Search found 21 matches
- Sat Oct 28, 2017 5:09 am
- Forum: Tables
- Topic: Enter the Gungeon
- Replies: 22
- Views: 10060
Re: Enter the Gungeon
ce 6.7 table for the unholy 32bit version. a.- activeitem with cooldown has no cooldown b.- random rainbow chest ; has a fixed chance spawn rainbow chest when spawn other chest ; this is not 100% rainbow chest ; c.- charge mul ; adjust charge weapon charge time ; d.- dec_ammo_in_clip ; independent o...
- Thu Oct 05, 2017 7:11 pm
- Forum: Tables
- Topic: Cuphead Steam +4 Cheat Table (Update 1)
- Replies: 8
- Views: 9855
Re: Cuphead Steam +4 Cheat Table (Update 1)
32bit table for cuphead, about time scale 2 cheats for timescale thing, one for multiplier for player main weapon (default 8x), and other for global time scale (default 0..5x) When used both, main weapon mul will stack with global, so 4x in default. The table may better merge with other table, have ...
Stellatum
32bit table for Stellatum, may or may not work for other version and hotseat player.


- Mon Sep 11, 2017 4:42 am
- Forum: Tables
- Topic: Event Horizon
- Replies: 0
- Views: 160
Event Horizon
32bit table for Event Horizon v0.14.1, may not work for other version. before activate workshop related cheat, enter workshop, buy one cheap workshop item, if have star, buy the higher rank item. before activate skill related cheat, enter skill tree panel (not tech tree), click one icon (don't need ...
- Mon Aug 28, 2017 8:48 am
- Forum: Cheat Engine Lua Scripting
- Topic: Move bsNone
- Replies: 4
- Views: 333
Re: Move bsNone
CE's form has a DragNow method to simplify the task. eg. local frm = createForm() frm.Width,frm.Height,frm.Name = 300,100,"TestForm" frm.OnClose = function()return caFree end -- caFree -> auto destroy form on close -- frm.BorderStyle = bsNone -- remove comment if ready to test bsNone -- local prevCo...
- Thu Aug 24, 2017 8:47 pm
- Forum: Tables
- Topic: The Escapists 2
- Replies: 1
- Views: 576
The Escapists 2
32bit table for The Escapists 2 currently 1 cheat hairy-porter : -- hold RIGHT-MOUSE + designed keys to save position, designed keys alone to restore position, preset: key 7,8,9,0, numpad 1-6 -- designed keys can be customize inside script off this part, with VK_??? match the Lua Keycode variabbles ...
- Fri Jun 16, 2017 10:46 am
- Forum: Tables
- Topic: Goliath 1.06 (GOG)
- Replies: 0
- Views: 285
Goliath 1.06 (GOG)
32 bit table using mono features some notes: - Entity drop chance also related to biome and phase of game progress, the cheat not affect these 2 factors - Rage Aura will gone normally but overdrive effect is still there as long as rage decreasing - MegaConsole is a builtin debug console, not sure if...
- Tue May 30, 2017 6:30 am
- Forum: Tables
- Topic: Jotun v2.1.0.3
- Replies: 0
- Views: 438
Jotun v2.1.0.3
32bit table using mono feature, for GOG v2.1.0.3 hp regen; movement speed, depend on inverse mode or not, hold 'roll' to use alternative movement speed multiplier, the animation speed is not synced; zoom camera, hold 'roll' and 'change power left' or 'right' button toggle 2 defined zoom, the zoom va...
Sundered
64bit table using mono feature.
The game is in beta, will end after the gigantic boss whom need gun(?) to kill.
Hopefully still work for later version.

The game is in beta, will end after the gigantic boss whom need gun(?) to kill.
Hopefully still work for later version.

- Wed May 24, 2017 12:45 am
- Forum: General Gamehacking
- Topic: Conversion of damage modifier script to conditional MIN health
- Replies: 3
- Views: 795
Re: Conversion of damage modifier script to conditional MIN health
Oh dang, I don't known the obvious!
Thanks SunBeam!
... then it should be simply
Thanks SunBeam!
... then it should be simply
Code: Select all
maxss xmm0,dword ptr[MinimumHP]
...
MinimumHP: // label in somewhere
dd (float)1.0
- Mon May 22, 2017 7:38 pm
- Forum: General Gamehacking
- Topic: Conversion of damage modifier script to conditional MIN health
- Replies: 3
- Views: 795
Re: Conversion of damage modifier script to conditional MIN health
This check if the xmm0 is smaller than 50.0, if yes set it as 50.0 This compiled both 32bit/64bit, but I'm not actually tested in game, hope it work~ ... healthCheck: movss [esp-4],xmm0 // [esp-4] is temporary storage cmp [esp-4],(float)50 // compare it as signed integer, as they are ordered similar...
- Sat May 20, 2017 8:27 pm
- Forum: Tables
- Topic: Kingdoms And Castles
- Replies: 25
- Views: 20637
Kingdoms And Castles
+ 64 bit table for v1.06 & ce 6.7+ Content is similar Tested a giant map +180x+180 = 200x200 in this version, seems ok. + add a few more tick manipulation on villagers. They have a definite Life Span which decrease with tick, and there is age which increase with tick. Now the changing rate can be mo...
Forts
Test on v04.23/05.02/05.05, may not work for others, single player only. The 'teamId' in script is actually 'fort/core ID', it may need to switch it by NUM+1/2/3/4 in order to match your fort. It is 1 in most campaign map, but some time it can be 2/3/4. To sync the replay, any setting change (includ...
- Fri Mar 10, 2017 8:20 pm
- Forum: General Gamehacking
- Topic: Hollow Knight Script Issue
- Replies: 3
- Views: 1814
Re: Hollow Knight Script Issue
If it is a mono game, the function if its class name, function name, and may be its namespace name known, it can be force compiled by CE by referencing the said function's symbolic form in AA or Lua script, as FreeER said. eg a function TakeDamage at the class HeroController, the symbolic form is : ...
- Sat Mar 04, 2017 7:29 am
- Forum: Cheat Engine Lua Scripting
- Topic: [Solved] Read Memory Stream form findTableFile?
- Replies: 6
- Views: 1965
Re: Read Memory Stream form findTableFile?
The returned byte table can be convert to string with ce function byteTableToString eg. local bytes = stream.read(stream.Size) local str = byteTableToString(bytes) or use a stringStream which need not create intermediate Lua byte table (for performance?). function GetTableFileAsString(tfName) local ...