Re: [Steam] LIGHTNING RETURNS™: FINAL FANTASY® XIII (Story Focused) cheat table
please create same code walktrough by enemie no collision for tale of zestiria for other post thanks
Open source cheat tables. Guaranteeing the 'our' in source...
https://opencheattables.com/
please create same code walktrough by enemie no collision for tale of zestiria for other post thanks
big thanks for all code work
J1327 wrote: Tue Jul 02, 2024 11:20 pm
LIGHTNING RETURNS™: FINAL FANTASY® XIII -- Trilogy finish Game Engine Crystal Tools (1.1) App ID 345350 App Type Game Architecture: 32x Application version: 1.0.0.0 Game release year (STEAM) : 2015 Table for: Windows(intel) How long to beat: Between few hours-36 Hours
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// Features
// Run as default instead of walk (also stamina doesn't decrease) -- Pressing Run button instead walks.
// Animation Movement speed (affects pretty much all)
// Pauses World time
// Few Hit kill / Invulnerability (might be out of order -- if in case you do "special" upgrades that changes battle structure...)
// Some Random Monsters shouldn't spawn (note script also involves and friendly NPC’s! (entangled and needs proper filter))
// Gil
// Get player jump value
// Also same as previous FF13 Titles some static pointers to it engine related things such as lighting, shadow and models.
Update: Get Movement Coordinates (a lot of visual) No-Clip ground (pre-bound: Rise higher with [Q] lower with [E]) Fly (in order no clip through walls while flying use in combine with no-clip ground) Teleport to coordinates (Testing) Some RTTI Classes are pre-registered as user defined symbols (Testing) Some testing scripts About noclip: Don't known how to deal with position reset code, but after using noclip ground + fly : deactivate fly -- and jump few times [backspace] in order to set "rest" coordinates to current coordinates... This as well touches and teleport to coordinates part. So, in order teleport needs to be atleast ground no clip to be activated. So, additions: ~ Story Focus = Fixed animation speed -- switched to local function (there movement speed is affected sololy +/-), instead of editing global pointer that in combines camera movement speed and other stuff... ! No random battles was replaced with disable mobs spawn instead (shouldn't affect friendly npcs anymore...). Found location there data being loaded... ~ Misc / Additions + Get Cordinates ++Teleport test ++No clip ground (as previously posted but with filter and merged into one) ++No clip for fly (First must be enabled no clip ground script) ~ Debug +Tertiary group ++Some pointers RTTI (which are already preregistered as user defined symbols, am getting no preregistered at cheat table launch -- instead of that attaching lua script...) ++Add debug menu item to top menu bar (useless...) ++Get Visual cord (so this is related to fly coordinates, but still changes along ground) ++Data region mark start and end address +All previous scripts-features////---------------------
// Get a copy here
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// Cheat table download
IS designed for personal use only:
License: As is no warranties , No commercial use, Offline-Use OnlyLRFF13.CT
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// Activation process
- Launch the game
- Attach to the process of
LRFF13.exeor named windowLIGHTING RETURNS: FINAL FANTASY XIII- Wait for in-game menu
- Activate scripts now or once you load game.
- Optional: Set bindings if needed.
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// My Technical Overview
Values:
(From previous CT)
HEALTH IN 4 BYTES
ATB IN FLOAT OR IN 2 BYTE(Extended notes)
Launch point:
Once you run the game, game launches two times :
First time initial launch does ?? and closes self. Setting debug breakpoints on initial process launch at 'ExitProcess' launches second same process but waits until initial process is closed. So on second launch loads window and whole game.Function:
LRFF13.exe+8CEA50 returns always al,0 -- false
also LRFF13.exe+965440 that does same as LRFF13.exe+8CEA50 yet returns al,1 -- truePatching 'LRFF13.exe+8CEA50' function to true, kinda puts game into "Debug mode", yet and also brakes many stuff...
e.g. Corrupt downloadable content detected. Please reinstall downloadable content.
or game crashes on save load.
Yet patching doesn't load any real debug menu.////---------------------
// Spoilers
Spoiler
A. SPOILER! Anyway:
You still will have to fight random monsters to get rewards and progress through the story if you want get proper ending.
Practically different 3 endings, technically 2.A. Bad ending
B. Good ending
C. Extra day + Good endingTo get extra day you need complete at least approximately 75 - 100 quests.
To get Good ending you need complete main story line which is (0-5 Chapters)
To get Bad Ending, you don't need to do anything, just sleep over time at the INN.Previously:
LRFF13.CT