Dead Cells [2018-8-10]

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Lord Blade
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Re: Dead Cells [2017-5-26]

Post by Lord Blade » Tue Jan 16, 2018 1:05 am

So for the enemy can't damage you thing... does that make the enemy do 0 damage? Or are you fully invincible?
Because if you're cursed, any hit will kill you, technically even a 0 damage one.

headshot0052
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Re: Dead Cells [2017-5-26]

Post by headshot0052 » Tue Jan 16, 2018 2:25 am

Lord Blade wrote:
Tue Jan 16, 2018 1:04 am
headshot0052 wrote:
Fri Jan 12, 2018 5:32 am
And open all timed doors?
That one's easy. Just use the freeze time cheat right as you start. It will freeze the gameclock and you'll be able to open all the timed doors.
I already did it,ty,but i would really love if someone make a 100% item drop.

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Lord Blade
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Re: Dead Cells [2017-5-26]

Post by Lord Blade » Tue Jan 16, 2018 4:04 am

Yeah, I'm basically just going through the game hoping to get all the missing blueprints.
I get the one guaranteed item for it every start, but other than that it's dumb luck. Which is annoying.

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sh00ter999
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Re: Dead Cells [2017-5-26]

Post by sh00ter999 » Tue Jan 16, 2018 7:01 am

Lord Blade wrote:
Tue Jan 16, 2018 1:05 am
So for the enemy can't damage you thing... does that make the enemy do 0 damage? Or are you fully invincible?
Because if you're cursed, any hit will kill you, technically even a 0 damage one.
Just test it out. It does not set the enemy damage to 0 but it makes you immune to their attacks even hitting you.

But since that last script insists on choosing only one of the two features, you can still get damaged by environment (spikes and morning stars)
but i would really love if someone make a 100% item drop.
You have to be more specific by saying what you mean by that. 100% Blue Prints drop or Scrolls of Power ? Either way it's a very difficult feature to implement, possibly the chances are already set when the level and the enemies are being generated. Don't get me wrong, nothing is impossible but this would require some serious haxing.

You'd be way better off just holding the blue grenade item and checking the game's wiki page in order to see what you're missing. Once you encounter an enemy that has a missing Blueprint, transform it into an Elite and take it down

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Lord Blade
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Re: Dead Cells [2017-5-26]

Post by Lord Blade » Tue Jan 16, 2018 8:07 am

I'd love to see a 100% blueprint drop. Takes forever to get them all.

Or, a way to edit your equipment, so that you can give yourself the blueprint grenade. That would be awesome.

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Re: Dead Cells [2017-5-26]

Post by headshot0052 » Wed Jan 17, 2018 9:26 am

100%drop rate i mean 100% drop blueprint

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Re: Dead Cells [2017-5-26]

Post by squidney2k1 » Wed Mar 07, 2018 3:22 am

Does anyone have an updated table for the March 6th patch?

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Pongozila
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Re: Dead Cells [2017-5-26]

Post by Pongozila » Fri Mar 09, 2018 8:42 pm

Updated to E.A. 2018-03-07 -90f519869

Features:
-100x gold
-HIT/DAMAGE (CHOOSE ONLY ONE):
*1-hit kill
*1-hit kill + Defense
*1-hit kill + Immortal
*Immortal
*Defense

-INF. AMMO
-No Cooldown
-Time Stop
-Stats List:
*Current/MAX HP
*Brutality/Tactics/Survival Level
*Double Jump
*Kills left to LIFT THE CURSE
*Potions left
*Current Cells
Attachments
deadcells.CT
(547.59 KiB) Downloaded 566 times

ChesterJT
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Re: Dead Cells [2017-5-26]

Post by ChesterJT » Thu Mar 22, 2018 3:42 pm

Heads up the Red/Purple labels are backwards. When I increase my red/crutality stat the purple labeled # in cheat engine increases. Green/Survival appears correct.

Thanks for the new table!!

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Re: Dead Cells [2017-5-26]

Post by haok » Thu Mar 29, 2018 8:20 am

Hi there!
Found 2 issues.
- 1-hit kill options are not working on the last boss, The Hand of the King, in Throne room.
- 100x gold option cannot be unchecked.

Thanks for the table btw!

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Re: Dead Cells [2017-5-26]

Post by Alphasoldier » Sat Mar 31, 2018 1:57 am

Here's a simple piece of code that'll allow you to always get through timer doors. Can't be assed to make a new table, add it to the next updated one.

Code: Select all

[ENABLE]
aobscan(timerDoor,F2 0F 5C E0 F2 0F 11 65 D8 33 C0 89 45 E0) // should be unique
timerDoor+3:
  db E1
registersymbol(timerDoor)

[DISABLE]
timerDoor+3:
  db E0
unregistersymbol(timerDoor)
Oh and let me know if it works for the Alpha/Beta, I made this for the main game.

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Forces
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Re: Dead Cells [2017-5-26]

Post by Forces » Sat Mar 31, 2018 1:38 pm

there ano chancew to a invincible script? for the achievement of win a run with the curse sword

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Re: Dead Cells [2017-5-26]

Post by headshot0052 » Mon Apr 09, 2018 12:25 pm

Forces wrote:
Sat Mar 31, 2018 1:38 pm
there ano chancew to a invincible script? for the achievement of win a run with the curse sword
up
i want that too

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Re: Dead Cells [2017-5-26]

Post by bloodaxis » Tue Apr 10, 2018 5:25 am

I wish I knew more than I do so I could make an infinite Iframe script or hook into the tonics invulnerability buff or something. :(

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Re: Dead Cells [2017-5-26]

Post by Alphasoldier » Tue Apr 10, 2018 10:42 am

Infinite iframe is practically impossible. You can't be hit by the same target twice within a short time. But you can get hit by multiple enemies without any delay. This very likely means that new memory is continuously made whenever a new enemy appears, so I haven't been able to find the function yet. And unknown scans with just a few frames of difference is pretty hard.
This comes down to maybe scanning for and enabling the tonic effect, but I haven't unlocked it yet, I'll keep you folks up to date.

Alternatively, I also had the idea that maybe I could try to find damage values (as opposed to health values) and edit those, so you wouldn't get instakilled anymore. ...but that also depends on how that works. I would reckon the curses you get from cursed chests and destroying doors simply has an instakill function and not a damage function, so who knows.

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