State of Decay -Breakdown- -Lifeline- +14 (Table Update8)

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STN
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State of Decay -Breakdown- -Lifeline- +14 (Table Update8)

Post by STN » Sat Apr 08, 2017 8:18 pm

Update8:
- updated the table, it should works on the 3 game modes (main game, Breakdown, Lifeline) of the game Update15. below are the update details.
- updated Full Health for All Human, its 2 sub-scripts, All Friendly Bar Full and All Friend works on Lifeline now. but All Friend's side effect is still presents. i.e. friends added by using All Friend script would have their character's model still.
- updated All Human, and separated the Set All Resident Positive Attitude into 3 scripts that would work with the 3 game modes separately.
- separated Focus Shot / Ninja into 3 scripts that would work with the 3 game modes separately.
- updated the pointers of Friendly Flag, Friendly Bar, Normal/Missing Flag, Whereabout Flag, and the starting offsets of both Skill ID and Skills' EXP of the Highlighted Character
- note that the IDs of Traits, Traits' Skills, Attitude, Health Status, History, and Skills IDs are different between the 3 game modes. but I won't be able to search them all. please share the lists as you find them, I'll try to update the post with a link to your list(s) later.
- all the ID links from this post are off for game Update15. but I'd just leave them here for reference, as the structure are more or less the same across the updates.

Update7.5:
- removed two lines from the Morale script.
Update7.4:
- updated the table for game Update8. the ASM that handles the Influence, Stockpiles and Morale Decryption are reverted back to the same as game Update1-6. the changes I made specific for game Update7 become useless again.
- in short, Influence & Stockpiles V2.3.1 and Morale work on Update1-6 & 8, the scripts made for Update7 can still be found in the table, just in case.
Update7.3:
- added supports for game Update7. that means, the scripts Influence & Stockpiles V2.3.1 and Morale works on Update 7 now. the older versions can still be found in the table in case you didn't patch your game.
(I was lucky to start digging the encryption when this Early Access was in its early stages, or it'd be much harder now as the decrypted value only stored in the stack for integrity check.. with the tiny screen I'm looking at now, I'd have given it up right away..)
Update7.2:
- changed Set All Staying at Your Place Positive Attitude to Set All Resident Positive Attitude, and removed the hot-keys to this script.
- updated my game to Update5, all scripts are working still. but since the Attitude/Health/History values is shifted to +2 on Update5 from Update3, All Human is updated so that Set All Resident Positive Attitude would work on game Update5.
- updated the post that contains the Attitude/Health/History list to reflect the value changes of Update5.
Update7.1:
- added Set All Staying at Your Place Positive Attitude
- added the Attitude / Health Status / History values and some Misc. values to the list
Update7:
- most likely the last table update... hopefully...
- added All Friend, All Friend V2, Set All Friend Home
- added pointers to Traits / Traits' Skills
- updated the info in the Skills ID post.
Update6.3:
- updated the DESCRIPTION to Inf. Health and Full Health for All Human. nothing new to the table itself.
Update6.2:
- cleaning up some dirty edit and unnecessary testing codes in ]Influence & Stockpiles V2.3.1, it should not messed up lily face anymore.
Update6.1:
- nothing new to the table, just changed a the description of the Focus Shot / Ninja script.
Update6:
- added Focus Shot / Ninja script.
- added All Friendly Bar Full.
- added a missed credits.
Update5.1:
- nothing new to the table, just updated a link for the Skills ID.
Update5:
- added Inf. Items script.
- added Morale script.
- changed some value type, and add some info to Skills ID
- updated Influence & Stockpiles V2.3 to V2.3.1, it won't crash the game upon disabling the script now.
- moved Use Alt Encryption out of Influence & Stockpiles V2.3.1, as both Morale and Influence & Stockpiles V2.3.1 make use of the Boolean.
- Influence & Stockpiles V1 is still in the table, just in case you prefer the old version.
Update4.1:
- updated Influence & Stockpiles V2.2 to Influence & Stockpiles V2.3
- colored the table... it should be easier to navigate now..
Update4:
- added Full Health for All Human
- added some pointers to Highlighted Character's stats
Update3.3:
- just a hot-fix, Influence & Stockpiles V2.2 missed an very important jump, it causes a popad without a need to, and should have messed the stack... now fixed.
Update3.2:
(should have been a day-off today and was ready to actually play the game... went back to CE again instead...)
- rewrite Influence & Stockpiles script, the old one is still in the table, just in case.
Update3.1:
- updated Inventory script, hopefully would fix the problem some of you are having with the previous one. with this update the pointers would loaded once you activated (and un-pause the game, if you did pause it..).
Update3:
- added Instant Cooldown for Radio Actions
Update2.2:
- another quick update, added Inf. Durability
Update2.1:
- updated names and info of 2 Inventory pointers
Update2:
- added Inventory pointers
Update1.2:
- updated the encryption/decryption of the Influence & Stockpiles scriptS.
Update1.1:
- added Minimum Desired Value
Update1:
- added Influence & Stockpiles script
- changed Undead to Inf. Health

///

Options:
- Inf. Health (All game updates)
it's not invulnerability. you may still be killed in certain condition.

- Full Health for All Human (Customized for game Update15)
any human in the area should stays in full health always.
it's not invulnerability. any human may still be killed in certain condition.

- All Friendly Bar Full (Customized for game Update15)
need Full Health for All Human activated for this script to be available.
all human's friendly bar would become full, not sure how does it impact the gameplay, for experiment only, use at your own risk~

- All Friend (Customized for game Update15)
need Full Health for All Human activated for this script to be available.
all human in the area would become your friend, and immediately added to your population, if the new friends haven't join your group yet, they would still stay in their enclave, but you can switch to them as long as they not "On a Mission".
not sure how does it impact the gameplay, for experiment only, use at your own risk~
***most likely it would messed up newly befriended character's model on next game loading.

- All Human (Customized for game Update15)
just the "pre-script" for the below two script, activating this script only shouldn't affect the game in anyway.

- All Friend V2 (Customized for game Update15)
need All Human activated for this script to be available.
just a different approach from All Friend. should cover MORE human than the first script.
all human in the area would become your friend, and immediately added to your population, if the new friends haven't join your group yet, they would still stay in their enclave.
not sure how does it impact the gameplay, for experiment only, use at your own risk~
***most likely it would messed up newly befriended character's model on next game loading.

- Set All Resident Positive Attitude (Customized for game Update15)
work only on Update15.
need All Human activated for this script to be available.
separated into 3 scripts that work on the 3 game modes respectively.
this would give positive attitude to all the characters staying with you if they have Negative Attitude, Normal Attitude or History.
if the character
has a Negative Attitude > set Charitable
has a Normal Attitude > set Confident
has a History > set Trusting

- Set All Friend Home (Customized for game Update15)
need All Human activated for this script to be available.
make all your friends' status "At Home". it allows you to switch to a friend who's supposed to be waiting for you to start a mission, he/she would still stay at the mission point though instead of actually back to home, and you can still start the mission by talking to him/her.
not sure how does it impact the gameplay, for experiment only, use at your own risk~

- Inf. Stamina (All game updates)

- Inf. Ammo Clip (All game updates)
stops decreasing at 1

- Inf. Ammo Pouch (All game updates)
stops decreasing at 10

- Inf. Durability (All game updates)
both melee weapons and guns durability would stop decreasing at 30

- Inf. Items (All game updates)
stop decreasing at 1

- Instant Cooldown for Radio Actions (All game updates)

- Focus Shot / Ninja (Customized for game Update15)
separated into 3 scripts that work on the 3 game modes respectively.
basically, when activated, this script merged Focus Shot and Ninja into one skill. learn/add one of them and you can use both their benefits: fast stealth, silent search, unlock door, and bullet-time when aiming.
*if you want to add Focus Shot or Ninja via the table, check the link under the Skills ID below

- Use Alt Encryption
activate this if you prefer Influence & Stockpiles V2.3.1 and/or Morale to use an alternate encryption.

- Influence & Stockpiles V1 & Influence & Stockpiles V2.3.1 (Customized for game Update1-6, 8-15)
you should use ONLY ONE OF THESE scripts.
for V1:
when activated, the table would show the values of Influence, Daily Rations of Food, Cases of Medicine, Cases of Ammunition, Construction Material and Barrels of Fuel.
but changing the value won't affect the actual value you have.
to actually change the value, just change the Desired Value to a value you desired, then activate EITHER Lock at Desired Value or Minimum Desired Value. the first one is a strict lock at the specified value, the second one is to only lock it if the current value is smaller than the desire value.
the default values are:
Influence: 100, (press Ctrl/Alt 9 to set 100/0)
Daily Rations of Food: 25, (press Ctrl/Alt 1 to set 25/0)
Cases of Medicine: 25, (press Ctrl/Alt 2 to set 25/0)
Cases of Ammunition: 25, (press Ctrl/Alt 3 to set 25/0)
Construction Material: 50, (press Ctrl/Alt 4 to set 50/0)
Barrels of Fuel: 25. (press Ctrl/Alt 1 to set 25/0)
these values can be changes via the table.
for V2.3.1:
you may choose to strict lock them or lock them at minimum INDIVIDUALLY.
also you may activate both Minimum at Desired Value and Lock at Desired Value at the same time, but the Lock at Desired Value's function would override the first one.
for the script itself, I re-use the game's encryption/decryption method (only call them when needed) this time instead of copy and customize them into the script. it should improve compatibly, and MAY improve performance.
also it uses different injection point, it wouldn't mess up the Influence after prolong using.

- Morale (Customized for game Update1-6, 8-15)
you use this the same as Influence & Stockpiles, the difference is this script cover only the Morale.
default value for Desired Morale is 90 (press Ctrl/Alt 8 to set 90/0).

///

- pointers to Player Health, Player Stamina, Ammo Clip and Ammo Pouch

- pointers to Highlighted Character's stats including Health, Stamina, Friendly Flag, Friendly Bar, [Traits / Traits' Skills / Attitude / Health Status / History / Unknown], learnt Skills ID and Skills' EXP
for the Friendly Flag, 0x0F == controlling character, 0x0B == Friendly. ***make someone your friend by editing this value would messed up that character's model on next game loading.
for the Friendly Bar, 100 == full.
for the Traits / Traits' Skills / Attitude / Health Status / History / Unknown,
check this post for the list, plus some basic info on how to customize them.
for the Skills ID,
check this post for an incomplete list of the IDs, plus some basic info of how to customize the skills.
(credits to bigjane for the initial findings, and GrimPanzer for giving a better picture of how the ID works.
for the Skills' EXP, check Agasio's post1 and Agasio's post2 for more info, they are his/her findings.

- pointers to Inventory Slot 1 to Slot 10 including item Type, its Value, Durability and remaining Ammo.
if some of the values are showing ??, goto a storage and get a stack-able item (ammo, painkiller, etc.) into your backpack, you should see the ?? become numbers again. you may then place that item back to the storage.
for some of the item Types, see this post by wawaee. and feel free to post as you find more.
for the Value, it shows how many you're carrying if it's a stackable item, STILL not sure what the value means if it's a weapon, you may see Delta-Dude's post and guinzo's post for possible explanation. please post your experiment results.
for the Durability, it'd show 0 if it's not a weapon.
for the Ammo, it'd show 0 if it's not a gun.

///

Notes:
- table color scheme:
blue: scripts
red: reference pointers / addresses, you should not touch them at all.
indigo: header
default color: pointers / address you can freely edit, still you should NOT freeze them at all.

- for the Influence & Stockpiles and Morale scripts, if you are using game Update7, you can find the Update7-only versions of these two scripts inside [Influence, Stockpiles & Morale for game Update7].

- if you use the scripts All Friend, All Friend V2 or the pointers to Friendly Flag under Highlighted Character to make someone your friend, that character(s) model would be messed up on next game load.

- Skills' EXP pointers are found by Agasio

- Skills ID values and the usages are based on the findings by bigjane and GrimPanzer.

- all the ID links from this post are off for game Update15. but I'd just leave them here for reference, as the structure are more or less the same across the updates. i.e., you should be able to complete the rest easily by pinpointing one or 2 IDs.

- table made based on Update1, tested on game Update3, Update5 - Update15.

- with AOB scans.

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Re: State of Decay -Breakdown- -Lifeline- +14 (Table Update8)

Post by ProfessorLimp » Sat Jul 15, 2017 6:11 pm

Is this table supposed to be working with the final/most recent update of the game? Cause I hook it to the games proper process, but when I try to activate the Enable header it just locks up Cheat Engine for a few seconds and then never drops the menu down. Unless I'm just dumb and doing something wrong, which is definitely a possibility.

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Re: State of Decay -Breakdown- -Lifeline- +14 (Table Update8)

Post by nicklesbe » Tue Oct 03, 2017 4:13 am

Yeah this does not work for me either :( Which is a shame since it's such an awesome table.

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Re: State of Decay -Breakdown- -Lifeline- +14 (Table Update8)

Post by h8machine » Wed Dec 20, 2017 3:55 pm

Hi there

Is there a way to remove gravely ill from a person in Lifeline? :)

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