Length>
                  <Unicode>1</Unicode>
                  <CodePage>0</CodePage>
                  <ZeroTerminate>1</ZeroTerminate>
                  <Address>+38</Address>
                  <Offsets>
                    <Offset>14</Offset>
                    <Offset>D8</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>56</ID>
                  <Description>"HP"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+38</Address>
                  <Offsets>
                    <Offset>5C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>58</ID>
                  <Description>"SP"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+38</Address>
                  <Offsets>
                    <Offset>284</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>57</ID>
                  <Description>"BP"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+38</Address>
                  <Offsets>
                    <Offset>64</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>59</ID>
                  <Description>"CounterAmount"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+2F0</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>71</ID>
              <Description>"Get List of All Traits"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{$lua}

[ENABLE]
if syntaxcheck then return end
local al=getAddressList()
local mrMainScript=OAG:getMemoryRecordByIDandDesc(al,71,'Get List of All Traits')
local fDatabase = OAG.f.Database or OAG:getMonoFieldsCustom('Database')
local fTrait = OAG.f.Trait or OAG:getMonoFieldsCustom('Trait')
local fCharDB = OAG.f.CharactersDB or OAG:getMonoFieldsCustom('CharactersDB')
local tFldsTrait = {
  "Name",
  "Description",
  "ID",
  "Weight",
  "TraitCustomizeCost",
  "Effects",
  "IncompatibleTraits",
  "LikedTraits",
  "DislikedTraits"
}
local charDB = 'CharactersDB'
local off = string.format('pDatabase+%X',fDatabase[charDB][1])
local typ = fDatabase[charDB][2]
local mrCharDB = OAG:appendMemRec(al,mrMainScript,charDB,off,typ)
local allTraits = 'AllTraits'
off = fCharDB[allTraits][1]
typ = fCharDB[allTraits][2]
local mrAllTraits = OAG:appendMemRec(al, mrCharDB, allTraits, off, typ, true)
OAG:updateTraits(al, mrAllTraits, tFldsTrait)

[DISABLE]
if syntaxcheck then return end
local al=getAddressList()
local mrMainScript=OAG:getMemoryRecordByIDandDesc(al,71,'Get List of All Traits')
while mrMainScript.Count&gt;0 do mrMainScript[0].destroy() end

</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>28</ID>
          <Description>"Me."</Description>
          <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-11
  Author : HenryEx

  It's me.
}
[ENABLE]
usemono()
getMonoStruct(Database)
getMonoStruct(Character)
alloc(NameMatchesMe,$100)
registersymbol(NameMatchesMe)

NameMatchesMe:
 push rbp
 mov rbp,rsp
 sub rsp,0x20
 push rdi
 push rsi
 mov rdi,[rcx+Character.Name]
 lea rdi,[rdi+14]
 mov rax,pDatabase
 mov rax,[rax+Database.GuildMasterName]
 lea rsi,[rax+14]  // name address
 xor rcx,rcx
 mov ecx,[rax+10]  // name length
 xor rax,rax
 repe cmpsw
 sete al
 pop rsi
 pop rdi
 add rsp,0x20
 pop rbp
 ret
 align 10 CC

[DISABLE]
unregistersymbol(*)
dealloc(*)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>29</ID>
              <Description>"I don't pay myself."</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-11
  Author : HenryEx

  I don't pay myself.
}

[ENABLE]
aobScanRegion(aobNoWageForMe, getGetWage, getGetWage+180,66 0F 3A 09 C0 00 F2 0F 10 C0 F2 0F 2C C0)
registersymbol(aobNoWageForMe)

alloc(NoWageForMe,$80)
registersymbol(NoWageForMe)

label(_codeWage)
label(_returnWage)

NoWageForMe:
 readMem(aobNoWageForMe,14)
 jmp far _returnWage
 align 10 CC

_codeWage:
 mov rcx,rsi
 call NameMatchesMe
 test eax,eax
 je short NoWageForMe
 xor eax,eax
 jmp _returnWage

aobNoWageForMe:
 jmp far _codeWage
_returnWage:
 
[DISABLE]
aobNoWageForMe:
 readMem(NoWageForMe,14)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>30</ID>
              <Description>"I'm content."</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-04
  Author : HenryEx

  I'm content.
}
define(MoodValue,#100)  // fixed mood value for you
[ENABLE]
assert(getCharMoodValue,55 48 8B EC 48 83 EC * 4* 89 * * 4* 89)  // still untouched

alloc(ImContent,$80)
registersymbol(ImContent)

label(_codeMood)
label(_returnMood)

ImContent:
 readMem(getCharMoodValue,16)
 jmp far _returnMood
 align 10 CC
 dq 0
 align 10 CC

_codeMood:
 mov [ImContent+20],rcx
 call NameMatchesMe
 mov rcx,[ImContent+20]
 test eax,eax
 je short ImContent
 mov eax,MoodValue
 ret

getCharMoodValue:
 jmp far _codeMood
 nop 2
_returnMood:
 
[DISABLE]
getCharMoodValue:
 readMem(ImContent,16)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>31</ID>
              <Description>"I can shrug it off."</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-11
  Author : HenryEx

  I can shrug it off
}

[ENABLE]
aobScanRegion(aobNoInjuriesForMe, getInjureChar, getInjureChar+A0,F3 0F 11 * * * F3 0F 10)
registersymbol(aobNoInjuriesForMe)

alloc(NoInjuriesForMe,$80)
registersymbol(NoInjuriesForMe)

label(_codeInjury)
label(_returnInjury)

NoInjuriesForMe:
 readMem(aobNoInjuriesForMe,14)
 jmp far _returnInjury
 align 10 CC
 dd (float)0
 align 10 CC

_codeInjury:
 call NameMatchesMe
 test eax,eax
 je short NoInjuriesForMe
 movss xmm1,[NoInjuriesForMe+10]
 jmp NoInjuriesForMe

aobNoInjuriesForMe:
 jmp far _codeInjury
_returnInjury:
 
[DISABLE]
aobNoInjuriesForMe:
 readMem(NoInjuriesForMe,14)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>32</ID>
              <Description>"I got your back."</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-03-04
  Author : HenryEx

  I got your back, and you got mine
}
define(ChainChance,#100)  // fixed chain attack % chance for you
[ENABLE]
aobScanRegion(aobIGotYourBack, getChainAtkChance, getChainAtkChance+A0,4* 89 * * 4* 89 * * 4* 89 * * 4* 89 * * 4* 8B)
registersymbol(aobIGotYourBack)
aobScanRegion(aobAndYouGotMine, getChainAtkChance+100, getChainAtkChance+600,F2 0F 2C * 4* 8B)
registersymbol(aobAndYouGotMine)

alloc(IGotYourBack,$80)
registersymbol(IGotYourBack)

getMonoStruct(BattleCharacter)

label(_codeChains)
label(_returnChains)
label(_exitChains)

IGotYourBack:
 dq 0
 dq 0

_codeChains:
 readMem(aobIGotYourBack,16)

 mov [IGotYourBack],rcx
 mov [IGotYourBack+8],rdx
 mov rcx,[rcx+BattleCharacter.character]
 call NameMatchesMe
 test eax,eax
 jne short _exitChains
 mov rcx,[IGotYourBack+8]
 mov rcx,[rcx+BattleCharacter.character]
 call NameMatchesMe
 test eax,eax
 jne short _exitChains
 mov rcx,[IGotYourBack]
 mov rdx,[IGotYourBack+8]
 jmp _returnChains

_exitChains:
 xor eax,eax
 mov al,ChainChance
 jmp aobAndYouGotMine+4

aobIGotYourBack:
 jmp far _codeChains
 nop 2
_returnChains:
 
[DISABLE]
aobIGotYourBack:
 readMem(IGotYourBack+10,16)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>33</ID>
              <Description>"We get along."</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : Our Adventuring Guild.exe
  Version:
  Date   : 2025-02-15
  Author : HenryEx

  We get along.
}
define(MinRel,#50)  // Minimum relationship value of others to you

[ENABLE]
assert(getRelPoints,48 83 EC 08 48 89 34 24 48 8B F1 48 63 76 *)  // still untouched

alloc(WeGetAlong,$80)
registersymbol(WeGetAlong)

getMonoStruct(RelationShip)

label(_codeRelations)
label(_returnRelations)
label(_exitRelations)
label(_matchRelations)

WeGetAlong:
 dd MinRel
 align 10 0

_codeRelations:
 readMem(getRelPoints,15)

 mov rsi,rcx
 mov rcx,[rsi+RelationShip.RelatedCharacter1]
 call NameMatchesMe
 test eax,eax
 jne short _matchRelations
 mov rcx,[rsi+RelationShip.RelatedCharacter2]
 call NameMatchesMe
 test eax,eax
 je short _exitRelations

_matchRelations:
 mov eax,[rsi+RelationShip.TotalValue]
 mov ecx,[WeGetAlong]
 cmp eax,ecx
 jge short _exitRelations
 mov [rsi+RelationShip.TotalValue],ecx

_exitRelations:
 movsxd rsi,dword ptr [rsi+RelationShip.TotalValue]
 jmp _returnRelations


getRelPoints:
 jmp far _codeRelations
 nop
_returnRelations:
 
[DISABLE]
getRelPoints:
 readMem(WeGetAlong+10,15)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>39</ID>
      <Description>"DEBUG / ADVANCED"</Description>
      <Options moHideChildren="1"/>
      <Color>FFFFFF</Color>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>38</ID>
          <Description>"Update mono structures after game update"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$lua}
[ENABLE]
if syntaxcheck then return end
LaunchMonoDataCollector()
local updMono = {}

updMono.updateStructFromMonoClass = function ( idx_struct, className, doDelete, verbose )
  if not idx_struct or not className then error('ERROR updateStructFromMonoClass: arguments malformed or missing!') end
  if idx_struct + 1 &gt; getStructureCount() then error('ERROR updateStructFromMonoClass: structure index out of bounds!') end
  local classId = mono_findClass('', className)
  if not classId then error('ERROR updateStructFromMonoClass: no class ID found for given class name!') end
  verbose = type(verbose) == 'number' and verbose or 0
  local ver1 = verbose &gt; 0 and true or false
  local ver2 = verbose &gt; 1 and true or false
  local changed = false
  local st = getStructure(idx_struct)
  local st_name = st.getName()
  if ver1 then print( string.format('== Updating structure %s with mono class %s ==',st_name, className) ) end
  local st_count = st.Count
  local st_entry = {}


  for i = 1, st_count do st_entry[i] = st.getElement(i-1) end

  local st2 = monoform_exportStructInternal(createStructure(''), classId, true --[[recursive]], false --[[not static]], {'some struct map thing'}, false --[[not global]])
  local st2_count = st2.Count
  local st2_entry = {}
  for i = 1, st2_count do st2_entry[i] = st2.getElement(i-1) end

  local st2_tName = {}
  local st2_tOffset = {}

  for i = 1, st2_count do st2_tName[ st2_entry[i].Name ] = st2_entry[i].Offset end
  for i = 1, st2_count do st2_tOffset[ st2_entry[i].Offset ] = st2_entry[i].Name end

  -- simple offset adjust for existing fields
  st.beginUpdate()
  for i = 1, st_count do
    local ename = st_entry[i].Name
    if st2_tName[ename] then
      local newoff = st2_tName[ename]
      if st_entry[i].Offset ~= newoff then
        if ver1 then print( string.format('Updated offset of %s from %X to %X',ename,st_entry[i].Offset,newoff) ) end
        st_entry[i].Offset = newoff
        changed = true
      else
        if ver2 then print( string.format('Offset of %s unchanged from %X',ename,newoff) ) end
      end
    elseif doDelete then
      if ver1 then print( string.format( 'Entry %s not found, removed from structure', ename ) ) end
      st_entry[i].destroy()
    else
      if ver1 then print( string.format( 'Entry %s not found in new field list', ename ) ) end
    end
  end
  st.endUpdate()

  if st.Count ~= st_count then -- refresh if struct changed
    if ver2 then print('&gt; Structure size changed, updating tables') end
    st_entry = {}
    st_count = st.Count
    for i = 1, st_count do st_entry[i] = st.getElement(i-1) end
    changed = true
  end


  local st_tName = {}
  for i = 1, st_count do st_tName[ st_entry[i].Name ] = st_entry[i].Offset end

  st.beginUpdate()
  for _,v in ipairs(st2_entry) do
    if not st_tName[v.Name] then -- check if new entry is in old struct
      if ver1 then print( string.format('Field %s not found, adding as new entry',v.Name) ) end
      local e = st.addElement()
      e.setName( v.getName() )
      e.setOffset( v.getOffset() )
      e.setVartype( v.getVartype() )
      e.setBytesize( v.getBytesize() )
      changed = true
    end
  end
  st.endUpdate()

  return changed

end

updMono.updateAllMonoStructs = function ( doDelete, verbose )
  verbose = type(verbose) == 'number' and verbose or 0
  local numStructs = getStructureCount()
  local numMonos = 0
  local numChanged = 0
  for i=0, numStructs-1 do
    repeat  -- workaround to continue for loop on break
      local stName = getStructure(i).Name
      local classId = mono_findClass('', stName)
      if not classId or stName == 'String' then break end
      numMonos = numMonos + 1
      local changed = updMono.updateStructFromMonoClass(i, stName, doDelete, verbose)
      if changed then
        numChanged = numChanged + 1
        if verbose &gt; 0 then print(string.format('CHANGED: %s\n',stName)) end
      else
        if verbose &gt; 0 then print(string.format('UNCHANGED: %s\n',stName)) end
      end
    until true
  end
  if verbose &gt; 0 then print('Number of Mono Structures found:', numMonos) end
  if verbose &gt; 0 then print('Number of Structures updated:', numChanged) end
end
 
updMono.updateAllMonoStructs( false, 1 )
[DISABLE]

</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>93</ID>
          <Description>"Current Scene"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>String</VariableType>
          <Length>100</Length>
          <Unicode>1</Unicode>
          <CodePage>0</CodePage>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>pGSM+A0</Address>
          <Offsets>
            <Offset>14</Offset>
            <Offset>90</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>69</ID>
          <Description>"fetch Trait IDs"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$lua}
if syntaxcheck then return end

[ENABLE]
local tTraits = OAG.tListAllTraits or OAG:getListOfAllTraits()

local TraitTable = print_table(tTraits)
[DISABLE]
{$asm}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>70</ID>
          <Description>"TestRec #70"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>[pointer]</Address>
          <Offsets>
            <Offset>0</Offset>
            <Offset>50</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>13</ID>
          <Description>"Lua Test"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$lua}
[ENABLE]
if syntaxcheck then return end

print_table( OAG:getListOfAllTraits() )

[DISABLE]

</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>85</ID>
          <Description>"AddSkill"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
usemono()
findmonomethod(GetHubManager,:HubManager:Update)
registersymbol(GetHubManager)
assert(GetHubManager,55 48 8B EC 48 83 EC 30 48 89 75 F8 48 8B F1)
aobScanRegion(aobSkillAddResize, getBaseAddSkill, getBaseAddSkill+E0,49 BB * * * * * * * * 41 FF D3)
registersymbol(aobSkillAddResize)

alloc(ModSkills,$200)
registersymbol(ModSkills)
alloc(CustomSkillFuncs,$400)
registersymbol(CustomAddSkill)
registersymbol(CustomRemoveSkill)
label(CustomAddSkill)
label(CustomRemoveSkill)

ModSkills:
 dq 0
 dq 0
 dd 0
 align 10 CC

_code:
 readMem(GetHubManager,15)
 cmp byte ptr [ModSkills+10],0
 je _exit
 mov byte ptr [ModSkills+10],0
 mov rcx,[ModSkills+8]
 test rcx,rcx
 je short _exit
 mov rdx,rcx
 mov rcx,[ModSkills]
 test rcx,rcx
 je short _exit
 call CustomAddSkill
_exit:
 jmp _return

GetHubManager:
 jmp far _code
 nop
_return:


CustomSkillFuncs:
CustomAddSkill:
push rbp
mov rbp,rsp
sub rsp,50
mov [rbp-28],rsi
mov [rbp-20],rdi
mov [rbp-18],r13
mov [rbp-10],r14
mov [rbp-08],r15
mov r15,rcx
mov rsi,rdx
mov rcx,rsi
mov rax,[rsi]
call qword ptr [rax+68]
mov rsi,rax
mov r14,rsi
test rsi,rsi
je short _Exit

_BeginAdd:
mov rax,r14
cmp dword ptr [r15],00
movsxd  rax,dword ptr [r15+1C]
inc eax
mov [r15+1C],eax
mov rsi,[r15+10]
movsxd  r13,dword ptr [r15+18]
mov rax,r13
movsxd  rcx,dword ptr [rsi+18]
cmp eax,ecx
jae short _AddWithResize

lea eax,[r13+01]
mov [r15+18],eax
mov rcx,rsi
mov rdx,r13
mov r8,r14
mov rax,[rsi]
call qword ptr [rax+00000110]  // System.Object:virt_stelemref_class_small_idepth
jmp short _Exit

_AddWithResize:
mov rcx,r15
mov rdx,r14
nop 2
//mov r11,1C22F934E90  // System.Collections.Generic.List`1[T_REF]:AddWithResize
readMem(aobSkillAddResize,10)
call r11

_Exit:
mov rsi,[rbp-28]
mov rdi,[rbp-20]
mov r13,[rbp-18]
mov r14,[rbp-10]
mov r15,[rbp-08]
lea rsp,[rbp+00]
pop rbp
ret

align 10 CC

CustomRemoveSkill:
push rbp
mov rbp,rsp
sub rsp,30
mov [rbp-08],rdi
mov rdi,rcx
mov [rbp-10],rdx
mov rax,[rdi+A0]
mov rcx,rax
mov rdx,[rbp-10]
cmp dword ptr [rax],00
lea rsp,[rsp+00]
nop 6
mov r11,000001C7274D2F7F
call r11
mov rdi,[rbp-08]
lea rsp,[rbp+00]
pop rbp
ret


[DISABLE]
GetHubManager:
 readMem(ModSkills+20,15)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>86</ID>
              <Description>"Skill List Ptr"</Description>
              <ShowAsHex>1</ShowAsHex>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>8 Bytes</VariableType>
              <Address>ModSkills</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>87</ID>
              <Description>"Skill Ptr"</Description>
              <ShowAsHex>1</ShowAsHex>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>8 Bytes</VariableType>
              <Address>ModSkills+8</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>88</ID>
              <Description>"Execute?"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>ModSkills+10</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Structures StructVersion="2">
    <Structure Name="String" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="Length" DisplayMethod="unsigned integer"/>
        <Element Offset="20" Vartype="Unicode String" Bytesize="128" OffsetHex="00000014" Description="Value" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="HubManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="HubAdventurersOverviewUI" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="AdventurerOverviewUI" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="HintsUI" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="DayText" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="DialogueSystem" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="SideStoryWindowUI" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="Pointer" Bytesize="8" OffsetHex="00000048" Description="RelationshipManager" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="Pointer" Bytesize="8" OffsetHex="00000050" ChildStruct="Database" Description="Database" DisplayMethod="unsigned integer"/>
        <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="OverviewHint" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="Pointer" Bytesize="8" OffsetHex="00000060" Description="GoldText" DisplayMethod="unsigned integer"/>
        <Element Offset="104" Vartype="Pointer" Bytesize="8" OffsetHex="00000068" Description="GoldChangeText" DisplayMethod="unsigned integer"/>
        <Element Offset="112" Vartype="Pointer" Bytesize="8" OffsetHex="00000070" Description="AssignmentCounterText" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="Pointer" Bytesize="8" OffsetHex="00000078" Description="CurrentDayText" DisplayMethod="unsigned integer"/>
        <Element Offset="128" Vartype="Pointer" Bytesize="8" OffsetHex="00000080" Description="DayLightGem" DisplayMethod="unsigned integer"/>
        <Element Offset="136" Vartype="Pointer" Bytesize="8" OffsetHex="00000088" Description="HubsceneGlobalLightUI" DisplayMethod="unsigned integer"/>
        <Element Offset="144" Vartype="Pointer" Bytesize="8" OffsetHex="00000090" Description="GuildUpgradeWindowUI" DisplayMethod="unsigned integer"/>
        <Element Offset="152" Vartype="Pointer" Bytesize="8" OffsetHex="00000098" Description="ProposalButton" DisplayMethod="unsigned integer"/>
        <Element Offset="160" Vartype="Pointer" Bytesize="8" OffsetHex="000000A0" Description="ProposalNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="Pointer" Bytesize="8" OffsetHex="000000A8" Description="ProposalCounter" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="Pointer" Bytesize="8" OffsetHex="000000B0" Description="ProposalAttentionIcon" DisplayMethod="unsigned integer"/>
        <Element Offset="184" Vartype="Pointer" Bytesize="8" OffsetHex="000000B8" Description="ProposalCounterText" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="Pointer" Bytesize="8" OffsetHex="000000C0" Description="InteractionBlocker" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="Pointer" Bytesize="8" OffsetHex="000000C8" Description="EnemyStrengthModifierObject" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Pointer" Bytesize="8" OffsetHex="000000D0" Description="EnemyStrengthBar" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Pointer" Bytesize="8" OffsetHex="000000D8" Description="EnemyStrengthText" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Pointer" Bytesize="8" OffsetHex="000000E0" Description="EnemyStrengthGameTextKey" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000E8" Description="EnemyStrengthGameText" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Pointer" Bytesize="8" OffsetHex="00000108" Description="LevelCapObject" DisplayMethod="unsigned integer"/>
        <Element Offset="272" Vartype="Pointer" Bytesize="8" OffsetHex="00000110" Description="LevelCapText" DisplayMethod="unsigned integer"/>
        <Element Offset="280" Vartype="Pointer" Bytesize="8" OffsetHex="00000118" Description="LevelCapGameTextKey" DisplayMethod="unsigned integer"/>
        <Element Offset="288" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000120" Description="LevelCapGameText" DisplayMethod="unsigned integer"/>
        <Element Offset="320" Vartype="Pointer" Bytesize="8" OffsetHex="00000140" Description="UILocks" DisplayMethod="unsigned integer"/>
        <Element Offset="328" Vartype="Pointer" Bytesize="8" OffsetHex="00000148" Description="EndDaySettingWarningTitleKey" DisplayMethod="unsigned integer"/>
        <Element Offset="336" Vartype="Pointer" Bytesize="8" OffsetHex="00000150" Description="EndDaySettingWarningKey" DisplayMethod="unsigned integer"/>
        <Element Offset="344" Vartype="Pointer" Bytesize="8" OffsetHex="00000158" Description="EndDayWarningTitleKey" DisplayMethod="unsigned integer"/>
        <Element Offset="352" Vartype="Pointer" Bytesize="8" OffsetHex="00000160" Description="EndDayWarningDescriptionKey" DisplayMethod="unsigned integer"/>
        <Element Offset="360" Vartype="Pointer" Bytesize="8" OffsetHex="00000168" Description="BrokeWarningDescriptionKey" DisplayMethod="unsigned integer"/>
        <Element Offset="368" Vartype="Pointer" Bytesize="8" OffsetHex="00000170" Description="BadMoodWarningDescriptionKey" DisplayMethod="unsigned integer"/>
        <Element Offset="376" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000178" Description="EndDayWarningTitle" DisplayMethod="unsigned integer"/>
        <Element Offset="408" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000198" Description="EndDayWarningDescription" DisplayMethod="unsigned integer"/>
        <Element Offset="440" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001B8" Description="BrokeWarningDescription" DisplayMethod="unsigned integer"/>
        <Element Offset="472" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001D8" Description="BadMoodWarningDescription" DisplayMethod="unsigned integer"/>
        <Element Offset="504" Vartype="Pointer" Bytesize="8" OffsetHex="000001F8" Description="MessageBox" DisplayMethod="unsigned integer"/>
        <Element Offset="512" Vartype="Pointer" Bytesize="8" OffsetHex="00000200" Description="Marketplace" DisplayMethod="unsigned integer"/>
        <Element Offset="520" Vartype="Pointer" Bytesize="8" OffsetHex="00000208" Description="Blacksmith" DisplayMethod="unsigned integer"/>
        <Element Offset="528" Vartype="Pointer" Bytesize="8" OffsetHex="00000210" Description="Tavern" DisplayMethod="unsigned integer"/>
        <Element Offset="536" Vartype="Pointer" Bytesize="8" OffsetHex="00000218" Description="CityBaseMap" DisplayMethod="unsigned integer"/>
        <Element Offset="544" Vartype="Pointer" Bytesize="8" OffsetHex="00000220" Description="MapObject" DisplayMethod="unsigned integer"/>
        <Element Offset="552" Vartype="Pointer" Bytesize="8" OffsetHex="00000228" Description="MapTransform" DisplayMethod="unsigned integer"/>
        <Element Offset="560" Vartype="Pointer" Bytesize="8" OffsetHex="00000230" Description="AssignmentUIPrefab" DisplayMethod="unsigned integer"/>
        <Element Offset="568" Vartype="Pointer" Bytesize="8" OffsetHex="00000238" Description="AssignmentBoardUI" DisplayMethod="unsigned integer"/>
        <Element Offset="576" Vartype="Pointer" Bytesize="8" OffsetHex="00000240" Description="GlobalSceneManager" DisplayMethod="unsigned integer"/>
        <Element Offset="584" Vartype="Pointer" Bytesize="8" OffsetHex="00000248" Description="EventManager" DisplayMethod="unsigned integer"/>
        <Element Offset="592" Vartype="Pointer" Bytesize="8" OffsetHex="00000250" Description="RecruitSound" DisplayMethod="unsigned integer"/>
        <Element Offset="600" Vartype="Pointer" Bytesize="8" OffsetHex="00000258" Description="GlobalSoundManager" DisplayMethod="unsigned integer"/>
        <Element Offset="608" Vartype="Pointer" Bytesize="8" OffsetHex="00000260" Description="TextManager" DisplayMethod="unsigned integer"/>
        <Element Offset="616" Vartype="Pointer" Bytesize="8" OffsetHex="00000268" Description="AchievementManager" DisplayMethod="unsigned integer"/>
        <Element Offset="624" Vartype="Pointer" Bytesize="8" OffsetHex="00000270" Description="DraggableAdventurersOverview" DisplayMethod="unsigned integer"/>
        <Element Offset="632" Vartype="Pointer" Bytesize="8" OffsetHex="00000278" Description="GuildEffectUIs" DisplayMethod="unsigned integer"/>
        <Element Offset="640" Vartype="Pointer" Bytesize="8" OffsetHex="00000280" Description="ReportBoardUI" DisplayMethod="unsigned integer"/>
        <Element Offset="648" Vartype="Pointer" Bytesize="8" OffsetHex="00000288" Description="HubsceneEventManager" DisplayMethod="unsigned integer"/>
        <Element Offset="656" Vartype="Pointer" Bytesize="8" OffsetHex="00000290" Description="AssignmentFailedReport" DisplayMethod="unsigned integer"/>
        <Element Offset="664" Vartype="Pointer" Bytesize="8" OffsetHex="00000298" Description="AssignmentSuccededReport" DisplayMethod="unsigned integer"/>
        <Element Offset="672" Vartype="Pointer" Bytesize="8" OffsetHex="000002A0" Description="NewMerchandiseReport" DisplayMethod="unsigned integer"/>
        <Element Offset="680" Vartype="Pointer" Bytesize="8" OffsetHex="000002A8" Description="RelationshipReport" DisplayMethod="unsigned integer"/>
        <Element Offset="688" Vartype="Pointer" Bytesize="8" OffsetHex="000002B0" Description="RelationshipReportInstance" DisplayMethod="unsigned integer"/>
        <Element Offset="696" Vartype="Pointer" Bytesize="8" OffsetHex="000002B8" Description="AlchemistLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="704" Vartype="Pointer" Bytesize="8" OffsetHex="000002C0" Description="AlchemistNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="712" Vartype="Pointer" Bytesize="8" OffsetHex="000002C8" Description="BlacksmithLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="720" Vartype="Pointer" Bytesize="8" OffsetHex="000002D0" Description="BlacksmithNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="728" Vartype="Pointer" Bytesize="8" OffsetHex="000002D8" Description="ChurchLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="736" Vartype="Pointer" Bytesize="8" OffsetHex="000002E0" Description="ChurchNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="744" Vartype="Pointer" Bytesize="8" OffsetHex="000002E8" Description="DormitoryLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="752" Vartype="Pointer" Bytesize="8" OffsetHex="000002F0" Description="DormitoryNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="760" Vartype="Pointer" Bytesize="8" OffsetHex="000002F8" Description="MarketplaceLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="768" Vartype="Pointer" Bytesize="8" OffsetHex="00000300" Description="MarketplaceNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="776" Vartype="Pointer" Bytesize="8" OffsetHex="00000308" Description="MemorialLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="784" Vartype="Pointer" Bytesize="8" OffsetHex="00000310" Description="TavernLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="792" Vartype="Pointer" Bytesize="8" OffsetHex="00000318" Description="TavernNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="800" Vartype="Pointer" Bytesize="8" OffsetHex="00000320" Description="TrainingsgroundLocation" DisplayMethod="unsigned integer"/>
        <Element Offset="808" Vartype="Pointer" Bytesize="8" OffsetHex="00000328" Description="TrainingsgroundNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="816" Vartype="Pointer" Bytesize="8" OffsetHex="00000330" Description="EndDayError_EventDialogueExistKey" DisplayMethod="unsigned integer"/>
        <Element Offset="824" Vartype="Pointer" Bytesize="8" OffsetHex="00000338" Description="EndDayNot_PendingObjectiveKey" DisplayMethod="unsigned integer"/>
        <Element Offset="832" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000340" Description="EndDayError_EventDialogueExist" DisplayMethod="unsigned integer"/>
        <Element Offset="864" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000360" Description="EndDayNot_PendingObjective" DisplayMethod="unsigned integer"/>
        <Element Offset="896" Vartype="Pointer" Bytesize="8" OffsetHex="00000380" Description="EndTurnTooltip" DisplayMethod="unsigned integer"/>
        <Element Offset="904" Vartype="Pointer" Bytesize="8" OffsetHex="00000388" Description="EndTurnButton" DisplayMethod="unsigned integer"/>
        <Element Offset="912" Vartype="Pointer" Bytesize="8" OffsetHex="00000390" Description="QuestButton" DisplayMethod="unsigned integer"/>
        <Element Offset="920" Vartype="Pointer" Bytesize="8" OffsetHex="00000398" Description="QuestButtonNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="928" Vartype="Pointer" Bytesize="8" OffsetHex="000003A0" Description="AssignmentButton" DisplayMethod="unsigned integer"/>
        <Element Offset="936" Vartype="Pointer" Bytesize="8" OffsetHex="000003A8" Description="AssignmentButtonNewButtonGlow" DisplayMethod="unsigned integer"/>
        <Element Offset="944" Vartype="Pointer" Bytesize="8" OffsetHex="000003B0" Description="ReputationMeterUI" DisplayMethod="unsigned integer"/>
        <Element Offset="952" Vartype="Pointer" Bytesize="8" OffsetHex="000003B8" Description="SideStoryButton" DisplayMethod="unsigned integer"/>
        <Element Offset="960" Vartype="Pointer" Bytesize="8" OffsetHex="000003C0" Description="MainObjective" DisplayMethod="unsigned integer"/>
        <Element Offset="968" Vartype="Pointer" Bytesize="8" OffsetHex="000003C8" Description="SideObjectives" DisplayMethod="unsigned integer"/>
        <Element Offset="976" Vartype="Pointer" Bytesize="8" OffsetHex="000003D0" Description="QuestWindow" DisplayMethod="unsigned integer"/>
        <Element Offset="984" Vartype="Pointer" Bytesize="8" OffsetHex="000003D8" Description="Difficulty0Quests" DisplayMethod="unsigned integer"/>
        <Element Offset="992" Vartype="Pointer" Bytesize="8" OffsetHex="000003E0" Description="Difficulty1Quests" DisplayMethod="unsigned integer"/>
        <Element Offset="1000" Vartype="Pointer" Bytesize="8" OffsetHex="000003E8" Description="Difficulty2Quests" DisplayMethod="unsigned integer"/>
        <Element Offset="1008" Vartype="Pointer" Bytesize="8" OffsetHex="000003F0" Description="Difficulty3Quests" DisplayMethod="unsigned integer"/>
        <Element Offset="1016" Vartype="Pointer" Bytesize="8" OffsetHex="000003F8" Description="Difficulty4Quests" DisplayMethod="unsigned integer"/>
        <Element Offset="1024" Vartype="Pointer" Bytesize="8" OffsetHex="00000400" Description="Difficulty5Quests" DisplayMethod="unsigned integer"/>
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        <Element Offset="2252" Vartype="4 Bytes" Bytesize="4" OffsetHex="000008CC" Description="BattleWonMoraleGain" DisplayMethod="unsigned integer"/>
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        <Element Offset="2280" Vartype="4 Bytes" Bytesize="4" OffsetHex="000008E8" Description="MayorBreakActionChance" DisplayMethod="unsigned integer"/>
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        <Element Offset="2288" Vartype="Float" Bytesize="4" OffsetHex="000008F0" Description="BraveryDeathBlowResistMultiplier" DisplayMethod="unsigned integer"/>
        <Element Offset="2292" Vartype="Float" Bytesize="4" OffsetHex="000008F4" Description="DeathBlowResistDebuffStack" DisplayMethod="unsigned integer"/>
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        <Element Offset="2300" Vartype="4 Bytes" Bytesize="4" OffsetHex="000008FC" Description="DeathBlowRestoreMoraleAmount" DisplayMethod="unsigned integer"/>
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        <Element Offset="2478" Vartype="Byte" Bytesize="1" OffsetHex="000009AE" Description="SkipRemaining" DisplayMethod="unsigned integer"/>
        <Element Offset="2479" Vartype="Byte" Bytesize="1" OffsetHex="000009AF" Description="ChainAll" DisplayMethod="unsigned integer"/>
        <Element Offset="2480" Vartype="Byte" Bytesize="1" OffsetHex="000009B0" Description="CounterAll" DisplayMethod="unsigned integer"/>
        <Element Offset="2481" Vartype="Byte" Bytesize="1" OffsetHex="000009B1" Description="TurnInterrupted" DisplayMethod="unsigned integer"/>
        <Element Offset="2482" Vartype="Byte" Bytesize="1" OffsetHex="000009B2" Description="MouseOverButton" DisplayMethod="unsigned integer"/>
        <Element Offset="2484" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009B4" Description="CurrentRotation" DisplayMethod="unsigned integer"/>
        <Element Offset="2488" Vartype="Byte" Bytesize="1" OffsetHex="000009B8" Description="SelectionMode" DisplayMethod="unsigned integer"/>
        <Element Offset="2489" Vartype="Byte" Bytesize="1" OffsetHex="000009B9" Description="SameTurn" DisplayMethod="unsigned integer"/>
        <Element Offset="2492" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009BC" Description="TutorialEventToPlay" DisplayMethod="unsigned integer"/>
        <Element Offset="2496" Vartype="Byte" Bytesize="1" OffsetHex="000009C0" Description="CurrentlyZooming" DisplayMethod="unsigned integer"/>
        <Element Offset="2500" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009C4" Description="NumberOfDeathToExecute" DisplayMethod="unsigned integer"/>
        <Element Offset="2504" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009C8" Description="NextEncounterTimer" DisplayMethod="signed integer"/>
        <Element Offset="2508" Vartype="Byte" Bytesize="1" OffsetHex="000009CC" Description="IsRaining" DisplayMethod="unsigned integer"/>
        <Element Offset="2509" Vartype="Byte" Bytesize="1" OffsetHex="000009CD" Description="IsSnowing" DisplayMethod="unsigned integer"/>
        <Element Offset="2510" Vartype="Byte" Bytesize="1" OffsetHex="000009CE" Description="IsNightTime" DisplayMethod="unsigned integer"/>
        <Element Offset="2512" Vartype="Float" Bytesize="4" OffsetHex="000009D0" Description="AnimationTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="2516" Vartype="Float" Bytesize="4" OffsetHex="000009D4" Description="BattlemapTileClickDelay" DisplayMethod="unsigned integer"/>
        <Element Offset="2520" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009D8" Description="CurrentSelectionType" DisplayMethod="unsigned integer"/>
        <Element Offset="2524" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009DC" Description="CurrentSelectionAmount" DisplayMethod="unsigned integer"/>
        <Element Offset="2528" Vartype="Byte" Bytesize="1" OffsetHex="000009E0" Description="IsOverNonBlockableUI" DisplayMethod="unsigned integer"/>
        <Element Offset="2532" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009E4" Description="BattleMenuStage" DisplayMethod="unsigned integer"/>
        <Element Offset="2536" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009E8" Description="BattleStart" DisplayMethod="unsigned integer"/>
        <Element Offset="2540" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009EC" Description="BattleOutcome" DisplayMethod="unsigned integer"/>
        <Element Offset="2544" Vartype="Byte" Bytesize="1" OffsetHex="000009F0" Description="NPCTimedOut" DisplayMethod="unsigned integer"/>
        <Element Offset="2548" Vartype="Float" Bytesize="4" OffsetHex="000009F4" Description="NPCTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="2552" Vartype="4 Bytes" Bytesize="4" OffsetHex="000009F8" Description="DragOrigin" DisplayMethod="unsigned integer"/>
        <Element Offset="2564" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000A04" Description="RotateSkill" DisplayMethod="unsigned integer"/>
        <Element Offset="2568" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000A08" Description="CameraUp" DisplayMethod="unsigned integer"/>
        <Element Offset="2572" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000A0C" Description="CameraDown" DisplayMethod="unsigned integer"/>
        <Element Offset="2576" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000A10" Description="CameraLeft" DisplayMethod="unsigned integer"/>
        <Element Offset="2580" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000A14" Description="CameraRight" DisplayMethod="unsigned integer"/>
        <Element Offset="2584" Vartype="Float" Bytesize="4" OffsetHex="00000A18" Description="DoubleClickTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="2588" Vartype="Byte" Bytesize="1" OffsetHex="00000A1C" Description="MovePart2Done" DisplayMethod="unsigned integer"/>
        <Element Offset="2589" Vartype="Byte" Bytesize="1" OffsetHex="00000A1D" Description="ZoomingOut" DisplayMethod="unsigned integer"/>
        <Element Offset="2592" Vartype="Float" Bytesize="4" OffsetHex="00000A20" Description="MoveSpeed" DisplayMethod="unsigned integer"/>
        <Element Offset="2596" Vartype="Byte" Bytesize="1" OffsetHex="00000A24" Description="NoLockCursor" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="BaseNonPlayableCharacter" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="BattleDialogues" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="String" Bytesize="1" OffsetHex="00000020" Description="ID" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="CharacterTags" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="Skills" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="BattleStatValueCaches" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000040" Description="Level" DisplayMethod="unsigned integer"/>
        <Element Offset="68" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000044" Description="HitPoints" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000048" Description="Accuracy" DisplayMethod="unsigned integer"/>
        <Element Offset="76" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000004C" Description="CritChance" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000050" Description="Dodge" DisplayMethod="unsigned integer"/>
        <Element Offset="84" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000054" Description="Block" DisplayMethod="unsigned integer"/>
        <Element Offset="88" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000058" Description="Speed" DisplayMethod="unsigned integer"/>
        <Element Offset="92" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000005C" Description="CurrentHitPoints" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000060" Description="ActionAmount" DisplayMethod="unsigned integer"/>
        <Element Offset="100" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000064" Description="CurrentMorale" DisplayMethod="unsigned integer"/>
        <Element Offset="104" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000068" Description="PhysicalDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="108" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000006C" Description="MagicalDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="112" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000070" Description="PhysicalResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="116" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000074" Description="StunResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000078" Description="BleedResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="124" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000007C" Description="PoisonResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="128" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000080" Description="FireResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="132" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000084" Description="AirResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="136" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000088" Description="WaterResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="140" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000008C" Description="EarthResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="144" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000090" Description="HolyResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="148" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000094" Description="DarkResistance" DisplayMethod="unsigned integer"/>
        <Element Offset="152" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000098" Description="Position" DisplayMethod="signed integer"/>
        <Element Offset="160" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000A0" Description="MovementRange" DisplayMethod="unsigned integer"/>
        <Element Offset="164" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000A4" Description="AdditionalRowsBattle" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="Pointer" Bytesize="8" OffsetHex="000000A8" Description="LevelAtDifficultyStructs" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="Pointer" Bytesize="8" OffsetHex="000000B0" Description="LockedSkills" DisplayMethod="unsigned integer"/>
        <Element Offset="184" Vartype="Pointer" Bytesize="8" OffsetHex="000000B8" Description="NGPLockedSkills" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="Pointer" Bytesize="8" OffsetHex="000000C0" Description="BonusStatsPerLevel" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="Pointer" Bytesize="8" OffsetHex="000000C8" Description="ActionAmountAtLevel" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Array of byte" Bytesize="32" OffsetHex="000000D0" Description="Name" DisplayMethod="hexadecimal"/>
        <Element Offset="208" Vartype="Pointer" Bytesize="8" OffsetHex="000000D0" ChildStruct="String" Description="Name:ID" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Pointer" Bytesize="8" OffsetHex="000000D8" ChildStruct="String" Description="Name:Text" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Pointer" Bytesize="8" OffsetHex="000000E0" ChildStruct="String" Description="Name:GermanText" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="Byte" Bytesize="1" OffsetHex="000000E8" Description="Name:CaseInsensitive" DisplayMethod="unsigned integer"/>
        <Element Offset="240" Vartype="Pointer" Bytesize="8" OffsetHex="000000F0" Description="NameKey" DisplayMethod="unsigned integer"/>
        <Element Offset="248" Vartype="Pointer" Bytesize="8" OffsetHex="000000F8" Description="PrefabReference" DisplayMethod="unsigned integer"/>
        <Element Offset="256" Vartype="Pointer" Bytesize="8" OffsetHex="00000100" Description="PortraitReference" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Pointer" Bytesize="8" OffsetHex="00000108" Description="AI" DisplayMethod="unsigned integer"/>
        <Element Offset="272" Vartype="Pointer" Bytesize="8" OffsetHex="00000110" Description="Loot" DisplayMethod="unsigned integer"/>
        <Element Offset="280" Vartype="Pointer" Bytesize="8" OffsetHex="00000118" ChildStruct="Database" Description="Database" DisplayMethod="unsigned integer"/>
        <Element Offset="288" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000120" Description="Size" DisplayMethod="unsigned integer"/>
        <Element Offset="292" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000124" Description="BaseLevel" DisplayMethod="unsigned integer"/>
        <Element Offset="296" Vartype="Byte" Bytesize="1" OffsetHex="00000128" Description="NoMoraleGainOnDefeat" DisplayMethod="unsigned integer"/>
        <Element Offset="300" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000012C" Description="EncounterRating" DisplayMethod="unsigned integer"/>
        <Element Offset="304" Vartype="Byte" Bytesize="1" OffsetHex="00000130" Description="BattleIrrelevant" DisplayMethod="unsigned integer"/>
        <Element Offset="305" Vartype="Byte" Bytesize="1" OffsetHex="00000131" Description="ProtectionTarget" DisplayMethod="unsigned integer"/>
        <Element Offset="306" Vartype="Byte" Bytesize="1" OffsetHex="00000132" Description="NGPAdditionalTurn" DisplayMethod="unsigned integer"/>
        <Element Offset="308" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000134" Description="BonusAP" DisplayMethod="unsigned integer"/>
        <Element Offset="312" Vartype="Byte" Bytesize="1" OffsetHex="00000138" Description="Elite" DisplayMethod="unsigned integer"/>
        <Element Offset="316" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000013C" Description="ExperienceReward" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="ItemStack" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="BaseItem" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000020" Description="Amount" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="GlobalSceneManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="LoadingDatabaseString" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="LoadingAssetsString" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="InitializingSceneString" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="LoadingSceneString" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="StoryCompletedString" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="ControllerInputWindow" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="Pointer" Bytesize="8" OffsetHex="00000048" Description="BlackImage" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="Pointer" Bytesize="8" OffsetHex="00000050" Description="VolumeProfile" DisplayMethod="unsigned integer"/>
        <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="GlobalSoundManager" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="Pointer" Bytesize="8" OffsetHex="00000060" Description="Database" DisplayMethod="unsigned integer"/>
        <Element Offset="104" Vartype="Pointer" Bytesize="8" OffsetHex="00000068" Description="ControllerInputManager" DisplayMethod="unsigned integer"/>
        <Element Offset="112" Vartype="Pointer" Bytesize="8" OffsetHex="00000070" Description="LoadingScreen" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="Pointer" Bytesize="8" OffsetHex="00000078" Description="LoadingOperation" DisplayMethod="unsigned integer"/>
        <Element Offset="128" Vartype="Pointer" Bytesize="8" OffsetHex="00000080" Description="LoadingScreens" DisplayMethod="unsigned integer"/>
        <Element Offset="136" Vartype="Pointer" Bytesize="8" OffsetHex="00000088" Description="LoadingImage" DisplayMethod="unsigned integer"/>
        <Element Offset="144" Vartype="Pointer" Bytesize="8" OffsetHex="00000090" Description="TriviaText" DisplayMethod="unsigned integer"/>
        <Element Offset="152" Vartype="Pointer" Bytesize="8" OffsetHex="00000098" Description="SaveSystem" DisplayMethod="unsigned integer"/>
        <Element Offset="160" Vartype="Pointer" Bytesize="8" OffsetHex="000000A0" Description="CurrentSceneManager" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="String" Bytesize="1" OffsetHex="000000A8" Description="LastScene" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="String" Bytesize="1" OffsetHex="000000B0" Description="CurrentScene" DisplayMethod="unsigned integer"/>
        <Element Offset="184" Vartype="String" Bytesize="1" OffsetHex="000000B8" Description="NextScene" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="String" Bytesize="1" OffsetHex="000000C0" Description="CurrentSaveName" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="String" Bytesize="1" OffsetHex="000000C8" Description="ProgressString" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Pointer" Bytesize="8" OffsetHex="000000D0" Description="Bloom" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Pointer" Bytesize="8" OffsetHex="000000D8" Description="AssetsGameObjectLoaded" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Pointer" Bytesize="8" OffsetHex="000000E0" Description="AssetReferencesToLoadTogether" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="Pointer" Bytesize="8" OffsetHex="000000E8" Description="EventDialoguesToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="240" Vartype="Pointer" Bytesize="8" OffsetHex="000000F0" Description="HubsceneEventsToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="248" Vartype="Pointer" Bytesize="8" OffsetHex="000000F8" Description="AssignmentsToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="256" Vartype="Pointer" Bytesize="8" OffsetHex="00000100" Description="SideGameObjectivesToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Pointer" Bytesize="8" OffsetHex="00000108" Description="CampDialoguesToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="272" Vartype="Pointer" Bytesize="8" OffsetHex="00000110" Description="SpecialQuestsToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="280" Vartype="Pointer" Bytesize="8" OffsetHex="00000118" Description="WitchEventDialoguesToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="288" Vartype="Pointer" Bytesize="8" OffsetHex="00000120" Description="WitchAssignmentsToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="296" Vartype="Pointer" Bytesize="8" OffsetHex="00000128" Description="WitchSideGameObjectivesToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="304" Vartype="Pointer" Bytesize="8" OffsetHex="00000130" Description="WitchSpecialQuestsToAdd" DisplayMethod="unsigned integer"/>
        <Element Offset="312" Vartype="Pointer" Bytesize="8" OffsetHex="00000138" Description="NewVersionContents" DisplayMethod="unsigned integer"/>
        <Element Offset="320" Vartype="Pointer" Bytesize="8" OffsetHex="00000140" Description="SpecialQuestsAddToDemo" DisplayMethod="unsigned integer"/>
        <Element Offset="328" Vartype="Pointer" Bytesize="8" OffsetHex="00000148" Description="SaveDataToLoad" DisplayMethod="unsigned integer"/>
        <Element Offset="336" Vartype="Pointer" Bytesize="8" OffsetHex="00000150" Description="QuestsToRemove" DisplayMethod="unsigned integer"/>
        <Element Offset="344" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000158" Description="Battle_Data" DisplayMethod="unsigned integer"/>
        <Element Offset="384" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000180" Description="Quest_Progress" DisplayMethod="unsigned integer"/>
        <Element Offset="416" Vartype="Byte" Bytesize="1" OffsetHex="000001A0" Description="GameJustStarted" DisplayMethod="unsigned integer"/>
        <Element Offset="417" Vartype="Byte" Bytesize="1" OffsetHex="000001A1" Description="IniFileLoaded" DisplayMethod="unsigned integer"/>
        <Element Offset="420" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001A4" Description="InitProgress" DisplayMethod="unsigned integer"/>
        <Element Offset="424" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001A8" Description="LastTimeStamp" DisplayMethod="unsigned integer"/>
        <Element Offset="432" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001B0" Description="LoadingState" DisplayMethod="unsigned integer"/>
        <Element Offset="436" Vartype="Byte" Bytesize="1" OffsetHex="000001B4" Description="AssetsLoading" DisplayMethod="unsigned integer"/>
        <Element Offset="437" Vartype="Byte" Bytesize="1" OffsetHex="000001B5" Description="AssetFinalLoadingStart" DisplayMethod="unsigned integer"/>
        <Element Offset="438" Vartype="Byte" Bytesize="1" OffsetHex="000001B6" Description="AssetFinalLoadingDone" DisplayMethod="unsigned integer"/>
        <Element Offset="439" Vartype="Byte" Bytesize="1" OffsetHex="000001B7" Description="InitDone" DisplayMethod="unsigned integer"/>
        <Element Offset="440" Vartype="Byte" Bytesize="1" OffsetHex="000001B8" Description="LoadingSave" DisplayMethod="unsigned integer"/>
        <Element Offset="444" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001BC" Description="LoadingDDataBaseCounter" DisplayMethod="unsigned integer"/>
        <Element Offset="448" Vartype="4 Bytes" Bytesize="4" OffsetHex="000001C0" Description="AssetLoadingCounter" DisplayMethod="unsigned integer"/>
        <Element Offset="452" Vartype="Float" Bytesize="4" OffsetHex="000001C4" Description="AssetLoadingTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="456" Vartype="Float" Bytesize="4" OffsetHex="000001C8" Description="CurrentTimeScale" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
  </Structures>
  <Comments>v20250322
Changelog:
Added: Script that unlocks higher ranked Guild Upgrades and lets you complete them instantly
Fixed: Game will now load custom skills on items properly when loading a save, if you have already executed Table Setup.
Added: Scripts that keep quests and assignments from expiring
Added: Time Progression option, to progress quest and assignment list independently from current day
Added: exposed MovementRange stat for characters and made it actually work
</Comments>
  <LuaScript>----------------------------------
---     ==Lua Scripting==      ---
--  If you see this, click Yes  --
--   Without executing this,    --
---   the table won't work!    ---
----------------------------------

-- set verbose to true for more detailed info and errors
verbose = false

-- true if you want the game to properly load custom skills saved on items
fixItemSkillLoading = true

-- past V7.5, CE has restructured mono, added mono functions and fixed some crashes
-- so for advanced stuff, we need CE 7.6 minimum
isOldCE = getCEVersion() &lt; 7.6 and true or false

if isOldCE then showMessage('This table requires Cheat Engine version 7.6 or higher! Please update first.') return end

if not cheatEngineIs64Bit() then showMessage('This table only works on the 64-bit version of Cheat Engine!') return end

if not isDev then getAddressList().getMemoryRecordByID(1).Active = false end

--20250322
local compSetup = 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local setup = decodeFunction(compSetup)

setup()
</LuaScript>
</CheatTable>
