Sword Art Online Last Recollection (Steam). Working for 1.15

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a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Fri Oct 06, 2023 8:37 pm
well im currently searching for drop rate and sofar i only found one float value at +ChrBaseBp_C.m_Hp+fd8 that changes but doesnt show anything
Drops doesn't seem to matter in this game anyway. Most enemy don't drop anything and the rewards and in chest or hunt quest. Only the ingredients drop, and the drop rate seems to be 100% or close to it. There is also only 8 ingredients.
TheByteSize wrote:
Fri Oct 06, 2023 7:26 pm
resapawn time.

Code: Select all

[ENABLE]

aobscanmodule(sao_lr_respawn,$process,F3 0F 10 87 A8 31 00 00 F3 0F 5C) // should be unique
alloc(newmem,$1000,sao_lr_respawn)

label(code)
label(return)

newmem:
  cmp [rdi+000031A8],(float)300  //roughly 10 secs
  jng code
  mov [rdi+000031A8],(float)300
code:
  movss xmm0,[rdi+000031A8]
  jmp return

sao_lr_respawn:
  jmp newmem
  nop 3
return:
registersymbol(sao_lr_respawn)

[DISABLE]

sao_lr_respawn:
  db F3 0F 10 87 A8 31 00 00

unregistersymbol(sao_lr_respawn)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+1011B5D

sao_lr-Win64-Shipping.exe+1011B26: 0F 28 F9                       - movaps xmm7,xmm1
sao_lr-Win64-Shipping.exe+1011B29: 76 32                          - jna sao_lr-Win64-Shipping.exe+1011B5D
sao_lr-Win64-Shipping.exe+1011B2B: F3 0F 10 89 9C 31 00 00        - movss xmm1,[rcx+0000319C]
sao_lr-Win64-Shipping.exe+1011B33: F3 0F 10 81 98 31 00 00        - movss xmm0,[rcx+00003198]
sao_lr-Win64-Shipping.exe+1011B3B: E8 80 CD 5D 00                 - call sao_lr-Win64-Shipping.exe+15EE8C0
sao_lr-Win64-Shipping.exe+1011B40: 0F 2F C6                       - comiss xmm0,xmm6
sao_lr-Win64-Shipping.exe+1011B43: F3 0F 11 87 A8 31 00 00        - movss [rdi+000031A8],xmm0
sao_lr-Win64-Shipping.exe+1011B4B: 77 06                          - ja sao_lr-Win64-Shipping.exe+1011B53
sao_lr-Win64-Shipping.exe+1011B4D: 89 9F A8 31 00 00              - mov [rdi+000031A8],ebx
sao_lr-Win64-Shipping.exe+1011B53: 81 A7 50 01 00 00 FF FE FF FF  - and [rdi+00000150],FFFFFEFF
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+1011B5D: F3 0F 10 87 A8 31 00 00        - movss xmm0,[rdi+000031A8]
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+1011B65: F3 0F 5C C7                    - subss xmm0,xmm7
sao_lr-Win64-Shipping.exe+1011B69: 0F 28 7C 24 20                 - movaps xmm7,[rsp+20]
sao_lr-Win64-Shipping.exe+1011B6E: 0F 2F C6                       - comiss xmm0,xmm6
sao_lr-Win64-Shipping.exe+1011B71: F3 0F 11 87 A8 31 00 00        - movss [rdi+000031A8],xmm0
sao_lr-Win64-Shipping.exe+1011B79: 77 06                          - ja sao_lr-Win64-Shipping.exe+1011B81
sao_lr-Win64-Shipping.exe+1011B7B: 89 9F A8 31 00 00              - mov [rdi+000031A8],ebx
sao_lr-Win64-Shipping.exe+1011B81: 8B 87 B0 31 00 00              - mov eax,[rdi+000031B0]
sao_lr-Win64-Shipping.exe+1011B87: 85 C0                          - test eax,eax
sao_lr-Win64-Shipping.exe+1011B89: 0F 88 4D 01 00 00              - js sao_lr-Win64-Shipping.exe+1011CDC
sao_lr-Win64-Shipping.exe+1011B8F: E8 0C 3C 5F 00                 - call sao_lr-Win64-Shipping.exe+16057A0
}
The script doesn't seem to work.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Fri Oct 06, 2023 8:39 pm
gradius12 wrote:
Fri Oct 06, 2023 8:37 pm
well im currently searching for drop rate and sofar i only found one float value at +ChrBaseBp_C.m_Hp+fd8 that changes but doesnt show anything
.....
i tried the script and it works for the big guyys like hunter quests

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Fri Oct 06, 2023 8:51 pm
a_busy_man wrote:
Fri Oct 06, 2023 8:39 pm
gradius12 wrote:
Fri Oct 06, 2023 8:37 pm
well im currently searching for drop rate and sofar i only found one float value at +ChrBaseBp_C.m_Hp+fd8 that changes but doesnt show anything
.....
i tried the script and it works for the big guyys like hunter quests
I was trying with normal ones, so it is only for the Hunt Quest then. Edit: Indeed, it is is for the Hunter Quests. Added to the table.

Edit2: Added Infinite Weapon Awakening script. It takes a while to activate compared to the rest, but once it is on, you won't run out of gauge no matter what weapon you are using. You need to use the action to charge the gauge once to the script to be called unless you are already at full gauge.

Edit3:What is the highest value you get on +ChrBaseBp_C.m_Hp+50 (the field I have named Script_cmp (Report if 300+))? I am merely chapter 4 and it is already 290, I need to now the cap to adjust the script properly or past 300 (current number) they will stop working well.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

̶a̶̶f̶̶t̶̶e̶̶r̶̶ ̶̶c̶̶h̶̶e̶̶c̶̶k̶̶i̶̶n̶̶g̶̶ ̶̶i̶̶f̶̶ ̶̶d̶̶r̶̶o̶̶p̶̶r̶̶a̶̶t̶̶e̶̶ ̶̶a̶̶n̶̶d̶̶ ̶̶r̶̶a̶̶r̶̶e̶̶ ̶̶d̶̶r̶̶o̶̶p̶̶r̶̶a̶̶t̶̶e̶̶ ̶̶d̶̶o̶̶ ̶̶s̶̶o̶̶m̶̶e̶̶t̶̶h̶̶i̶̶n̶̶g̶̶ ̶̶i̶̶ ̶̶c̶̶a̶̶n̶̶ ̶̶n̶̶o̶̶w̶̶ ̶̶c̶̶o̶̶n̶̶f̶̶i̶̶r̶̶m̶̶ ̶̶i̶̶t̶̶ ̶̶d̶̶o̶̶e̶̶s̶̶ ̶̶d̶̶o̶̶ ̶̶s̶̶o̶̶m̶̶e̶̶t̶̶h̶̶i̶̶n̶̶g̶̶ ̶̶e̶̶v̶̶e̶̶r̶̶y̶̶t̶̶i̶̶m̶̶e̶̶ ̶̶i̶̶ ̶̶f̶̶i̶̶g̶̶h̶̶t̶̶ ̶̶t̶̶h̶̶e̶̶ ̶̶h̶̶u̶̶n̶̶t̶̶e̶̶r̶̶ ̶̶q̶̶u̶̶e̶̶s̶̶t̶̶ ̶̶o̶̶r̶̶ ̶̶o̶̶p̶̶e̶̶n̶̶ ̶̶a̶̶ ̶̶c̶̶h̶̶e̶̶s̶̶t̶̶ ̶̶i̶̶ ̶̶g̶̶e̶̶t̶̶ ̶̶e̶̶q̶̶u̶̶i̶̶p̶̶m̶̶e̶̶n̶̶t̶̶ ̶̶w̶̶i̶̶t̶̶h̶̶ ̶̶s̶̶k̶̶i̶̶l̶̶l̶̶s̶̶ ̶̶a̶̶t̶̶t̶̶a̶̶c̶̶h̶̶e̶̶d̶ never mind seems random still
Last edited by gradius12 on Sat Oct 07, 2023 4:04 am, edited 1 time in total.

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Rienfleche
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by Rienfleche »

Simplify table pointer code to script that only need one click
Attachments
SWORD ART ONLINE LAST RECOLLECTION.CT
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Mirfah
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by Mirfah »

a_busy_man wrote:
Fri Oct 06, 2023 8:52 pm
gradius12 wrote:
Fri Oct 06, 2023 8:51 pm
a_busy_man wrote:
Fri Oct 06, 2023 8:39 pm

.....
i tried the script and it works for the big guyys like hunter quests
I was trying with normal ones, so it is only for the Hunt Quest then. Edit: Indeed, it is is for the Hunter Quests. Added to the table.

Edit2: Added Infinite Weapon Awakening script. It takes a while to activate compared to the rest, but once it is on, you won't run out of gauge no matter what weapon you are using. You need to use the action to charge the gauge once to the script to be called unless you are already at full gauge.

Edit3:What is the highest value you get on +ChrBaseBp_C.m_Hp+50 (the field I have named Script_cmp (Report if 300+))? I am merely chapter 4 and it is already 290, I need to now the cap to adjust the script properly or past 300 (current number) they will stop working well.
I'm at chapter 10 and mine is at 310 currently. Aside from that, been trying to find character settings in memory and having no luck, feel like I'm just dumb when it comes to UE games, had issues with it in Remnant 2 as well. I just want Dorothy's hair, why isn't it an option to begin with?? Yui's is nice too, smfh.

Edit: Beat the game, it's at 312 now.

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Rienfleche wrote:
Sat Oct 07, 2023 3:50 am
Simplify table pointer code to script that only need one click
Persinally I think Max Money and Max Skill Points aren't needed having the pointers and without a reason to have them always maxed. I may make a money don't decrease if people is lazy to freeze the money or forgot though. Same with Skill Points.

The one for Skill and friendship after a single use was something I had pendent to work into, so I am adding to the table. The Scripts say it is amde by ASUS, but I get that is jsut the name of your PC. Crediting to Rienfleche is fine?

By the way, the Friendship one I think will work better modified like this:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(FriendShip,sao_lr-Win64-Shipping.exe,66 89 AF 58 01 00 00) // should be unique
alloc(newmem,$1000,FriendShip)

label(code)
label(return)

newmem:
  cmp bp,#2700
  jge code
  mov bp,#2700

code:
  mov [rdi+00000158],bp
  jmp return

FriendShip:
  jmp newmem
  nop 2
return:
registersymbol(FriendShip)

[DISABLE]

FriendShip:
  db 66 89 AF 58 01 00 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+10EA1EB

sao_lr-Win64-Shipping.exe+10EA1C1: 45 33 C9              - xor r9d,r9d
sao_lr-Win64-Shipping.exe+10EA1C4: 0F B7 8F 58 01 00 00  - movzx ecx,word ptr [rdi+00000158]
sao_lr-Win64-Shipping.exe+10EA1CB: 44 8B C5              - mov r8d,ebp
sao_lr-Win64-Shipping.exe+10EA1CE: 88 44 24 38           - mov [rsp+38],al
sao_lr-Win64-Shipping.exe+10EA1D2: C6 44 24 30 3E        - mov byte ptr [rsp+30],3E
sao_lr-Win64-Shipping.exe+10EA1D7: C6 44 24 28 3D        - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+10EA1DC: 48 89 5C 24 20        - mov [rsp+20],rbx
sao_lr-Win64-Shipping.exe+10EA1E1: E8 EA 9A F3 FF        - call sao_lr-Win64-Shipping.exe+1023CD0
sao_lr-Win64-Shipping.exe+10EA1E6: EB 03                 - jmp sao_lr-Win64-Shipping.exe+10EA1EB
sao_lr-Win64-Shipping.exe+10EA1E8: 0F B7 EA              - movzx ebp,dx
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+10EA1EB: 66 89 AF 58 01 00 00  - mov [rdi+00000158],bp
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+10EA1F2: 48 85 FF              - test rdi,rdi
sao_lr-Win64-Shipping.exe+10EA1F5: 75 49                 - jne sao_lr-Win64-Shipping.exe+10EA240
sao_lr-Win64-Shipping.exe+10EA1F7: 41 B0 01              - mov r8b,01
sao_lr-Win64-Shipping.exe+10EA1FA: 33 D2                 - xor edx,edx
sao_lr-Win64-Shipping.exe+10EA1FC: 0F B7 CE              - movzx ecx,si
sao_lr-Win64-Shipping.exe+10EA1FF: E8 9C 68 FE FF        - call sao_lr-Win64-Shipping.exe+10D0AA0
sao_lr-Win64-Shipping.exe+10EA204: 48 8B F8              - mov rdi,rax
sao_lr-Win64-Shipping.exe+10EA207: 48 85 C0              - test rax,rax
sao_lr-Win64-Shipping.exe+10EA20A: 75 34                 - jne sao_lr-Win64-Shipping.exe+10EA240
sao_lr-Win64-Shipping.exe+10EA20C: E8 BF 58 FE FF        - call sao_lr-Win64-Shipping.exe+10CFAD0
}
It is just checking if the the value. if it is 2700 or over, it does the normal process in code, otherwise, it forces it to be 2700. This way, it wouldn't diminish since the value can go over despite the affinity being maxed for game purposes. Exact same change to the Skill one since the values can also go over.
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(WeaponArt,$process,66 89 53 04 66 3B C2) // should be unique
alloc(newmem,$1000,WeaponArt)

label(code)
label(return)

newmem:
  cmp dx,#10000
  jge code
  mov dx,#10000

code:
  mov [rbx+04],dx
  cmp ax,dx
  jmp return

WeaponArt:
  jmp newmem
  nop 2
return:
registersymbol(WeaponArt)

[DISABLE]

WeaponArt:
  db 66 89 53 04 66 3B C2

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+12BB69A

sao_lr-Win64-Shipping.exe+12BB671: 45 33 C9        - xor r9d,r9d
sao_lr-Win64-Shipping.exe+12BB674: 88 44 24 38     - mov [rsp+38],al
sao_lr-Win64-Shipping.exe+12BB678: 44 8B C7        - mov r8d,edi
sao_lr-Win64-Shipping.exe+12BB67B: C6 44 24 30 3E  - mov byte ptr [rsp+30],3E
sao_lr-Win64-Shipping.exe+12BB680: C6 44 24 28 3D  - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+12BB685: 48 89 74 24 20  - mov [rsp+20],rsi
sao_lr-Win64-Shipping.exe+12BB68A: E8 81 B7 E0 FF  - call sao_lr-Win64-Shipping.exe+10C6E10
sao_lr-Win64-Shipping.exe+12BB68F: 66 89 7B 04     - mov [rbx+04],di
sao_lr-Win64-Shipping.exe+12BB693: EB 0E           - jmp sao_lr-Win64-Shipping.exe+12BB6A3
sao_lr-Win64-Shipping.exe+12BB695: B8 10 27 00 00  - mov eax,00002710
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+12BB69A: 66 89 53 04     - mov [rbx+04],dx
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+12BB69E: 66 3B C2        - cmp ax,dx
sao_lr-Win64-Shipping.exe+12BB6A1: 77 1D           - ja sao_lr-Win64-Shipping.exe+12BB6C0
sao_lr-Win64-Shipping.exe+12BB6A3: 0F B7 03        - movzx eax,word ptr [rbx]
sao_lr-Win64-Shipping.exe+12BB6A6: 48 8D 4C 24 40  - lea rcx,[rsp+40]
sao_lr-Win64-Shipping.exe+12BB6AB: 66 89 44 24 40  - mov [rsp+40],ax
sao_lr-Win64-Shipping.exe+12BB6B0: E8 8B 50 FF FF  - call sao_lr-Win64-Shipping.exe+12B0740
sao_lr-Win64-Shipping.exe+12BB6B5: 84 C0           - test al,al
sao_lr-Win64-Shipping.exe+12BB6B7: 74 07           - je sao_lr-Win64-Shipping.exe+12BB6C0
sao_lr-Win64-Shipping.exe+12BB6B9: B1 01           - mov cl,01
sao_lr-Win64-Shipping.exe+12BB6BB: E8 C0 4D FB FF  - call sao_lr-Win64-Shipping.exe+1270480
}
Mirfah wrote:
Sat Oct 07, 2023 4:42 am
I'm at chapter 10 and mine is at 310 currently. Aside from that, been trying to find character settings in memory and having no luck, feel like I'm just dumb when it comes to UE games, had issues with it in Remnant 2 as well. I just want Dorothy's hair, why isn't it an option to begin with?? Yui's is nice too, smfh.
Changed the value to 314 on the next version, let's hope is enough. Than you very much. Edit: I see your edit now. I am leaving it at 314 since it track lower "than" and it always goes in groups of two.
The personalization of MC/Kirito was something I found, but editing it was useless, and it was dynamic, so I didn't even bother making a pointer given the no use of it anyway. Maybe there is a different place where it is.

Edit: Infinite Money script done. Money doesn't decrease, but it can increase.

Edit2: In the end I made also a Infinite Skill Points script. You cna icnrease Skill point normally but shouldn't decrease.

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Rienfleche
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by Rienfleche »

it's okay, it's just my habit to set value at max everytime i see it. i am still learning how cheat engine work,
still have hard time to make cheat with
cmp blablala
je code
mov XXX, XXX

asus is my pc i haven't change it. yeah Rienfleche is fine

I try to make infinite Hp with cmp only for player and ally, which copy max hp to current hp value.
and max items and material (haven't have clue how to cmp that address to how many value, eq for 100 first items is always 9 then 101 items not affected by the value)
Spoiler
a_busy_man wrote:
Sat Oct 07, 2023 5:16 am
Rienfleche wrote:
Sat Oct 07, 2023 3:50 am
Simplify table pointer code to script that only need one click
Persinally I think Max Money and Max Skill Points aren't needed having the pointers and without a reason to have them always maxed. I may make a money don't decrease if people is lazy to freeze the money or forgot though. Same with Skill Points.

The one for Skill and friendship after a single use was something I had pendent to work into, so I am adding to the table. The Scripts say it is amde by ASUS, but I get that is jsut the name of your PC. Crediting to Rienfleche is fine?

By the way, the Friendship one I think will work better modified like this:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(FriendShip,sao_lr-Win64-Shipping.exe,66 89 AF 58 01 00 00) // should be unique
alloc(newmem,$1000,FriendShip)

label(code)
label(return)

newmem:
  cmp bp,#2700
  jge code
  mov bp,#2700

code:
  mov [rdi+00000158],bp
  jmp return

FriendShip:
  jmp newmem
  nop 2
return:
registersymbol(FriendShip)

[DISABLE]

FriendShip:
  db 66 89 AF 58 01 00 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+10EA1EB

sao_lr-Win64-Shipping.exe+10EA1C1: 45 33 C9              - xor r9d,r9d
sao_lr-Win64-Shipping.exe+10EA1C4: 0F B7 8F 58 01 00 00  - movzx ecx,word ptr [rdi+00000158]
sao_lr-Win64-Shipping.exe+10EA1CB: 44 8B C5              - mov r8d,ebp
sao_lr-Win64-Shipping.exe+10EA1CE: 88 44 24 38           - mov [rsp+38],al
sao_lr-Win64-Shipping.exe+10EA1D2: C6 44 24 30 3E        - mov byte ptr [rsp+30],3E
sao_lr-Win64-Shipping.exe+10EA1D7: C6 44 24 28 3D        - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+10EA1DC: 48 89 5C 24 20        - mov [rsp+20],rbx
sao_lr-Win64-Shipping.exe+10EA1E1: E8 EA 9A F3 FF        - call sao_lr-Win64-Shipping.exe+1023CD0
sao_lr-Win64-Shipping.exe+10EA1E6: EB 03                 - jmp sao_lr-Win64-Shipping.exe+10EA1EB
sao_lr-Win64-Shipping.exe+10EA1E8: 0F B7 EA              - movzx ebp,dx
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+10EA1EB: 66 89 AF 58 01 00 00  - mov [rdi+00000158],bp
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+10EA1F2: 48 85 FF              - test rdi,rdi
sao_lr-Win64-Shipping.exe+10EA1F5: 75 49                 - jne sao_lr-Win64-Shipping.exe+10EA240
sao_lr-Win64-Shipping.exe+10EA1F7: 41 B0 01              - mov r8b,01
sao_lr-Win64-Shipping.exe+10EA1FA: 33 D2                 - xor edx,edx
sao_lr-Win64-Shipping.exe+10EA1FC: 0F B7 CE              - movzx ecx,si
sao_lr-Win64-Shipping.exe+10EA1FF: E8 9C 68 FE FF        - call sao_lr-Win64-Shipping.exe+10D0AA0
sao_lr-Win64-Shipping.exe+10EA204: 48 8B F8              - mov rdi,rax
sao_lr-Win64-Shipping.exe+10EA207: 48 85 C0              - test rax,rax
sao_lr-Win64-Shipping.exe+10EA20A: 75 34                 - jne sao_lr-Win64-Shipping.exe+10EA240
sao_lr-Win64-Shipping.exe+10EA20C: E8 BF 58 FE FF        - call sao_lr-Win64-Shipping.exe+10CFAD0
}
It is just checking if the the value. if it is 2700 or over, it does the normal process in code, otherwise, it forces it to be 2700. This way, it wouldn't diminish since the value can go over despite the affinity being maxed for game purposes. Exact same change to the Skill one since the values can also go over.
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(WeaponArt,$process,66 89 53 04 66 3B C2) // should be unique
alloc(newmem,$1000,WeaponArt)

label(code)
label(return)

newmem:
  cmp dx,#10000
  jge code
  mov dx,#10000

code:
  mov [rbx+04],dx
  cmp ax,dx
  jmp return

WeaponArt:
  jmp newmem
  nop 2
return:
registersymbol(WeaponArt)

[DISABLE]

WeaponArt:
  db 66 89 53 04 66 3B C2

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+12BB69A

sao_lr-Win64-Shipping.exe+12BB671: 45 33 C9        - xor r9d,r9d
sao_lr-Win64-Shipping.exe+12BB674: 88 44 24 38     - mov [rsp+38],al
sao_lr-Win64-Shipping.exe+12BB678: 44 8B C7        - mov r8d,edi
sao_lr-Win64-Shipping.exe+12BB67B: C6 44 24 30 3E  - mov byte ptr [rsp+30],3E
sao_lr-Win64-Shipping.exe+12BB680: C6 44 24 28 3D  - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+12BB685: 48 89 74 24 20  - mov [rsp+20],rsi
sao_lr-Win64-Shipping.exe+12BB68A: E8 81 B7 E0 FF  - call sao_lr-Win64-Shipping.exe+10C6E10
sao_lr-Win64-Shipping.exe+12BB68F: 66 89 7B 04     - mov [rbx+04],di
sao_lr-Win64-Shipping.exe+12BB693: EB 0E           - jmp sao_lr-Win64-Shipping.exe+12BB6A3
sao_lr-Win64-Shipping.exe+12BB695: B8 10 27 00 00  - mov eax,00002710
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+12BB69A: 66 89 53 04     - mov [rbx+04],dx
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+12BB69E: 66 3B C2        - cmp ax,dx
sao_lr-Win64-Shipping.exe+12BB6A1: 77 1D           - ja sao_lr-Win64-Shipping.exe+12BB6C0
sao_lr-Win64-Shipping.exe+12BB6A3: 0F B7 03        - movzx eax,word ptr [rbx]
sao_lr-Win64-Shipping.exe+12BB6A6: 48 8D 4C 24 40  - lea rcx,[rsp+40]
sao_lr-Win64-Shipping.exe+12BB6AB: 66 89 44 24 40  - mov [rsp+40],ax
sao_lr-Win64-Shipping.exe+12BB6B0: E8 8B 50 FF FF  - call sao_lr-Win64-Shipping.exe+12B0740
sao_lr-Win64-Shipping.exe+12BB6B5: 84 C0           - test al,al
sao_lr-Win64-Shipping.exe+12BB6B7: 74 07           - je sao_lr-Win64-Shipping.exe+12BB6C0
sao_lr-Win64-Shipping.exe+12BB6B9: B1 01           - mov cl,01
sao_lr-Win64-Shipping.exe+12BB6BB: E8 C0 4D FB FF  - call sao_lr-Win64-Shipping.exe+1270480
}
Mirfah wrote:
Sat Oct 07, 2023 4:42 am
I'm at chapter 10 and mine is at 310 currently. Aside from that, been trying to find character settings in memory and having no luck, feel like I'm just dumb when it comes to UE games, had issues with it in Remnant 2 as well. I just want Dorothy's hair, why isn't it an option to begin with?? Yui's is nice too, smfh.
Changed the value to 314 on the next version, let's hope is enough. Than you very much. Edit: I see your edit now. I am leaving it at 314 since it track lower "than" and it always goes in groups of two.
The personalization of MC/Kirito was something I found, but editing it was useless, and it was dynamic, so I didn't even bother making a pointer given the no use of it anyway. Maybe there is a different place where it is.

Edit: Infinite Money script done. Money doesn't decrease, but it can increase.

Edit2: In the end I made also a Infinite Skill Points script. You cna icnrease Skill point normally but shouldn't decrease.

kloze
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by kloze »

Improved display speed of Highlighted script.
Highlighted Skill Use Count
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>68962</ID>
<Description>"Highlighted Skill Use Count (Caution: Enable only in Menu.)"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : sao_lr-Win64-Shipping.exe
Version:
Date : 2023-10-07
Author : kloze

This script does blah blah blah
}

[ENABLE]

aobscanmodule(skill,$process,0F B7 43 04 48 8B 5C 24 30) // should be unique
alloc(newmem,$1000,skill)
alloc(count,4)
registersymbol(count)

label(code)
label(return)

newmem:
mov [count], rbx
add [count], 04
code:
movzx eax,word ptr [rbx+04]
mov rbx,[rsp+30]
jmp return

skill:
jmp newmem
nop 4
return:
registersymbol(skill)

[DISABLE]

skill:
db 0F B7 43 04 48 8B 5C 24 30

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>69483</ID>
<Description>"Use Count"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>count</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>68963</ID>
<Description>"*Menu &gt; Skill Palette &gt; Palette settings(Skill List)"</Description>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Highlighted Item
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>68743</ID>
<Description>"Highlighted Item"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : sao_lr-Win64-Shipping.exe
Version:
Date : 2023-10-07
Author : kloze

This script does blah blah blah
}

[ENABLE]

aobscanmodule(item,$process,45 0F BF 38 41 8B CE) // should be unique
alloc(newmem,$1000,item)
alloc(iBase,4)
registersymbol(iBase)

label(code)
label(return)

newmem:
mov [iBase], r8
code:
movsx r15d,word ptr [r8]
mov ecx,r14d
jmp return

item:
jmp newmem
nop 2
return:
registersymbol(item)

[DISABLE]

item:
db 45 0F BF 38 41 8B CE

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>68744</ID>
<Description>"Item"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>iBase</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Rienfleche wrote:
Sat Oct 07, 2023 9:01 am
it's okay, it's just my habit to set value at max everytime i see it. i am still learning how cheat engine work,
still have hard time to make cheat with
cmp blablala
je code
mov XXX, XXX

asus is my pc i haven't change it. yeah Rienfleche is fine

I try to make infinite Hp with cmp only for player and ally, which copy max hp to current hp value.
and max items and material (haven't have clue how to cmp that address to how many value, eq for 100 first items is always 9 then 101 items not affected by the value)
God Mode is Infinite Hp and does exactly that. The value to use is quite hard as the only two available that really seaprate allies from enemies change through the game, so the value has to be set to affect everything lower thgan a certain number differntly than what is greater.

cmp just compares the two values, it does nothing else. You cna use the jump commands to follow the reuslt of the cmp for example je means jump if equal and jne jump if not equal.

PD. Haven't touched the max item/material, but given that only consumables and materials can be stacked, and the total existing items of those types is quite low, using the highlight item to put as many as you want it better. A non-dminish item script on the other hand may be useful.
kloze wrote:
Sat Oct 07, 2023 9:22 am
Improved display speed of Highlighted script.
Highlighted Skill Use Count
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>68962</ID>
<Description>"Highlighted Skill Use Count (Caution: Enable only in Menu.)"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : sao_lr-Win64-Shipping.exe
Version:
Date : 2023-10-07
Author : kloze

This script does blah blah blah
}

[ENABLE]

aobscanmodule(skill,$process,0F B7 43 04 48 8B 5C 24 30) // should be unique
alloc(newmem,$1000,skill)
alloc(count,4)
registersymbol(count)

label(code)
label(return)

newmem:
mov [count], rbx
add [count], 04
code:
movzx eax,word ptr [rbx+04]
mov rbx,[rsp+30]
jmp return

skill:
jmp newmem
nop 4
return:
registersymbol(skill)

[DISABLE]

skill:
db 0F B7 43 04 48 8B 5C 24 30

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>69483</ID>
<Description>"Use Count"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>count</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>68963</ID>
<Description>"*Menu &gt; Skill Palette &gt; Palette settings(Skill List)"</Description>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Highlighted Item
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>68743</ID>
<Description>"Highlighted Item"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : sao_lr-Win64-Shipping.exe
Version:
Date : 2023-10-07
Author : kloze

This script does blah blah blah
}

[ENABLE]

aobscanmodule(item,$process,45 0F BF 38 41 8B CE) // should be unique
alloc(newmem,$1000,item)
alloc(iBase,4)
registersymbol(iBase)

label(code)
label(return)

newmem:
mov [iBase], r8
code:
movsx r15d,word ptr [r8]
mov ecx,r14d
jmp return

item:
jmp newmem
nop 2
return:
registersymbol(item)

[DISABLE]

item:
db 45 0F BF 38 41 8B CE

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>68744</ID>
<Description>"Item"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>iBase</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Great! I will check them lated before releasing new version, I have lots of new things so it is alreayd time but I have been quite absorbed in the story.

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

Version 1.3 of the table released. There are lot sof things on this one, and I fear I might have missed something on the changelog.

v.1.3 Update
  • Added several more characters.
  • Added two new Stats on item parameters, and some missing Max Values.
  • Fixed small issues with Skill Use.
  • Added Food Buff Duration (secs) and Food Buff Effect On Character Pointers.
  • Added Infinite Food Buff script.
  • Added Quick Respawn Hunt Quest by TheByteSize.
  • Added Infinite Weapon Awakening script.
  • Added Affinity Once to Max and Skill Once to Max scripts. Modified from the original made by Rienfleche
  • Added Infinite Money and Infinite Skill Point scripts.
  • Updated kloze's scripts for faster versions of them.
  • Updated Scripts for better compatbiliyt for future updates.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

i added some missing potions in garumes documents

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sat Oct 07, 2023 12:09 pm
i added some missing potions in garumes documents
Added to dropdown. I knew I was missing some for the effects but didn't know the values, with this I think the dropdown of potions is already complete.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

and it seems the skill buff time is a up counting float value i found it in my game


seems like it doesnt stay on that address i found but i will show my search history for what i did i used a grouped value search for example billion blossom that looked like this 4byte the skill id then a float value as wildcard(*) then the third float value the buff time duration which is 60
so i guess it uses a
4 type for id
float value (used up time )
float value max time how long

last dualwield skill with the unused description is big bang quasar

demorest2
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by demorest2 »

a_busy_man wrote:
Sat Oct 07, 2023 1:02 pm
gradius12 wrote:
Sat Oct 07, 2023 12:09 pm
i added some missing potions in garumes documents
Added to dropdown. I knew I was missing some for the effects but didn't know the values, with this I think the dropdown of potions is already complete.
Haya. How to unlock all weps upgrades n achieve all medals!? I put all skills to 10000, they r 3 stars, but not u[graded and no medals unlocked((

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