ReCore: Definitive Edition 1.1.7468.2 +15

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bloodfayte
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by bloodfayte » Sat Sep 29, 2018 12:33 am

Here is my Weapon Level Up Every Xp Gain Script:

Code: Select all

[ENABLE]

aobscanmodule(xp1,ReCore.dll,8B 40 54 48 83 C4 20)
alloc(newmem,$1000,"ReCore.dll"+5F0C120)

label(code)
label(return)
label(xp_addy)
label(subb)
registersymbol(xp_addy)

newmem:
mov [xp_addy],rax
pushf
push rbx
push rcx
mov rbx,["ReCore.dll"+02478CE0]
cmp rbx,0
je code
mov rbx,[rbx+B0]
cmp rbx,0
je code
mov rbx,[rbx+08]
cmp rbx,0
je code
mov rbx,[rbx+88]
cmp rbx,0
je code
mov rbx,[rbx+B0]
cmp rbx,0
je code
mov rbx,[rbx+10]
cmp rbx,0
je code
mov rbx,[rbx+78]
cmp rbx,0
je code
lea rbx,dword ptr [rbx+428]
cmp rbx,0
je code
fld dword ptr [rbx]
fsub [subb]
fistp dword ptr [rbx]
mov ecx,[rbx]
cmp [rax+54],ecx
jge code
mov [rax+54],ecx


code:
pop rcx
pop rbx
popf
mov eax,[rax+54]
  add rsp,20
  jmp return

  xp_addy:
  dq 0

subb:
dd (float)1

xp1:
  jmp newmem
  nop
  nop
return:
registersymbol(xp1)

[DISABLE]

xp1:
  db 8B 40 54 48 83 C4 20

unregistersymbol(xp1)
unregistersymbol(xp_addy)
dealloc(newmem)

bloodfayte
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by bloodfayte » Sun Sep 30, 2018 11:51 pm

Start With 99x Combos - Instant Extract Always Available


Code: Select all

[ENABLE]

aobscanmodule(combo2,ReCore.dll,89 83 94 00 00 00 66)
aobscanmodule(instant1,ReCore.dll,75 11 E8 55 1B E4 FF)
alloc(newmem,$1000,"ReCore.dll"+3053476)
registersymbol(instant1)
label(code)
label(return)

instant1:
db EB 11

newmem:
cmp [rbx+00000094],63
jge code
mov eax,63

code:
  mov [rbx+00000094],eax
  jmp return

combo2:
  jmp newmem
  nop
return:
registersymbol(combo2)

[DISABLE]

combo2:
  db 89 83 94 00 00 00
instant1:
  db 75 11

unregistersymbol(instant1)
unregistersymbol(combo2)
dealloc(newmem)

spyingwind
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by spyingwind » Sat Oct 06, 2018 12:19 am

For Steam version:

After much frustration in trying to understand how to utilize Cheat Engine to create a table for the Steam version of ReCore. I decided that modifying the assembly was much easier. I used dnSpy to make my changes. I haven't been able to narrow down the timer for dungeons. :(

What I've changed:
Take No DamageShow
Here I changed DamagedAmount to 0, before it was processed.
Image
Inf JumpShow
This doesn't increase the jump counter. Forever in the first jump state.
Image
Inf AmmoShow
This doesn't remove ammo from the ammo counter.
Image

akarnokd
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by akarnokd » Wed Nov 07, 2018 10:01 pm

spyingwind wrote:
Sat Oct 06, 2018 12:19 am
For Steam version:

After much frustration in trying to understand how to utilize Cheat Engine to create a table for the Steam version of ReCore. I decided that modifying the assembly was much easier. I used dnSpy to make my changes. I haven't been able to narrow down the timer for dungeons. :(
Do you have any hints for either the damage dealt by the gun or damage received by the enemy bots? I saw the TakeDamage methods but I don't see the means to increase the damage amount as it is a read-only parameter.

spyingwind
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by spyingwind » Thu Nov 08, 2018 12:10 am

akarnokd wrote:
Wed Nov 07, 2018 10:01 pm
Do you have any hints for either the damage dealt by the gun or damage received by the enemy bots? I saw the TakeDamage methods but I don't see the means to increase the damage amount as it is a read-only parameter.
I'm directly modifying the dll to just not apply any damage to the player. All damage is negated doing this. It's probably the same with how one would do it while the game is running, in memory, but this all I know I can do.

akarnokd
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by akarnokd » Thu Nov 08, 2018 8:48 pm

spyingwind wrote:
Thu Nov 08, 2018 12:10 am
I'm directly modifying the dll to just not apply any damage to the player. All damage is negated doing this. It's probably the same with how one would do it while the game is running, in memory, but this all I know I can do.
I figured it out. The KyotoRobokHealth.TakeDamage can be adjusted:

Code: Select all

  float num = info.GetDamageAmount();
  if (this.Owner.IsAlignedWithPlayer())
  {
    num *= 0.1f;
  }
  else if (info.Source != null && info.Source.GetComponent<KyotoPlayer>() != null)
  {
    num *= 7f;
  }
I had to add that "who fired" check because the companion robots kept destroying my targets too fast and could not extract basic cores.

akarnokd
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by akarnokd » Sat Nov 10, 2018 9:21 pm

I could freeze the timer by resetting it whenever the game asks for the remaining time:

Code: Select all

TimedStoryQuest.GetTimeRemaining() method

                int result;
		if (this.m_QuestProgress != null)
		{
			result = this.m_QuestProgress.TimeRemaining;
			this.m_QuestProgress.TimeRemaining = 300; // <-------------------------------
		}
		else
		{
			result = 0;
		}
		return result;

akarnokd
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by akarnokd » Sun Nov 11, 2018 3:21 pm

Also I managed to reveal some unclaimed collectibles:

Code: Select all

KyotoMapMenuElement.RefreshMapVisibilityState()

// Always enable its image
PersistentMapVisibility.EState mapVisibilityState = this.GetMapVisibilityState();
int elementState = this.GetElementState();
if (this.m_Image != null)
{
   // this is the original enabler
    this.m_Image.enabled = (mapVisibilityState == PersistentMapVisibility.EState.Revealed 
   // this is for the 3 types relevant, but only in state 0 which means unclaimed
    || (elementState == 0 && 
         (this.m_TypeOfElement == KyotoMapMenuStatics.EMapMenuElementType.TreasureChest 
        || this.m_TypeOfElement == KyotoMapMenuStatics.EMapMenuElementType.PrismaticCore 
        || this.m_TypeOfElement == KyotoMapMenuStatics.EMapMenuElementType.PowerCell
        || this.m_TypeOfElement == KyotoMapMenuStatics.EMapMenuElementType.AudioLog
        )
    ));
    // For the chest to show up, the mapVisibilityState has to be passed to the animator below
     if (this.m_TypeOfElement == KyotoMapMenuStatics.EMapMenuElementType.TreasureChest 
        && elementState == 0)
    {
        mapVisibilityState = PersistentMapVisibility.EState.Revealed;
    }
}
// originally this was encomappsing the image-enable but would generally not execute the overrides
// above in the original order
if (base.isActiveAndEnabled && this.IsUIMapSideElement() && AnimationUtilities.IsUsable(this.m_Animator))
{
    this.m_Animator.SetValue(KyotoMapMenuElement.skAnimationParameter_MapVisibilityState, (int)mapVisibilityState);
    this.m_Animator.SetValue(KyotoMapMenuElement.skAnimationParameter_ElementState, elementState);
    return;
}

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pgain2004
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Re: ReCore: Definitive Edition 1.1.7468.2 +15

Post by pgain2004 » Tue Nov 13, 2018 2:42 am

spyingwind wrote:
Sat Oct 06, 2018 12:19 am
For Steam version:

After much frustration in trying to understand how to utilize Cheat Engine to create a table for the Steam version of ReCore. I decided that modifying the assembly was much easier. I used dnSpy to make my changes. I haven't been able to narrow down the timer for dungeons. :(

What I've changed:
Take No DamageShow
Here I changed DamagedAmount to 0, before it was processed.
Image
Inf JumpShow
This doesn't increase the jump counter. Forever in the first jump state.
Image
Inf AmmoShow
This doesn't remove ammo from the ammo counter.
Image
The KyotoPlayer itself has several error like "xxx is never used", make me not able to comopile changes. Why?

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