Hand of Fate 2 (2017-11-16)

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Shinkansen
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Hand of Fate 2 (2017-11-16)

Post by Shinkansen » Thu Nov 09, 2017 10:04 am

Simple table for Hand of Fate 2, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.


V1005
1. Tested game version V1.0.7 32-bit. May work on other versions.


V1004
1. EquipmentData.
When playing challenges, inspect equipment with tokens in the unequipped equipment section of the inventory.

Allows the following to be modfied.
- Count. Token kill counter.


V1003
1. ChanceCardTask.
"Shuffle Set to No Shuffle?" fixed to not require specific Blessings / Companion combos to work.

2. Ability.
"Attack Counter Set to Massive?" sets Attack Counter to massive.
"Cooldown Set to 0?" sets Cooldown to 0.


V1002
1. ChanceCardTask.
"Shuffle Set to No Shuffle?" sets shuffle to no shuffle.

2. WheelOfFortune.
"Speed Set to Slow?" sets speed to slow.

3. Pendulum.
"Pendulum Set to Easy?" sets beam to slow, and when the beam hits a block, sets block to massive and huge success.


V1001
1. ChanceCard.
"Card Set to ChanceType Value?" sets selected Chance Card to ChanceType Vallue.


V1000
1. Tested game version V1.0.0 32-bit. May work on other versions.

2. Player.
"Health Set to Max?" sets Health to max.
"Resources Set to Massive?" sets Resources to massive.
"Damage Multiplier Set to Massive?" sets Damage Multiplier to massive.
"Dice Set to Massive?" sets Dice to massive.

3. PlayerHealthUI.
"Health Set to Max?" sets Health to max.
Attachments
Shinkansen Hand of Fate 2 V1005.CT
2017-11-16
(136.97 KiB) Downloaded 533 times
Shinkansen Hand of Fate 2 V1004.CT
2017-11-14
(138.39 KiB) Downloaded 287 times
Shinkansen Hand of Fate 2 V1003.CT
2017-11-12
(132.83 KiB) Downloaded 460 times
Shinkansen Hand of Fate 2 V1002.CT
2017-11-11
(119.28 KiB) Downloaded 212 times
Shinkansen Hand of Fate 2 V1001.CT
2017-11-10
(79.03 KiB) Downloaded 146 times
Shinkansen Hand of Fate 2 V1000.CT
2017-11-09
(58.47 KiB) Downloaded 211 times
Last edited by Shinkansen on Thu Nov 16, 2017 7:09 am, edited 8 times in total.

Zanzer
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Re: Hand of Fate 2 (2017-11-09)

Post by Zanzer » Fri Nov 10, 2017 1:38 am

Below are two auto assembler scripts for Always Huge Success. Either should enable the desired effect.

Note: Since this is a Mono game, you cannot activate the script until AFTER the first chance card encounter.

Code: Select all

[ENABLE]
// <GetChanceCardPrefab>c__AnonStorey2:<>m__0
aobscan(hugeSuccess,39 00 8B 80 ?? ?? ?? ?? 8B 4D 08 8B 49 08)
hugeSuccess+08:
  db 31 C9 90 90 90 90
registersymbol(hugeSuccess)

[DISABLE]
hugeSuccess+08:
  db 8B 4D 08 8B 49 08
unregistersymbol(hugeSuccess)

{
// ORIGINAL CODE - INJECTION POINT: 2A01E061

""+2A01E047: 00 00                 -  add [eax],al
""+2A01E049: 00 00                 -  add [eax],al
""+2A01E04B: 00 00                 -  add [eax],al
""+2A01E04D: 00 00                 -  add [eax],al
""+2A01E04F: 00 55 8B              -  add [ebp-75],dl
""+2A01E052: EC                    -  in al,dx
""+2A01E053: 83 EC 08              -  sub esp,08
""+2A01E056: 8B 45 0C              -  mov eax,[ebp+0C]
""+2A01E059: 39 00                 -  cmp [eax],eax
""+2A01E05B: 8B 80 00 01 00 00     -  mov eax,[eax+00000100]
// ---------- INJECTING HERE ----------
""+2A01E061: 8B 4D 08              -  mov ecx,[ebp+08]
""+2A01E064: 8B 49 08              -  mov ecx,[ecx+08]
// ---------- DONE INJECTING  ----------
""+2A01E067: 3B C1                 -  cmp eax,ecx
""+2A01E069: 0F 94 C0              -  sete al
""+2A01E06C: 0F B6 C0              -  movzx eax,al
""+2A01E06F: C9                    -  leave 
""+2A01E070: C3                    -  ret 
""+2A01E071: 00 00                 -  add [eax],al
""+2A01E073: 00 00                 -  add [eax],al
""+2A01E075: 00 00                 -  add [eax],al
""+2A01E077: 00 BA 1C 93 CC 3A     -  add [edx+3ACC931C],bh
""+2A01E07D: E9 BE 75 3F DC        -  jmp InternalEnumerator`1:Dispose
}

Code: Select all

[ENABLE]
// CardManager:GetChanceCardPrefab
aobscan(hugeSuccess2,68 ?? ?? ?? ?? E8 ?? ?? ?? ?? 83 C4 10 8B 4D 0C 89 48 08 8B 4D 08 8B 49 1C)
hugeSuccess2+0D:
  db 31 C9 90
registersymbol(hugeSuccess2)

[DISABLE]
hugeSuccess2+0D:
  db 8B 4D 0C
unregistersymbol(hugeSuccess2)

{
// ORIGINAL CODE - INJECTION POINT: 2181F3D6

""+2181F3B9: E4 00                 -  in al,00
""+2181F3BB: 00 00                 -  add [eax],al
""+2181F3BD: 00 00                 -  add [eax],al
""+2181F3BF: 00 55 8B              -  add [ebp-75],dl
""+2181F3C2: EC                    -  in al,dx
""+2181F3C3: 83 EC 08              -  sub esp,08
""+2181F3C6: 83 EC 0C              -  sub esp,0C
""+2181F3C9: 68 48 48 FA 38        -  push 38FA4848
""+2181F3CE: E8 F5 1C B8 E4        -  call System:Object:__icall_wrapper_mono_object_new_ptrfree
""+2181F3D3: 83 C4 10              -  add esp,10
// ---------- INJECTING HERE ----------
""+2181F3D6: 8B 4D 0C              -  mov ecx,[ebp+0C]
""+2181F3D9: 89 48 08              -  mov [eax+08],ecx
// ---------- DONE INJECTING  ----------
""+2181F3DC: 8B 4D 08              -  mov ecx,[ebp+08]
""+2181F3DF: 8B 49 1C              -  mov ecx,[ecx+1C]
""+2181F3E2: 89 4D FC              -  mov [ebp-04],ecx
""+2181F3E5: 8B C8                 -  mov ecx,eax
""+2181F3E7: 89 4D F8              -  mov [ebp-08],ecx
""+2181F3EA: 85 C0                 -  test eax,eax
""+2181F3EC: 0F 84 44 00 00 00     -  je CardManager:GetChanceCardPrefab+76
""+2181F3F2: 83 EC 0C              -  sub esp,0C
""+2181F3F5: 68 CC 48 FA 38        -  push 38FA48CC
""+2181F3FA: E8 19 0F B8 E4        -  call System:Object:__icall_wrapper_mono_object_new_fast
}
Last edited by Zanzer on Fri Nov 10, 2017 2:45 am, edited 1 time in total.

jacob77339
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Re: Hand of Fate 2 (2017-11-09)

Post by jacob77339 » Fri Nov 10, 2017 2:32 am

Zanzer wrote:
Fri Nov 10, 2017 1:38 am
Always Huge Success

Note: Since this is a Mono game, you cannot activate the script until AFTER the first chance card encounter.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>34</ID>
      <Description>"Always Huge Success"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
// &lt;GetChanceCardPrefab&gt;c__AnonStorey2:&lt;&gt;m__0
aobscan(hugeSuccess,39 00 8B 80 ?? ?? ?? ?? 8B 4D 08 8B 49 08)
hugeSuccess+08:
  db 31 C9 90 90 90 90
registersymbol(hugeSuccess)

[DISABLE]
hugeSuccess+08:
  db 8B 4D 08 8B 49 08
unregistersymbol(hugeSuccess)

{
// ORIGINAL CODE - INJECTION POINT: 2A01E061

""+2A01E047: 00 00                 -  add [eax],al
""+2A01E049: 00 00                 -  add [eax],al
""+2A01E04B: 00 00                 -  add [eax],al
""+2A01E04D: 00 00                 -  add [eax],al
""+2A01E04F: 00 55 8B              -  add [ebp-75],dl
""+2A01E052: EC                    -  in al,dx
""+2A01E053: 83 EC 08              -  sub esp,08
""+2A01E056: 8B 45 0C              -  mov eax,[ebp+0C]
""+2A01E059: 39 00                 -  cmp [eax],eax
""+2A01E05B: 8B 80 00 01 00 00     -  mov eax,[eax+00000100]
// ---------- INJECTING HERE ----------
""+2A01E061: 8B 4D 08              -  mov ecx,[ebp+08]
""+2A01E064: 8B 49 08              -  mov ecx,[ecx+08]
// ---------- DONE INJECTING  ----------
""+2A01E067: 3B C1                 -  cmp eax,ecx
""+2A01E069: 0F 94 C0              -  sete al
""+2A01E06C: 0F B6 C0              -  movzx eax,al
""+2A01E06F: C9                    -  leave 
""+2A01E070: C3                    -  ret 
""+2A01E071: 00 00                 -  add [eax],al
""+2A01E073: 00 00                 -  add [eax],al
""+2A01E075: 00 00                 -  add [eax],al
""+2A01E077: 00 BA 1C 93 CC 3A     -  add [edx+3ACC931C],bh
""+2A01E07D: E9 BE 75 3F DC        -  jmp InternalEnumerator`1:Dispose
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
i tried putting this in the auto assembler but it didnt work, is it a lua script?

Zanzer
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Re: Hand of Fate 2 (2017-11-09)

Post by Zanzer » Fri Nov 10, 2017 2:48 am

Thought I was being helpful by letting you just paste while CE was opened.
But I guess even the novice user is more familiar with creating a custom script.
Updated the code block and added a second injection point for the script.
Use either one.

jacob77339
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Re: Hand of Fate 2 (2017-11-09)

Post by jacob77339 » Fri Nov 10, 2017 3:09 am

Zanzer wrote:
Fri Nov 10, 2017 2:48 am
Thought I was being helpful by letting you just paste while CE was opened.
But I guess even the novice user is more familiar with creating a custom script.
Updated the code block and added a second injection point for the script.
Use either one.
honestly i only knew of it by doing a google search due to me not wanting to bother someone and making them think negatively. I've seen how some people are when people not familiar with the cheat engine, or novice at hex editing like me get treated or i get a long rant about spoon feeding lol.

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Lord Blade
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Re: Hand of Fate 2 (2017-11-10)

Post by Lord Blade » Sat Nov 11, 2017 1:37 am

I can't seem to use any of the options to change my character's max health.

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Re: Hand of Fate 2 (2017-11-11)

Post by OtakuGamer » Sat Nov 11, 2017 12:23 pm

I'm sorry, I can't seem to get anything to work... I set the no shuffle option to Yes, but nothing seems to happen. Must I activate that script only after encountering chance cards for the first time since starting the game?

rcx
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Re: Hand of Fate 2 (2017-11-11)

Post by rcx » Sat Nov 11, 2017 5:54 pm

Great table as always Shinkansen

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Re: Hand of Fate 2 (2017-11-11)

Post by OtakuGamer » Sat Nov 11, 2017 6:48 pm

OK, so I've gotten some of the options to work, particularly the dice and resource ones, but not the no shuffle. Maybe I misunderstand what no shuffle is supposed to do. Could someone explain, please?

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Lord Blade
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Re: Hand of Fate 2 (2017-11-14)

Post by Lord Blade » Tue Nov 14, 2017 8:17 pm

Yet another update to the game.

Battle script doesn't seem to activate anymore. Most of the other things seem to be alright.

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Re: Hand of Fate 2 (2017-11-14)

Post by TOGHOUL » Wed Nov 15, 2017 12:28 pm

After the 1.07 update,PlayerHealthUI and EquipmentData can't work

always_confused
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Re: Hand of Fate 2 (2017-11-16)

Post by always_confused » Mon Nov 20, 2017 7:31 pm

Pendulum doesn't seem to work. Unfortunate as it's arguably the hardest mini-game of them all.

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Re: Hand of Fate 2 (2017-11-16)

Post by DooglePrime » Tue Nov 21, 2017 11:06 am

any progress on the table or is it abandoned? Would like it if the minigame scripts were updated.

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Re: Hand of Fate 2 (2017-11-16)

Post by always_confused » Tue Nov 21, 2017 7:16 pm

I take back what I said, as of patch 1.0.10 Pendulum seems to be working.

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