0
"enable .3"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
label(pGameManager)
registersymbol(pGameManager)
alloc(newmem,2048,GameManager:Update)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pGameManager],rcx
originalcode:
push rbp
mov rbp,rsp
push rsi
exit:
jmp returnhere
///
pGameManager:
//
GameManager:Update:
jmp newmem
returnhere:
///***************************************///
aobscanregion(playTimeReadAOB,GameManager:Update,GameManager:Update+80b,F3 0F 10 40 68 F3 0F 5A C0)
registersymbol(playTimeReadAOB)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
alloc(newmem2,2048,playTimeReadAOB) //GameManager:Update+2ce)
label(returnhere2)
label(originalcode2)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerInfo],rax
originalcode2:
movss xmm0,[rax+68]
exit2:
jmp returnhere2
///
pPlayerInfo:
///
playTimeReadAOB: //GameManager:Update+2ce:
jmp newmem2
returnhere2:
///***************************************///
aobscanregion(itemQuantityWritesOnRemoveAOB,PlayerInfo:RemoveItem,PlayerInfo:RemoveItem+14a,89 48 14 49 8B 47 18)
registersymbol(itemQuantityWritesOnRemoveAOB)
label(bInfSave)
registersymbol(bInfSave)
label(bInfCoin)
registersymbol(bInfCoin)
label(bInfHealingItem)
registersymbol(bInfHealingItem)
alloc(newmem6,2048,itemQuantityWritesOnRemoveAOB) //PlayerInfo:RemoveItem+ca)
label(returnhere6)
label(originalcode6)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bInfSave],1
jne @f
cmp dword ptr [rax+10],#40040
jne @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
cmp byte ptr [bInfCoin],1
jne @f
cmp dword ptr [rax+10],#40030
jne @f
cmp ecx,3
jg originalcode6
mov ecx,3
jmp originalcode6
@@:
/*
cmp byte ptr [bInfHealingItem],1
jne @f
mov edx,[rax+10]
sub edx,#30000
js @f
cmp edx,#10000
jge @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
*/
originalcode6:
mov [rax+14],ecx
mov rax,[r15+18]
exit6:
jmp returnhere6
///
bInfSave:
dd 0
bInfCoin:
dd 0
bInfHealingItem:
dd 0
///
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
jmp newmem6
nop
nop
returnhere6:
///***************************************///
label(bGodMode)
registersymbol(bGodMode)
label(pPlayerBehaviour)
registersymbol(pPlayerBehaviour)
alloc(newmem11,2048,PlayerBehaviour:OnUpdate)
label(returnhere11)
label(originalcode11)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerBehaviour],rcx
cmp byte ptr [bGodMode],1
jne @f
mov byte ptr [rcx+16c],1
originalcode11:
push rbp
mov rbp,rsp
push rsi
exit11:
jmp returnhere11
///
bGodMode:
dd 0
pPlayerBehaviour:
///
PlayerBehaviour:OnUpdate:
jmp newmem11
returnhere11:
///***************************************///
label(pTimeAttackAlarmBehaviour)
registersymbol(pTimeAttackAlarmBehaviour)
alloc(newmem17,2048,TimeAttackAlarmBehaviour:Update)
label(returnhere17)
label(originalcode17)
label(exit17)
newmem17: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pTimeAttackAlarmBehaviour],rcx
originalcode17:
push rbp
mov rbp,rsp
push rsi
exit17:
jmp returnhere17
///
pTimeAttackAlarmBehaviour:
///
TimeAttackAlarmBehaviour:Update:
jmp newmem17
returnhere17:
///***************************************///
aobscanregion(itemQuantityReadOnClickItemUseAOB,InventoryBackpackBehaviour:OnClickItemUse,InventoryBackpackBehaviour:OnClickItemUse+838,48 63 40 ** 89 ** ** 66 0F 57 C0)
registersymbol(itemQuantityReadOnClickItemUseAOB)
alloc(newmem24,2048,itemQuantityReadOnClickItemUseAOB) //InventoryBackpackBehaviour:OnClickItemUse+19f)
label(returnhere24)
label(originalcode24_enable)
registersymbol(originalcode24_enable)
label(exit24)
newmem24: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bInfHealingItem],1
jne @f
mov ebx,[rax+10]
sub ebx,#30000
js @f
cmp ebx,#10000
jge @f
cmp dword ptr [rax+14],2
jge originalcode24_enable
mov dword ptr [rax+14],2
jmp originalcode24_enable
@@:
cmp byte ptr [bInfCoin],1
jne @f
cmp dword ptr [rax+10],#40030
jne @f
cmp dword ptr [rax+14],2
jge originalcode24_enable
mov dword ptr [rax+14],2
jmp originalcode24_enable
@@:
originalcode24_enable:
readmem(itemQuantityReadOnClickItemUseAOB,7)
//movsxd rax,dword ptr [rax+14]
//mov [rbp-34],eax
exit24:
jmp returnhere24
///
itemQuantityReadOnClickItemUseAOB: //InventoryBackpackBehaviour:OnClickItemUse+19f:
jmp newmem24
nop
nop
returnhere24:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
GameManager:Update:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(pGameManager)
///***************************************///
dealloc(newmem2)
playTimeReadAOB: //GameManager:Update+2ce:
db F3 0F 10 40 68
//Alt: movss xmm0,[rax+68]
unregistersymbol(pPlayerInfo)
///***************************************///
dealloc(newmem6)
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
db 89 48 14 49 8B 47 18
//Alt: mov [rax+14],ecx
//Alt: mov rax,[r15+18]
unregistersymbol(bInfSave)
unregistersymbol(bInfCoin)
unregistersymbol(bInfHealingItem)
///***************************************///
dealloc(newmem11)
PlayerBehaviour:OnUpdate:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(bGodMode)
unregistersymbol(pPlayerBehaviour)
///***************************************///
dealloc(newmem17)
TimeAttackAlarmBehaviour:Update:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(pTimeAttackAlarmBehaviour)
///***************************************///
dealloc(newmem24)
itemQuantityReadOnClickItemUseAOB: //InventoryBackpackBehaviour:OnClickItemUse+19f:
readmem(originalcode24_enable,7)
//db 48 63 40 14 89 45 CC
//Alt: movsxd rax,dword ptr [rax+14]
//Alt: mov [rbp-34],eax
unregistersymbol(originalcode24_enable)
Activate
36
0
table enabled
113
"[scripts]"
000080
1
164
"undead"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(minhealthdefault,(float)10)
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(healthWriteOnDamageAOB,PlayerBehaviour:OnDamage,PlayerBehaviour:OnDamage+3b5,F3 0F 11 ** ** 48 8B ** ** ** ** ** ** F3 0F 10)
registersymbol(healthWriteOnDamageAOB)
label(dMinHealth)
registersymbol(dMinHealth)
alloc(newmem,2048,healthWriteOnDamageAOB) //PlayerBehaviour:OnDamage+bf)
label(returnhere)
label(originalcode_undead)
registersymbol(originalcode_undead)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
comiss xmm5,[dMinHealth]
jae @f
movss xmm5,[dMinHealth]
originalcode_undead:
readmem(healthWriteOnDamageAOB,5)
//movss [rax+54],xmm5
exit:
jmp returnhere
///
dMinHealth:
dd minhealthdefault
///
healthWriteOnDamageAOB: //PlayerBehaviour:OnDamage+bf:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
healthWriteOnDamageAOB: //PlayerBehaviour:OnDamage+bf:
readmem(originalcode_undead,5)
//db F3 0F 11 68 54
//Alt: movss [rax+54],xmm5
unregistersymbol(dMinHealth)
unregistersymbol(originalcode_undead)
Toggle Activation
96
110
0
{MRDescription} Activated
{MRDescription} Deactivated
165
"min health"
008000
Float
dMinHealth
110
"god mode"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bGodMode:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
bGodMode:
db 0
[pPlayerBehaviour]+16c:
db 0
Toggle Activation
96
97
0
{MRDescription} Activated
{MRDescription} Deactivated
108
"infinite breath"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(minbreathdefault,(float)40)
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(breathWritesAOB,GameManager:UpdateBreath,GameManager:UpdateBreath+2c6,F3 0F 11 68 58)
registersymbol(breathWritesAOB)
label(dMinBreath)
registersymbol(dMinBreath)
alloc(newmem,2048,breathWritesAOB) //GameManager:UpdateBreath+78)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,pPlayerInfo
cmp [rbx],rax
pop rbx
jne @f
comiss xmm5,[dMinBreath]
jae @f
movss xmm5,[dMinBreath]
originalcode:
movss [rax+58],xmm5
exit:
jmp returnhere
///
dMinBreath:
dd minbreathdefault
///
breathWritesAOB: //GameManager:UpdateBreath+78:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
breathWritesAOB: //GameManager:UpdateBreath+78:
db F3 0F 11 68 58
//Alt: movss [rax+58],xmm5
unregistersymbol(dMinBreath)
Toggle Activation
96
98
0
{MRDescription} Activated
{MRDescription} Deactivated
109
"min breath"
008000
Float
dMinBreath
142
"stealth mod"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(setActiveSearchingSystemFlagAOB,SecurityGuardBehaviour:UpdateCheckActiveAiSight,SecurityGuardBehaviour:UpdateCheckActiveAiSight+124,C6 86 ** ** ** ** 01 0F B6 ** ** ** ** ** 85 C0)
registersymbol(setActiveSearchingSystemFlagAOB)
label(bStealthMethod)
registersymbol(bStealthMethod)
alloc(newmem,2048,setActiveSearchingSystemFlagAOB) //SecurityGuardBehaviour:UpdateCheckActiveAiSight+de)
label(returnhere)
label(originalcode_stealthmod)
registersymbol(originalcode_stealthmod)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bStealthMethod],1
jne @f
mov rax,pPlayerBehaviour
mov rax,[rax]
test rax,rax
jz @f
mov al,[rax+138]
xor al,1
mov [rsi+268],al
jmp exit
@@:
cmp byte ptr [bStealthMethod],2
jne @f
mov byte ptr [rsi+268],0
jmp exit
originalcode_stealthmod:
readmem(setActiveSearchingSystemFlagAOB,7)
//mov byte ptr [rsi+00000268],01
exit:
jmp returnhere
///
bStealthMethod: //1:on crouch only, 2: full
dd 2
///
setActiveSearchingSystemFlagAOB: //SecurityGuardBehaviour:UpdateCheckActiveAiSight+de:
jmp newmem
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
setActiveSearchingSystemFlagAOB: //SecurityGuardBehaviour:UpdateCheckActiveAiSight+de:
readmem(originalcode_stealthmod,7)
//db C6 86 68 02 00 00 01
//Alt: mov byte ptr [rsi+00000268],01
unregistersymbol(bStealthMethod)
unregistersymbol(originalcode_stealthmod)
Toggle Activation
96
99
0
{MRDescription} Activated
{MRDescription} Deactivated
143
"mode"
1:semi
2:full
008000
Byte
bStealthMethod
Set Value
99
111
1
0
stealth mod changed to semi-mode
Set Value
99
106
2
1
stealth mod changed to full-mode
111
"no janitor"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(aggroSpawnPointWritesOnChangeAOB,GameManager:UpdateAggroSpawnPoint,GameManager:UpdateAggroSpawnPoint+236,F3 0F 11 68 60 48 ** ** ** ** ** ** ** F3)
registersymbol(aggroSpawnPointWritesOnChangeAOB)
alloc(newmem,2048,aggroSpawnPointWritesOnChangeAOB) //GameManager:UpdateAggroSpawnPoint+100)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode:
movss [rax+60],xmm5
exit:
jmp returnhere
///
aggroSpawnPointWritesOnChangeAOB: //GameManager:UpdateAggroSpawnPoint+100:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
aggroSpawnPointWritesOnChangeAOB: //GameManager:UpdateAggroSpawnPoint+100:
db F3 0F 11 68 60
//Alt: movss [rax+60],xmm5
Toggle Activation
96
100
0
{MRDescription} Activated
{MRDescription} Deactivated
144
"no ghost woman head"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
alloc(newmem,2048,GhostWomanHeadBehaviour:Spawn)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov rax,pPlayerInfo
mov rax,[rax]
test rax,rax
jz @f
mov dword ptr [rax+64],(float)600
@@:
pop rax
leave
ret
originalcode:
push rbp
mov rbp,rsp
push rsi
exit:
jmp returnhere
GhostWomanHeadBehaviour:Spawn:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
GhostWomanHeadBehaviour:Spawn:
db 55 48 8B EC 56
//Alt:push rbp
//Alt:mov rbp,rsp
//Alt:push rsi
[pPlayerInfo]+64:
dd (float)600
Toggle Activation
96
101
0
{MRDescription} Activated
{MRDescription} Deactivated
153
"infinite timer"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(mintimerdefault,(float)60) //in seconds
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(remainedTimeWritesAOB,TimeAttackAlarmBehaviour:Update,TimeAttackAlarmBehaviour:Update+2e4,F3 0F 11 6E ** F3 0F 10 46 ** F3 0F 5A C0)
registersymbol(remainedTimeWritesAOB)
label(dMinTimer)
registersymbol(dMinTimer)
alloc(newmem,2048,remainedTimeWritesAOB) //TimeAttackAlarmBehaviour:Update+95)
label(returnhere)
label(originalcode_inftimer)
registersymbol(originalcode_inftimer)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp dword ptr [dMinTimer],(float)9000
jne @f
comiss xmm5,[rsi+4c]
jae originalcode_inftimer
movss xmm5,[esi+4c]
jmp originalcode_inftimer
@@:
comiss xmm5,[dMinTimer]
jae @f
movss xmm5,[dMinTimer]
originalcode_inftimer:
readmem(remainedTimeWritesAOB,5)
//movss [rsi+50],xmm5
exit:
jmp returnhere
///
dMinTimer:
dd mintimerdefault
///
remainedTimeWritesAOB: //TimeAttackAlarmBehaviour:Update+95:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
remainedTimeWritesAOB: //TimeAttackAlarmBehaviour:Update+95:
readmem(originalcode_inftimer,5)
//db F3 0F 11 6E 50
//Alt: movss [rsi+50],xmm5
unregistersymbol(dMinTimer)
unregistersymbol(originalcode_inftimer)
Toggle Activation
96
102
0
{MRDescription} Activated
{MRDescription} Deactivated
154
"min timer (in seconds)"
9000:lock at max
008000
Float
dMinTimer
Set Value
102
111
60
0
minimum timer set to 1 minute
Set Value
102
106
9000
1
timer lock at max
106
"infinite Felt-Tip Pen"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bInfSave:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
bInfSave:
db 0
Toggle Activation
96
103
0
{MRDescription} Activated
{MRDescription} Deactivated
148
"infinite Healing Items"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bInfHealingItem:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
bInfHealingItem:
db 0
Toggle Activation
96
104
0
{MRDescription} Activated
{MRDescription} Deactivated
162
"ignore School Coins"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(cJmpIfNotEnoughCoinAOB,<CoroutineQuery>c__Iterator9:MoveNext,<CoroutineQuery>c__Iterator9:MoveNext+15b7,0F 8D ** ** ** ** 48 8B ** ** C7)
registersymbol(cJmpIfNotEnoughCoinAOB)
cJmpIfNotEnoughCoinAOB: //<CoroutineQuery>c__Iterator9:MoveNext+106c:
db 90 E9
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
cJmpIfNotEnoughCoinAOB: //<CoroutineQuery>c__Iterator9:MoveNext+106c:
db 0F 8D
//Alt: jnl
Toggle Activation
96
105
0
{MRDescription} Activated
{MRDescription} Deactivated
178
"items/documents always twinkle"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(lightIsTurnOnCheckAOB,TwinkleBehaviour:Update,TwinkleBehaviour:Update+284,0F B6 80 ** ** ** ** 85 C0)
registersymbol(lightIsTurnOnCheckAOB)
lightIsTurnOnCheckAOB+8: //TwinkleBehaviour:Update+b0:
db C9
///*************************************///
aobscanregion(beforeEmissionEnableSetAOB,TwinkleBehaviour:Update,TwinkleBehaviour:Update+284,76 05 ** 01 00 00 00 48 8B 46 ** 48 8B C8)
registersymbol(beforeEmissionEnableSetAOB)
alloc(newmem,2048,beforeEmissionEnableSetAOB+7) //TwinkleBehaviour:Update+227)
label(returnhere)
label(originalcode_itemsalwaystwinkle)
registersymbol(originalcode_itemsalwaystwinkle)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(beforeEmissionEnableSetAOB+2,5)
originalcode_itemsalwaystwinkle:
readmem(beforeEmissionEnableSetAOB+7,7)
//mov rax,[rsi+20]
//mov rcx,rax
exit:
jmp returnhere
///
beforeEmissionEnableSetAOB+7: //TwinkleBehaviour:Update+227:
jmp newmem
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
lightIsTurnOnCheckAOB+8: //TwinkleBehaviour:Update+b0:
db C0
///*************************************///
dealloc(newmem)
beforeEmissionEnableSetAOB+7: //TwinkleBehaviour:Update+227:
readmem(originalcode_itemsalwaystwinkle,7)
//db 48 8B 46 20 48 8B C8
//Alt: mov rax,[rsi+20]
//Alt: mov rcx,rax
unregistersymbol(originalcode_itemsalwaystwinkle)
Toggle Activation
96
107
0
{MRDescription} Activated
{MRDescription} Deactivated
114
"[pointers]"
000080
1
1
"[GameManager]"
000080
Array of byte
0
pGameManager
0
19
"[player]"
1
000080
Array of byte
0
+18
0
2
"<standingState>k__BackingField"
0000FF
4 Bytes
+138
3
"<bindingPosition>k__BackingField"
0000FF
4 Bytes
+13c
4
"<bindingCollision>k__BackingField"
0000FF
Byte
+148
5
"<maxAngularVelocity>k__BackingField"
0000FF
Float
+14c
6
"charRotation"
0000FF
4 Bytes
+150
9
"ignoreInput"
0000FF
Byte
+168
10
"enableMoving"
0000FF
Byte
+169
11
"forcedFirstPersonView"
0000FF
Byte
+16a
12
"forcedMoving"
0000FF
Byte
+16b
13
"godMode"
0000FF
Byte
+16c
14
"m_MinControllerRadius"
0000FF
Float
+170
15
"m_MaxControllerRadius"
0000FF
Float
+174
16
"mBodyBounds"
0000FF
4 Bytes
+178
17
"mSitBodyBounds"
0000FF
4 Bytes
+190
18
"footstepTime"
0000FF
Float
+1a8
21
"[PlayerInfo]"
000080
Array of byte
0
pPlayerInfo
0
39
"[items]"
1
000080
Array of byte
0
+18
0
40
"_size"
0000FF
4 Bytes
+18
77
"[01 -10]"
1
000080
Array of byte
0
+10
8*0
41
"[01]"
1
000080
Array of byte
0
+20
0
47
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
48
"quantity"
0000FF
4 Bytes
+14
78
"[02]"
1
000080
Array of byte
0
+28
0
79
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
80
"quantity"
0000FF
4 Bytes
+14
81
"[03]"
1
000080
Array of byte
0
+30
0
82
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
83
"quantity"
0000FF
4 Bytes
+14
84
"[04]"
1
000080
Array of byte
0
+38
0
85
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
86
"quantity"
0000FF
4 Bytes
+14
87
"[05]"
1
000080
Array of byte
0
+40
0
88
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
89
"quantity"
0000FF
4 Bytes
+14
90
"[06]"
1
000080
Array of byte
0
+48
0
91
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
92
"quantity"
0000FF
4 Bytes
+14
93
"[07]"
1
000080
Array of byte
0
+50
0
94
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
95
"quantity"
0000FF
4 Bytes
+14
96
"[08]"
1
000080
Array of byte
0
+58
0
97
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
98
"quantity"
0000FF
4 Bytes
+14
99
"[09]"
1
000080
Array of byte
0
+60
0
100
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
101
"quantity"
0000FF
4 Bytes
+14
102
"[10]"
1
000080
Array of byte
0
+68
0
103
"ID"
==== Essential Items ====
10000:Gift for White Day
10010:So-Young's Diary
10020:School Magazine
10030:Wire Cutter
10040:Metal Token
10051:Tool Belt (4125)
10060:Insect-Repellent Spray
10070:Chemical Solvent
10090:Backmasked Tape
10102:Picture Piece 1 (4617)
10110:Picture Piece 2
10120:Picture Piece 3
10130:Vase (with Stereo Remote)
10131:Vase (empty)
10140:Stereo Remote
10150:CD (with Art Room Key)
10151:CD
10160:Dry Clay Doll
10170:Fired Clay Doll
10180:Finished Clay Doll
10190:Mother-and-Baby Clay Doll
10210:Video Tape
==== Keys ====
20000:Home Economics Classroom Key
20010:Main Building 1 Central Hallway Key
20020:Main Building 1 Auditorium Passageway Key
20030:Main Building 1 Master Key
20031:Lost and Found Room Key
20040:Student Department Office Key
20050:Faculty Office 2 Key
20060:Science Lab Key
20070:Piano Bench Key
20080:Art Room Key
20190:Small Key (Red)
==== Healing Items====
30000:Soy Milk
30010:Instant Lunchbox
30040:Can of Coffee
30030:Tranquilizer
==== Single Use Items / Essential Items ====
40010:Lighter
40030:School Coin
40040:Felt-Tip Pen
==== Miscellaneous ====
50000:Pin
50010:Wooden Handle
50070:Piece of Class Schedule (Mathematics)
50080:Paper Crane
50120:Typewriter Button E
50140:Preserved Spider
50170:Love Letter
50180:Bloody Workbook
50200:Gym Teacher's Cap
50210:A Report Card (2nd in Class)
0000FF
4 Bytes
+10
104
"quantity"
0000FF
4 Bytes
+14
22
"currentScene"
0000FF
4 Bytes
+40
23
"isSubScenario"
0000FF
Byte
+44
24
"mapID"
0000FF
4 Bytes
+48
25
"difficulty"
0000FF
4 Bytes
+4c
26
"maxHP"
0000FF
Float
+50
27
"curHP"
0000FF
Float
+54
28
"breath"
0000FF
Float
+58
29
"breathless"
0000FF
Byte
+5c
30
"aggroSpawnPoint"
0000FF
Float
+60
31
"womanHeadCooltime"
0000FF
Float
+64
32
"playTime"
0000FF
Float
+68
33
"damagedCount"
0000FF
4 Bytes
+6c
34
"encounterGhost"
0000FF
4 Bytes
+70
35
"playScore"
0000FF
Float
+74
36
"itemCountforPoint"
0000FF
4 Bytes
+78
37
"endingIndex"
1
0000FF
4 Bytes
+7c
38
"IsOverTime"
0000FF
Byte
+80
155
"[TimeAttackAlarmBehaviour]"
000080
Array of byte
0
pTimeAttackAlarmBehaviour
0
156
"<isOn>k__BackingField"
0000FF
Byte
+48
157
"<maxTime>k__BackingField"
0000FF
Float
+4c
158
"<remainedTime>k__BackingField"
0000FF
Float
+50
159
"<timeRatio>k__BackingField"
0000FF
Float
+54
112
""
1
105
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
SavePanelBehaviour:OnClickSave+8b:
db E4
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SavePanelBehaviour:OnClickSave+8b:
db C0
107
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
SavePanelBehaviour:OnClickSave+8a:
test eax,eax
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SavePanelBehaviour:OnClickSave+8a:
test eax,eax
115
"enableSight"
Byte
968E6218
116
"targetVisibility"
Float
968E621C
117
"No Description"
Float
07BE3390
118
"No Description"
Float
07BE33B0
119
"No description"
4 Bytes
0D4E2410
120
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,<CoroutineAttackThink>c__IteratorE:MoveNext+160)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm0,xmm0
movss [rax+21c],xmm0
originalcode:
movss xmm0,[rax+0000021C]
exit:
jmp returnhere
///
<CoroutineAttackThink>c__IteratorE:MoveNext+160:
jmp newmem
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
<CoroutineAttackThink>c__IteratorE:MoveNext+160:
db F3 0F 10 80 1C 02 00 00
//Alt: movss xmm0,[rax+0000021C]
121
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem2,2048,<CoroutineAttackThink>c__IteratorE:MoveNext+5e1)
label(returnhere2)
label(originalcode2)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm0,xmm0
movss [rax+21c],xmm0
originalcode2:
movss xmm0,[rax+0000021C]
exit2:
jmp returnhere2
///
<CoroutineAttackThink>c__IteratorE:MoveNext+5e1:
jmp newmem2
nop
nop
nop
returnhere2:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
<CoroutineAttackThink>c__IteratorE:MoveNext+5e1:
db F3 0F 10 80 1C 02 00 00
//Alt: movss xmm0,[rax+0000021C]
122
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem6,2048,<CoroutineAttackThink>c__IteratorE:MoveNext+7f2)
label(returnhere6)
label(originalcode6)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm0,xmm0
movss [rax+21c],xmm0
originalcode6:
movss xmm0,[rax+0000021C]
exit6:
jmp returnhere6
///
<CoroutineAttackThink>c__IteratorE:MoveNext+7f2:
jmp newmem6
nop
nop
nop
returnhere6:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem6)
<CoroutineAttackThink>c__IteratorE:MoveNext+7f2:
db F3 0F 10 80 1C 02 00 00
//Alt: movss xmm0,[rax+0000021C]
124
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem11,2048,<CoroutineSight>c__Iterator13:MoveNext+17e4)
label(returnhere11)
label(originalcode11)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode11:
movss [rax+0000021C],xmm5
exit11:
jmp returnhere11
///
<CoroutineSight>c__Iterator13:MoveNext+17e4:
jmp newmem11
nop
nop
nop
returnhere11:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem11)
<CoroutineSight>c__Iterator13:MoveNext+17e4:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
125
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem17,2048,<CoroutineSight>c__Iterator13:MoveNext+1843)
label(returnhere17)
label(originalcode17)
label(exit17)
newmem17: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode17:
movss [rax+0000021C],xmm5
exit17:
jmp returnhere17
///
<CoroutineSight>c__Iterator13:MoveNext+1843:
jmp newmem17
nop
nop
nop
returnhere17:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem17)
<CoroutineSight>c__Iterator13:MoveNext+1843:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
126
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem24,2048,<CoroutineSight>c__Iterator13:MoveNext+187d)
label(returnhere24)
label(originalcode24)
label(exit24)
newmem24: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode24:
movss [rax+0000021C],xmm5
exit24:
jmp returnhere24
///
<CoroutineSight>c__Iterator13:MoveNext+187d:
jmp newmem24
nop
nop
nop
returnhere24:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem24)
<CoroutineSight>c__Iterator13:MoveNext+187d:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
127
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem32,2048,<CoroutineSight>c__Iterator13:MoveNext+1be6)
label(returnhere32)
label(originalcode32)
label(exit32)
newmem32: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode32:
movss [rax+0000021C],xmm5
exit32:
jmp returnhere32
///
<CoroutineSight>c__Iterator13:MoveNext+1be6:
jmp newmem32
nop
nop
nop
returnhere32:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem32)
<CoroutineSight>c__Iterator13:MoveNext+1be6:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
128
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem41,2048,<CoroutineSight>c__Iterator13:MoveNext+1112)
label(returnhere41)
label(originalcode41)
label(exit41)
newmem41: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode41:
movss [rax+0000021C],xmm5
exit41:
jmp returnhere41
///
<CoroutineSight>c__Iterator13:MoveNext+1112:
jmp newmem41
nop
nop
nop
returnhere41:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem41)
<CoroutineSight>c__Iterator13:MoveNext+1112:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
129
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem51,2048,<CoroutineSight>c__Iterator13:MoveNext+1171)
label(returnhere51)
label(originalcode51)
label(exit51)
newmem51: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode51:
movss [rax+0000021C],xmm5
exit51:
jmp returnhere51
///
<CoroutineSight>c__Iterator13:MoveNext+1171:
jmp newmem51
nop
nop
nop
returnhere51:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem51)
<CoroutineSight>c__Iterator13:MoveNext+1171:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
130
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem62,2048,<CoroutineSight>c__Iterator13:MoveNext+14e2)
label(returnhere62)
label(originalcode62)
label(exit62)
newmem62: //this is allocated memory, you have read,write,execute access
//place your code here
xorps xmm5,xmm5
originalcode62:
movss [rax+0000021C],xmm5
exit62:
jmp returnhere62
///
<CoroutineSight>c__Iterator13:MoveNext+14e2:
jmp newmem62
nop
nop
nop
returnhere62:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem62)
<CoroutineSight>c__Iterator13:MoveNext+14e2:
db F3 0F 11 A8 1C 02 00 00
//Alt: movss [rax+0000021C],xmm5
131
"_activeSuspect"
Byte
968DAF59
132
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,SecurityGuardBehaviour:set_ActiveSuspect)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
xor edx,edx
originalcode:
sub rsp,18
mov [rsp],rdi
exit:
jmp returnhere
///
SecurityGuardBehaviour:set_ActiveSuspect:
jmp newmem
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
SecurityGuardBehaviour:set_ActiveSuspect:
db 48 83 EC 18 48 89 3C 24
//Alt: sub rsp,18
//Alt: mov [rsp],rdi
133
"enableSight"
Byte
968DAF60
134
"IsCheckState"
Byte
968DAFB1
135
"NowClose"
Byte
968DAF90
136
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,<CoroutineSight>c__Iterator13:MoveNext+195a)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
xor cl,cl
originalcode:
//seta cl
mov [rax+00000248],cl
exit:
jmp returnhere
///
<CoroutineSight>c__Iterator13:MoveNext+195a:
jmp newmem
nop
nop
nop
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
<CoroutineSight>c__Iterator13:MoveNext+195a:
db 40 0F 97 C1 40 88 88 48 02 00 00
//Alt: seta cl
//Alt: mov [rax+00000248],cl
137
"isCloseDistance"
Byte
968DAF91
138
"m_Flash"
1
8 Bytes
968DAEE0
139
"Hearability"
Float
968DAF68
140
"ActiveSearchingSystem"
Byte
968DAFB0
141
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
SecurityGuardBehaviour:UpdateCheckActiveAiSight+e4:
db 00
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SecurityGuardBehaviour:UpdateCheckActiveAiSight+e4:
db 01
145
"no woman head .1"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(cJmpIfNoWomanHeadToBeSpawnedAOB,GameManager:UpdateWomanHeadCooltime,GameManager:UpdateWomanHeadCooltime+127,0F 86 ** ** ** ** 48 8B 46 ** 48 8B C8)
registersymbol(cJmpIfNoWomanHeadToBeSpawnedAOB)
cJmpIfNoWomanHeadToBeSpawnedAOB: //GameManager:UpdateWomanHeadCooltime+fc:
db 90 E9
//Alt: jmp
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
cJmpIfNoWomanHeadToBeSpawnedAOB: //GameManager:UpdateWomanHeadCooltime+fc:
db 0F 86
//Alt: jbe
146
"no woman head .2"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
label(tpWomanHeadCooltime)
registersymbol(tpWomanHeadCooltime)
alloc(newmem,2048,GameManager:UpdateWomanHeadCooltime+d5)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
//xorps xmm5,xmm5
movss xmm5,[tpWomanHeadCooltime]
originalcode:
movss [rax+64],xmm5
exit:
jmp returnhere
///
tpWomanHeadCooltime:
dd (float)599
///
GameManager:UpdateWomanHeadCooltime+d5:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
GameManager:UpdateWomanHeadCooltime+d5:
db F3 0F 11 68 64
//Alt: movss [rax+64],xmm5
unregistersymbol(tpWomanHeadCooltime)
151
"no woman head .3"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
GhostWomanHeadBehaviour:Spawn:
db C9 C3 90 90
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
GhostWomanHeadBehaviour:Spawn:
db 55 48 8B EC
//Alt: push rbp
//Alt: mov rbp,rsp
147
"enable .1"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
label(pGameManager)
registersymbol(pGameManager)
alloc(newmem,2048,GameManager:Update)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pGameManager],rcx
originalcode:
push rbp
mov rbp,rsp
push rsi
exit:
jmp returnhere
///
pGameManager:
//
GameManager:Update:
jmp newmem
returnhere:
///***************************************///
aobscanregion(playTimeReadAOB,GameManager:Update,GameManager:Update+80b,F3 0F 10 40 68 F3 0F 5A C0)
registersymbol(playTimeReadAOB)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
alloc(newmem2,2048,playTimeReadAOB) //GameManager:Update+2ce)
label(returnhere2)
label(originalcode2)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerInfo],rax
originalcode2:
movss xmm0,[rax+68]
exit2:
jmp returnhere2
///
pPlayerInfo:
///
playTimeReadAOB: //GameManager:Update+2ce:
jmp newmem2
returnhere2:
///***************************************///
aobscanregion(itemQuantityWritesOnRemoveAOB,PlayerInfo:RemoveItem,PlayerInfo:RemoveItem+14a,89 48 14 49 8B 47 18)
registersymbol(itemQuantityWritesOnRemoveAOB)
label(bInfSave)
registersymbol(bInfSave)
alloc(newmem6,2048,itemQuantityWritesOnRemoveAOB) //PlayerInfo:RemoveItem+ca)
label(returnhere6)
label(originalcode6)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bInfSave],1
jne @f
cmp dword ptr [rax+10],#40040
jne @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
originalcode6:
mov [rax+14],ecx
mov rax,[r15+18]
exit6:
jmp returnhere6
///
bInfSave:
dd 0
///
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
jmp newmem6
nop
nop
returnhere6:
///***************************************///
label(bGodMode)
registersymbol(bGodMode)
label(pPlayerBehaviour)
registersymbol(pPlayerBehaviour)
alloc(newmem11,2048,PlayerBehaviour:OnUpdate)
label(returnhere11)
label(originalcode11)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerBehaviour],rcx
cmp byte ptr [bGodMode],1
jne @f
mov byte ptr [rcx+16c],1
originalcode11:
push rbp
mov rbp,rsp
push rsi
exit11:
jmp returnhere11
///
bGodMode:
dd 0
pPlayerBehaviour:
///
PlayerBehaviour:OnUpdate:
jmp newmem11
returnhere11:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
GameManager:Update:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(pGameManager)
///***************************************///
dealloc(newmem2)
playTimeReadAOB: //GameManager:Update+2ce:
db F3 0F 10 40 68
//Alt: movss xmm0,[rax+68]
unregistersymbol(pPlayerInfo)
///***************************************///
dealloc(newmem6)
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
db 89 48 14 49 8B 47 18
//Alt: mov [rax+14],ecx
//Alt: mov rax,[r15+18]
unregistersymbol(bInfSave)
///***************************************///
dealloc(newmem11)
PlayerBehaviour:OnUpdate:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(bGodMode)
unregistersymbol(pPlayerBehaviour)
150
"No description"
4 Bytes
15166390
149
"infinite School Coin"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bInfCoin:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
bInfCoin:
db 0
152
"No description"
Float
30C4B8F0
161
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem24,2048,InventoryBackpackBehaviour:OnClickItemUse+19f)
label(returnhere24)
label(originalcode24)
label(exit24)
newmem24: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bInfHealingItem],1
jne @f
mov ebx,[rax+10]
sub ebx,#30000
js @f
cmp ebx,#10000
jge @f
cmp dword ptr [rax+14],2
jge originalcode24
mov dword ptr [rax+14],2
jmp originalcode24
@@:
cmp byte ptr [bInfCoin],1
jne @f
cmp dword ptr [rax+10],#40030
jne @f
cmp dword ptr [rax+14],2
jge originalcode24
mov dword ptr [rax+14],2
jmp originalcode24
@@:
originalcode24:
movsxd rax,dword ptr [rax+14]
mov [rbp-34],eax
exit24:
jmp returnhere24
///
InventoryBackpackBehaviour:OnClickItemUse+19f:
jmp newmem24
nop
nop
returnhere24:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem24)
InventoryBackpackBehaviour:OnClickItemUse+19f:
db 48 63 40 14 89 45 CC
//Alt: movsxd rax,dword ptr [rax+14]
//Alt: mov [rbp-34],eax
160
"enable .2"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
label(pGameManager)
registersymbol(pGameManager)
alloc(newmem,2048,GameManager:Update)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pGameManager],rcx
originalcode:
push rbp
mov rbp,rsp
push rsi
exit:
jmp returnhere
///
pGameManager:
//
GameManager:Update:
jmp newmem
returnhere:
///***************************************///
aobscanregion(playTimeReadAOB,GameManager:Update,GameManager:Update+80b,F3 0F 10 40 68 F3 0F 5A C0)
registersymbol(playTimeReadAOB)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
alloc(newmem2,2048,playTimeReadAOB) //GameManager:Update+2ce)
label(returnhere2)
label(originalcode2)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerInfo],rax
originalcode2:
movss xmm0,[rax+68]
exit2:
jmp returnhere2
///
pPlayerInfo:
///
playTimeReadAOB: //GameManager:Update+2ce:
jmp newmem2
returnhere2:
///***************************************///
aobscanregion(itemQuantityWritesOnRemoveAOB,PlayerInfo:RemoveItem,PlayerInfo:RemoveItem+14a,89 48 14 49 8B 47 18)
registersymbol(itemQuantityWritesOnRemoveAOB)
label(bInfSave)
registersymbol(bInfSave)
label(bInfCoin)
registersymbol(bInfCoin)
label(bInfHealingItem)
registersymbol(bInfHealingItem)
alloc(newmem6,2048,itemQuantityWritesOnRemoveAOB) //PlayerInfo:RemoveItem+ca)
label(returnhere6)
label(originalcode6)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bInfSave],1
jne @f
cmp dword ptr [rax+10],#40040
jne @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
cmp byte ptr [bInfCoin],1
jne @f
cmp dword ptr [rax+10],#40030
jne @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
cmp byte ptr [bInfHealingItem],1
jne @f
mov edx,[rax+10]
sub edx,#30000
js originalcode6
cmp edx,#10000
jge @f
test ecx,ecx
jg originalcode6
mov ecx,1
jmp originalcode6
@@:
originalcode6:
mov [rax+14],ecx
mov rax,[r15+18]
exit6:
jmp returnhere6
///
bInfSave:
dd 0
bInfCoin:
dd 0
bInfHealingItem:
dd 0
///
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
jmp newmem6
nop
nop
returnhere6:
///***************************************///
label(bGodMode)
registersymbol(bGodMode)
label(pPlayerBehaviour)
registersymbol(pPlayerBehaviour)
alloc(newmem11,2048,PlayerBehaviour:OnUpdate)
label(returnhere11)
label(originalcode11)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pPlayerBehaviour],rcx
cmp byte ptr [bGodMode],1
jne @f
mov byte ptr [rcx+16c],1
originalcode11:
push rbp
mov rbp,rsp
push rsi
exit11:
jmp returnhere11
///
bGodMode:
dd 0
pPlayerBehaviour:
///
PlayerBehaviour:OnUpdate:
jmp newmem11
returnhere11:
///***************************************///
label(pTimeAttackAlarmBehaviour)
registersymbol(pTimeAttackAlarmBehaviour)
alloc(newmem17,2048,TimeAttackAlarmBehaviour:Update)
label(returnhere17)
label(originalcode17)
label(exit17)
newmem17: //this is allocated memory, you have read,write,execute access
//place your code here
mov [pTimeAttackAlarmBehaviour],rcx
originalcode17:
push rbp
mov rbp,rsp
push rsi
exit17:
jmp returnhere17
///
pTimeAttackAlarmBehaviour:
///
TimeAttackAlarmBehaviour:Update:
jmp newmem17
returnhere17:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
GameManager:Update:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(pGameManager)
///***************************************///
dealloc(newmem2)
playTimeReadAOB: //GameManager:Update+2ce:
db F3 0F 10 40 68
//Alt: movss xmm0,[rax+68]
unregistersymbol(pPlayerInfo)
///***************************************///
dealloc(newmem6)
itemQuantityWritesOnRemoveAOB: //PlayerInfo:RemoveItem+ca:
db 89 48 14 49 8B 47 18
//Alt: mov [rax+14],ecx
//Alt: mov rax,[r15+18]
unregistersymbol(bInfSave)
unregistersymbol(bInfCoin)
unregistersymbol(bInfHealingItem)
///***************************************///
dealloc(newmem11)
PlayerBehaviour:OnUpdate:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(bGodMode)
unregistersymbol(pPlayerBehaviour)
///***************************************///
dealloc(newmem17)
TimeAttackAlarmBehaviour:Update:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
unregistersymbol(pTimeAttackAlarmBehaviour)
163
"No description"
Byte
0210DEA8
166
"Value"
String
128
1
0
1
39808E0
14
167
"isFlicking"
Byte
EB14DC0
7D
169
"<isTurnOn>k__BackingField"
Byte
EB14DC0
84
Set Value
80
1
0
170
"<isTurnOnWithFlicking>k__BackingField"
Byte
EB14DC0
85
Set Value
80
1
0
171
"<isTurnOnCompletely>k__BackingField"
Byte
EB14DC0
86
Set Value
80
1
0
172
"No description"
Float
1890A1C0
173
"No Description"
Float
1890A1B0
174
"No Description"
Float
1890A1A0
177
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(lightIsTurnOnCheckAOB,TwinkleBehaviour:Update,TwinkleBehaviour:Update+284,0F B6 80 ** ** ** ** 85 C0)
registersymbol(lightIsTurnOnCheckAOB)
lightIsTurnOnCheckAOB+8: //TwinkleBehaviour:Update+b0:
db C9
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
lightIsTurnOnCheckAOB+8: //TwinkleBehaviour:Update+b0:
db C0
175
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
TwinkleBehaviour:Update+1a3:
db 90 90 90 90 90 90
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
TwinkleBehaviour:Update+1a3:
db 0F 86 7E 00 00 00
//Alt: jbe TwinkleBehaviour:Update+227
176
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(beforeEmissionEnableSetAOB,TwinkleBehaviour:Update,TwinkleBehaviour:Update+284,76 05 ** 01 00 00 00 48 8B 46 ** 48 8B C8)
registersymbol(beforeEmissionEnableSetAOB)
alloc(newmem,2048,beforeEmissionEnableSetAOB+7) //TwinkleBehaviour:Update+227)
label(returnhere)
label(originalcode_itemsalwaystwinkle)
registersymbol(originalcode_itemsalwaystwinkle)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(beforeEmissionEnableSetAOB+2,5)
originalcode_itemsalwaystwinkle:
readmem(beforeEmissionEnableSetAOB+7,7)
//mov rax,[rsi+20]
//mov rcx,rax
exit:
jmp returnhere
///
beforeEmissionEnableSetAOB+7: //TwinkleBehaviour:Update+227:
jmp newmem
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
beforeEmissionEnableSetAOB+7: //TwinkleBehaviour:Update+227:
readmem(originalcode_itemsalwaystwinkle,7)
//db 48 8B 46 20 48 8B C8
//Alt: mov rax,[rsi+20]
//Alt: mov rcx,rax
unregistersymbol(originalcode_itemsalwaystwinkle)
179
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
beforeEmissionEnableSetAOB+7: //TwinkleBehaviour:Update+227:
//readmem(originalcode_itemsalwaystwinkle,7)
db 48 8B 46 20 48 8B C8
//Alt: mov rax,[rsi+20]
//Alt: mov rcx,rax
unregistersymbol(originalcode_itemsalwaystwinkle)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
http://fearlessrevolution.com/viewtopic.php?f=4&t=4669