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.