[QUOTE="Las0mbra, post: 135872, member: 1280"]
I think I fixed the "Extend Grab Radius (x10)" option. Based on [B][USER=17606]okami_x[/USER][/B]'s latest table for Intel.
Debugging assembly gives me headaches. I'm open for any and all complaints.
Just copy and paste the code into your table of choice or merge the attached table.
[SPOILER="Content"]
[CODE=xml]
10940
"Extend Grab Radius (x10)"
000000
Auto Assembler Script
define(grabRadius,Terraria.Player::GrabItems+70)
define(grabRadiusAddr,89 45 EC 8D 55 DC)
[ENABLE]
assert(grabRadius,grabRadiusAddr)
alloc(newmem,$1000)
alloc(store_grab_var,64)
label(original_code)
label(return)
label(grab_var)
store_grab_var:
grab_var:
dd (int)420
newmem:
mov eax,[grab_var]
original_code:
mov [ebp-14],eax
lea edx,[ebp-24]
jmp return
grabRadius:
jmp newmem
nop
return:
registersymbol(grab_var)
[DISABLE]
grabRadius:
db grabRadiusAddr
// mov [ebp-14],eax
// lea edx,[ebp-24]
unregistersymbol(grab_var)
dealloc(store_grab_var)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Terraria.Player::GrabItems+70
2365DA04: 3B 45 F0 - cmp eax,[ebp-10]
2365DA07: 0F 85 C1 02 00 00 - jne 2365DCCE
2365DA0D: 8B CE - mov ecx,esi
2365DA0F: 8B D7 - mov edx,edi
2365DA11: E8 62 FF FF FF - call 2365D978
2365DA16: 85 C0 - test eax,eax
2365DA18: 0F 84 B0 02 00 00 - je 2365DCCE
2365DA1E: 8B CE - mov ecx,esi
2365DA20: 8B D7 - mov edx,edi
2365DA22: FF 15 24 F7 0F 09 - call dword ptr [090FF724]
// ---------- INJECTING HERE ----------
2365DA28: 89 45 EC - mov [ebp-14],eax
2365DA2B: 8D 55 DC - lea edx,[ebp-24]
// ---------- DONE INJECTING ----------
2365DA2E: 8B CF - mov ecx,edi
2365DA30: E8 0B 0A DC F1 - call 1541E440
2365DA35: 8D 55 CC - lea edx,[ebp-34]
2365DA38: 8B CE - mov ecx,esi
2365DA3A: E8 01 0A DC F1 - call 1541E440
2365DA3F: 8D 55 DC - lea edx,[ebp-24]
2365DA42: 8B 0A - mov ecx,[edx]
2365DA44: 8B 42 04 - mov eax,[edx+04]
2365DA47: 89 45 B0 - mov [ebp-50],eax
2365DA4A: 8B 42 08 - mov eax,[edx+08]
}
10941
"Grab Radius (Default = 42)"
4 Bytes
grab_var
[/CODE][/SPOILER]
[/QUOTE]
Can confirm it works fine on Steam 1.4.0.2 with Intel, great work on this fast table updates!
[QUOTE="silverd, post: 135891, member: 26608"]
Made a quick table generally geared towards an easier Master Mode. Only tested on Steam and INTEL
- Half Incoming Damage: Halves damage player is about to receive, before armor reduction takes place.
- Invincible NPCs: town NPCs take 0 damage. Not tested with Wall of Flesh or The Old Man. Shouldn't affect their outcomes, but if something is wonky just disable the script temporarily.
- Normal Debuff Time: Debuffs the player receives do not get prolonged time in Expert/Master modes.
[/QUOTE]
Half damage works nicely but the NPC godmode seems to work on direct damage, but not on damage debuffs.
[CENTER][IMG]https://i.imgur.com/iz6YJDs.png[/IMG][/CENTER]