[RMXP] Pokémon Infinite Fusion

Pokémon Fan Game

The main forum for Cheat Table database collections.


Moderator: Table Moderator

akbvga
Curious
Curious
Posts: 1
Joined: Sun Jun 29, 2025 9:26 am
Answers: 0
x 1

Re: [RMXP] Pokémon Infinite Fusion

Post by akbvga »

Hi everytime i try and change a pokemons held item and i go to the slot thingy i get
Error:[string "local syntaxcheck,memrec=...
..."]:3: attempt to index a nil value (field '_G')
stack traceback:
[string "local syntaxcheck,memrec=...
..."]:3: in upvalue 'func'
[string "--- General Tools ---
..."]:200: in function <[string "--- General Tools ---
..."]:191>
[C]: in field 'showModal'
[string "--- General Tools ---
..."]:205: in function 'CreateStringInputForm'
[string "local syntaxcheck,memrec=...
..."]:3: in main chunk

everytime, i watched a video on youtube that says that i need to open up the game first to not get the error message but even if i open the game before or after i still get this message i really hope you can help me since i really liked the table. thanks !


User avatar
Geo
Enchanter
Enchanter
Journeyman Hacker
Journeyman Hacker
Posts: 103
Joined: Sat Jul 23, 2022 9:51 pm
Answers: 0
Location: Utah
x 75
Geo’s avatar
Loading…

Re: [RMXP] Pokémon Infinite Fusion

Post by Geo »

akbvga wrote: Sun Jun 29, 2025 9:29 am

I double checked if my table still works on the latest version of the game and Cheat Engine, and it looks like it does.

So, when you load up the table it will need to run the cheat table's internal script. Since the table is signed (by me), it should, by default, run that internal script, automatically, when you load the table. If it does not, you can double check your Cheat Engine settings from the Menu Bar -> Edit -> Settings -> General Settings -> "When a table has a lua script, execute it:" to see if it's executing it automatically and, if you don't want to have it do that automatically (for security reasons), you can go to Menu Bar -> Table -> Show Cheat Table Lua Script and press the "Execute" button at the bottom of the new window, to run it manually.

Now that it's executed that script, all my libraries should be activated. All you need to do, to set up the table, is attach Cheat Engine to the game and activate the first script in the table named "Geo Stuff". This will automatically expand the child elements and activate all the necessary scripts in the "Setup" section directly below it. Once those are setup, the Geo Stuff -> Global Instances -> Get Instances & Offsets script should have ran and activated successfully. If it has not, you may be able to activate it manually without issue. If any of these steps fail to work, you may want to restart the table and see if it works the next time.

To change a Pokemon's held item, we'll use the current party as an example. You can go to Geo Stuff -> Global Instances -> Instances -> Player -> Properties -> Party -> Array -> Pick Slot Number and then, once activating this script, you'll select which slot in the party to edit. This input goes by the number starting at 1, instead of some cases being an index at 0. Once you've picked your slot, you'll go to ... -> Pick Slot Number -> Pokemon -> Properties -> Item and change it from there. Technically any symbol id can be placed here, but I'd suggest keeping it to just held items to avoid some form of corruption in the save file. The drop down list should be designed to be exclusive to "Items" in the game.

Other than following these steps, I'm not sure what else to do to help. In my current environment, the latest Cheat Engine version sometimes freezes, and when traveling further down the tree of "address items", it can get laggy when Cheat Engine tries to refresh all the values. I currently have not looked for or come up with any solutions to those, within my libraries' code. If it's hard to navigate through the address items, with all the text crunching up next to each other, you may want to expand the header column widths up at the Active | Description | Address | Type | Value area. Outside of these inconveniences, the table should still work in standard circumstances.


Femalemale
Curious
Curious
Posts: 2
Joined: Thu Jul 10, 2025 12:02 pm
Answers: 0

Re: [RMXP] Pokémon Infinite Fusion

Post by Femalemale »

Is there any way to make my pokemon that I've just caught shiny? And what version of cheat engine did you use that works perfectly fine?


User avatar
Geo
Enchanter
Enchanter
Journeyman Hacker
Journeyman Hacker
Posts: 103
Joined: Sat Jul 23, 2022 9:51 pm
Answers: 0
Location: Utah
x 75
Geo’s avatar
Loading…

Re: [RMXP] Pokémon Infinite Fusion

Post by Geo »

Femalemale wrote: Thu Jul 10, 2025 12:05 pm

You need at least one pokemon to be shiny in order for the value to be editable for other pokemon, at least from what I've tested. You can either use my very buggy encounter shiny script or cheat in the magic boots to change them to shiny. Once you've done that, you can edit other pokemons' shiny value through my cheat table.

As mentioned on my main post, I made and tested the table on Cheat Engine 7.5. However, I have recently tested it with 7.6, and it technically still works.


Femalemale
Curious
Curious
Posts: 2
Joined: Thu Jul 10, 2025 12:02 pm
Answers: 0

Re: [RMXP] Pokémon Infinite Fusion

Post by Femalemale »

Never tested this yet as what you've mentioned, but somehow when I edit some stuff on the files and change the shiny odds, my caught pokemon have a black star (shiny cheated pokemon). Change my shiny cheating caught pokemon while editing the files, and it succeeded to become a red star (shiny naturally-caught pokemon). Good stuff. However, if theoretically this works, does the shiny that I have changed in the CE script you provided have a black star (cheated) or a red star (legit)?

Edit: Y'know what, just tested it, it works and it's a red star shiny. so good script mate, thanks for this

Edit 2: It's actually started of as black star actually, just scroll down and put Debug shiny as false and natural shiny as true.


squirrelpotato
Curious
Curious
Posts: 1
Joined: Sun Aug 03, 2025 7:57 pm
Answers: 0

Re: [RMXP] Pokémon Infinite Fusion

Post by squirrelpotato »

Any shot the cheat table lets you change a pokemon's type. I'm not finding anything that'll let me do that


DeathsFlagShip
Curious
Curious
Posts: 1
Joined: Sat Sep 20, 2025 7:07 pm
Answers: 0

Re: [RMXP] Pokémon Infinite Fusion

Post by DeathsFlagShip »

Does this cheattable still work? I'm clicking on Geo on the current build of the game and it isn't checking off for me.

Edit: I didn't realize this thread was 5 pages long and I didn't see the answer to this already. Thank you, Geo!

Edit Edit: I can't get money or any numbers to change. It just bongs at me. :(


Himono7
Curious
Curious
Posts: 1
Joined: Tue Nov 25, 2025 5:44 am
Answers: 0

Re: [RMXP] Pokémon Infinite Fusion

Post by Himono7 »

Hello, sir. I have a game here and I need you to help me modify its debug mode. No other functions are required; I just need to enable the debug mode.


Post Reply