Yu-Gi-Oh! DUEL LINKS

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skippersp
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Yu-Gi-Oh! DUEL LINKS

Post by skippersp » Sun Dec 03, 2017 5:51 am

A cheat table for the single-player, grinding part of the game. Please cheat responsibly.

Options

[Script] Duel Results (unimaginative name): Sets a bunch of dueling data, affecting duel assessment and giving 8700 points. This data translates to your Play Records so it can make you appear suspect to those who can access your stats, (like Konami). Though I helped this a bit by using subtle amounts. Can also help with Stage quests.

[Script] God Mode, Instant Win: Sets your LP to 10,000. An option to enable instant win, setting your opponent's LP to zero, causing you to win right on the next LP check.

[Script] Make All Cards Prismatic: A cool, but aesthetic cheat only. Cards are prismatic in duels. Your cards are saved server-side anyway.

2.1.0
[Script] Set LP Damage Dealt: Sets the next instance of LP damage dealt to your choice. Set hotkeys to max LP damage when you expect to deal damage to your opponent, and zero damage when you expect to get hit.

2.1.0
[Dropdown] duel result data 1~2: Contains values that affect duel assessment. If not using the 'Duel Results' script, then adjust these to your liking. I've covered some of these values, but it could use more detective work.

Card List:
(Google Drive) Yu-Gi-Oh! DUEL LINKS 2500+ recorded cards
Attachments
dlpc.CT
Yu-Gi-Oh! DUEL LINKS PC (Steam) 2.2.0
(4.57 KiB) Downloaded 348 times
dlpc.CT
Yu-Gi-Oh! DUEL LINKS PC (Steam) 2.1.0
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Last edited by skippersp on Sat Dec 09, 2017 7:30 am, edited 2 times in total.

lyok0
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Re: Yu-Gi-Oh! DUEL LINKS

Post by lyok0 » Mon Dec 04, 2017 9:09 pm

Are you able to find out how to edit the character exp gained per duel? A user on another forum said he was able to get his character level straight to max lvl (40) from lvl 1 after one duel so I believe it is possible to edit this. I tried but am unable to find the address when scanning. This would get rid of the boring grind and give you gems to be able to buy card boxes and play pvp legit ( the actual fun part of the game).

skippersp
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Re: Yu-Gi-Oh! DUEL LINKS

Post by skippersp » Tue Dec 05, 2017 3:54 am

Not atm. Could you point me to this source?

Cheaterzzz69
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Re: Yu-Gi-Oh! DUEL LINKS

Post by Cheaterzzz69 » Tue Dec 05, 2017 11:23 am

Nice table you set up there, but I have a question.
would there be any way to set win conditions?

for instance the Pegasus Quest:

get 2 Comeback wins with Yugi

skippersp
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Re: Yu-Gi-Oh! DUEL LINKS

Post by skippersp » Tue Dec 05, 2017 7:46 pm

Yes there is, because the game itself can set and check these conditions, and the game code is available to us.

For easy win conditions like Yugi's comeback vs Pegasus, just edit your life points from 10000, the '2710' in the godmode script, to #2000 while playing as Yugi.

For more complex win conditions like using certain cards against people, I have to look more into the code. I spent all last night cold-injecting into Assembly-Csharp.dll. Since editing the game's code is better than cheat engine and other indirect methods, I won't release any more tables soon.

z98xxx
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Re: Yu-Gi-Oh! DUEL LINKS

Post by z98xxx » Tue Dec 05, 2017 10:03 pm

would you be able to add the exp multiplier to your modded assembly file?

lyok0
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Re: Yu-Gi-Oh! DUEL LINKS

Post by lyok0 » Tue Dec 05, 2017 10:40 pm

Do you believe editing your available gems is possible? I would have thought editing something like assessment score wouldn't work cause it would be server sided, but it works. Maybe editing gems through the assembly-sharp.dll is possible? along with many other useful things to get rid of the grind

skippersp
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Re: Yu-Gi-Oh! DUEL LINKS

Post by skippersp » Tue Dec 05, 2017 11:19 pm

Editing gems means getting more cards. That's the fundamental goal - so let's think outside the box: If we could hack and enable the purchase button and bypass gem count checks maybe we could 'buy' cards unconditionally.

Worst case is: The server sends encrypted packet data containing your gem count, and writes to a UI element for visual reference only. In the case you have 50+ gems in the server's database, the server sends a message to your game client to enable the purchase buttons at the shop. When you by something, the server subtracts from your gems in its database. This is the issue that stops most of us.

Edit: I haven't found any code in the source that allows you to directly edit gems.

However, I could try and exploit a few things:
- the purchase button class in the way stated above,
- dueling school (tutorial) prizes, resetting and re-enabling them
- rewards in duel result view

...and not just gems. I'm aiming to take control wherever possible.

z98xxx
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Re: Yu-Gi-Oh! DUEL LINKS

Post by z98xxx » Wed Dec 06, 2017 9:00 am

looking forward to this! great work OP!

terry4756
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Re: Yu-Gi-Oh! DUEL LINKS

Post by terry4756 » Thu Dec 07, 2017 7:16 am

is it will update version on 2.2?

shadowedd
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Re: Yu-Gi-Oh! DUEL LINKS

Post by shadowedd » Thu Dec 07, 2017 7:46 am

Hopefully, there will be an update for 2.2 . Thanks in advance

littletuskar
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Re: Yu-Gi-Oh! DUEL LINKS

Post by littletuskar » Thu Dec 07, 2017 10:06 am

woah now in new version, each match we got new random address for LP damage :(
Last edited by littletuskar on Fri Dec 08, 2017 10:26 pm, edited 1 time in total.

KARIMOHSEN
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Re: Yu-Gi-Oh! DUEL LINKS

Post by KARIMOHSEN » Thu Dec 07, 2017 10:24 am

i hope he can update his table to the newer version if he could

kelvin0502
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Re: Yu-Gi-Oh! DUEL LINKS

Post by kelvin0502 » Thu Dec 07, 2017 1:25 pm

hope this table can update for v2.2

skippersp
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Re: Yu-Gi-Oh! DUEL LINKS

Post by skippersp » Fri Dec 08, 2017 10:20 am

Updated the flagship scripts in the table. The LP damage script and duel data headers had to be removed due to their high management, made worse by certain differences in the code.

About experience gain hacks
No luck here. I tried with cheat engine, modifying some relevant code sections in the game's script and still... This cheat is becoming more of a myth. Doesn't mean I'll give up -- just pushing it back.

About duel results, missions/objectives
Here's a nifty script in the game assembly:
Show
// YgomGame.Duel.DuelClient
private void WriteResultToSendWork()
{
if (ClientWork.getDictionaryByJsonPath("$.Duel", null) == null)
{
return;
}
if (Util.ClientResumeMode() || Util.IsQuestionMode())
{
int[] duelMemo = Engine.GetDuelMemo(Engine.Myself());
int num = 0;
object[] array = new object[duelMemo[num]];
num++;
Array.Copy(duelMemo, num, array, 0, array.Length);
num += array.Length;
object[] array2 = new object[duelMemo[num]];
num++;
Array.Copy(duelMemo, num, array2, 0, array2.Length);
num += array2.Length;
object[] array3 = new object[duelMemo[num]];
num++;
Array.Copy(duelMemo, num, array3, 0, array3.Length);
num += array3.Length;
object[] array4 = new object[duelMemo[num]];
num++;
Array.Copy(duelMemo, num, array4, 0, array4.Length);
Dictionary<int, int> dictionary = new Dictionary<int, int>();
for (int i = 0; i < array4.Length; i++)
{
if ((int)array4 != 0)
{
for (int j = 0; j < 32; j++)
{
if (((int)array4 & 1 << j) != 0)
{
int cardRareByUniqueID = Engine.GetCardRareByUniqueID(i * 32 + j);
if (dictionary.ContainsKey(cardRareByUniqueID))
{
Dictionary<int, int> dictionary2;
int key;
(dictionary2 = dictionary)[key = cardRareByUniqueID] = dictionary2[key] + 1;
}
else
{
dictionary[cardRareByUniqueID] = 1;
}
}
}
}
}
List<object> list = new List<object>();
foreach (KeyValuePair<int, int> current in dictionary)
{
list.Add(current.Key);
list.Add(current.Value);
}
int lP = Engine.GetLP(Engine.Myself());
int duelFinish = (int)Engine.GetDuelFinish();
int duelResult = (int)Engine.GetDuelResult();
this.dicResult = new Dictionary<string, object>();
this.dicResult["v32"] = new List<object>(array);
this.dicResult["v16"] = new List<object>(array2);
this.dicResult["flags"] = new List<object>(array3);
this.dicResult["lp"] = lP;
this.dicResult["rare"] = list;
this.dicResult["counts"] = DuelResume.Instance.GetUseCardCount();
this.dicResult["skill"] = Engine.GetSkillCount(Engine.Myself());
this.dicResult["finish"] = duelFinish;
this.dicResult["res"] = duelResult;
this.dicResult["turn"] = Engine.GetTurnNum();
this.dicResult["deck"] = Engine.GetCardNum(Engine.Myself(), 15);
this.dicResult["auto"] = this.enabledAutoPlay;
this.dicResult["finisher"] = Engine.GetDuelFinishCardID();
object[] array5 = new object[2];
array5[Engine.Myself()] = Engine.GetCardNum(Engine.Myself(), 16);
array5[Engine.Rival()] = Engine.GetCardNum(Engine.Rival(), 16);
object[] array6 = new object[2];
array6[Engine.Myself()] = Engine.GetCardNum(Engine.Myself(), 17);
array6[Engine.Rival()] = Engine.GetCardNum(Engine.Rival(), 17);
this.dicResult["grave"] = new List<object>(array5);
this.dicResult["exclude"] = new List<object>(array6);
this.dicResult["lp2"] = Engine.GetLP(Engine.Rival());
this.dicResult["deck2"] = Engine.GetCardNum(Engine.Rival(), 15);
this.dicResult["cheat"] = this.IsCheat;
this.dicResult["dat"] = Engine.GetDuelData(Engine.Myself());
this.dicResult["lastbgm"] = this.lastBgmLabel;
}
}

It doesn't take a coder to recognize that parts (in plain English) of this script can be modified to our nefarious purposes. We got it boiizz.

edit: About the game's script assembly Assembly-CSharp, and the future of this table
There exists modded assemblies released on the net. imo using cheat engine for this game lacks the control that one can have while modding the script; so continuing to support this table is quite plebeian. Once I've compiled some unique mods for the game assembly you guys will be the first to know. Full-featured, without money walls lol.

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