85
"Bonfire"
1812100:Undead Asylum (Prison Cell)
1812900:Undead Asylum (Prison Cell)
1812960:Undead Asylum (Bonfire #1)
1812961:Undead Asylum (Bonfire #2)
1022960:Firelink Shrine
1802960:Firelink Altar
1012961:Sunlight Altar
1012962:Undead Burg
1012964:Undead Parish
1202961:Forest Covenant
1602961:Darkroot Basin
1002900:Depths (Entrance)
1002950:Depths (Gaping Dragon's Room)
1002960:Depths
1402962:Blighttown (Upper)
1402961:Blighttown (Lower)
1412961:Demon Ruins (Upper)
1412962:Demon Ruins (Lower)
1412963:Demon Ruins (Even lower)
1402960:Quelagg's Domain (Daughter of Chaos)
1322962:Great Hollow
1322961:Ash Lake
1322960:Ash Lake (Everlasting Dragon Bonfire)
1502961:Sen's Fortress
1512970:Anor Londo (Entrance)
1512960:Anor Londo (1st bonfire)
1512961:Anor Londo (Solaire)
1512950:Chamber of the Princess
1512962:Darkmoon Tomb
1102960:Painted World of Ariamis
1601354:New Londo Ruins (Entrance)
1602960:New Londo Ruins (middle of the level)
1602950:The Abyss
1412964:Lost Izalith (First Bonfire)
1412960:Lost Izalith (Hidden Bonfire)
1412950:Bed Of Chaos (lord bonfire)
1302960:Catacombs (1st bonfire)
1302961:Catacombs (2nd bonfire)
1312950:The Catacombs-Lower Levels (Nito)
1312961:Tomb of the Giants (Patches Bonfire)
1312960:Tomb of the Giants (Deeper)
1702960:Dukes Archives (Bonfire 2)
1702961:Duke's Archives (Jail)
1702900:Duke's Archives (Jail)
1702962:Duke's Archives (Entrance lift)
1702950:Duke's Archives (Seath)
1702950:Crystal Cave
1212963:Sanctuary Garden
1212961:Oolacile Sanctuary
1212962:Oolacile Township
1212964:Oolacile Township Dungeon
1212950:Chasm of the Abyss
1801354:Kiln of the First Flame
1802130:Lord Gwyn (Final boss)
4 Bytes
13784A0
B04
72
"Debug Play Speed"
Float
"DARKSOULS.exe"+EE29E8
64
454
10
Set Value
220
5.5
0
Set Value
221
1
1
361
"Editors & Identifiers"
1
0
"Bullet Editor"
Auto Assembler Script
[ENABLE]
//Mr.realdoge
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
globalalloc(q,4)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [q],ecx
jmp originalcode
//this is allocated memory, you have read,write,execute access
//place your code here
originalcode:
mov esi,[ecx]
jmp DARKSOULS.exe+C0619D
or esi,-01
exit:
jmp returnhere
"DARKSOULS.exe"+C06196:
jmp newmem
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"DARKSOULS.exe"+C06196:
mov esi,[ecx]
jmp DARKSOULS.exe+C0619D
or esi,-01
//Alt: db 8B 31 EB 03 83 CE FF
1
"int atkId_Bullet;"
4 Bytes
q
0
49
"int sfxId_Bullet;"
4 Bytes
q
4
2
"int sfxId_Hit;"
4 Bytes
q
8
50
"int sfxId_Flick;"
4 Bytes
q
C
3
"float life;"
Float
q
10
48
"float dist;"
Float
q
14
4
"float shootInterval;"
Float
q
18
5
"float gravityInRange;"
Float
q
1c
6
"float gravityOutRange;"
Float
q
20
7
"float hormingStopRange;"
Float
q
24
8
"float initVellocity;"
Float
q
28
51
"float accelInRange;"
Float
q
2c
52
"float accelOutRange;"
Float
q
30
9
"float maxVellocity;"
Float
q
34
10
"float minVellocity;"
Float
q
38
53
"float accelTime;"
Float
q
3C
54
"float homingBeginDist;"
Float
q
40
11
"float hitRadius;"
Float
q
44
12
"float hitRadiusMax;"
Float
q
48
55
"float spreadTime;"
Float
q
4C
56
"float expDelay;"
Float
q
50
57
"float hormingOffsetRange;"
Float
q
54
58
"float dmgHitRecordLifeTime;"
Float
q
58
59
"float externalForce;"
Float
q
5C
13
"int spEffectIDForShooter;"
4 Bytes
q
60
14
"int autoSearchNPCThinkID;"
4 Bytes
q
64
15
"int HitBulletIDSeeTableExtras;"
4 Bytes
q
68
16
"int spEffectId1;"
4 Bytes
q
6C
17
"int spEffectId2;"
4 Bytes
q
70
18
"int spEffectId3;"
4 Bytes
q
74
19
"int spEffectId4;"
4 Bytes
q
78
20
"int spEffectId5;"
4 Bytes
q
7C
21
"ushort numShoot;"
Byte
q
80
60
"short homingAngle;"
2 Bytes
q
82
63
"short shootAngle;"
2 Bytes
q
84
22
"short shootAngleInterval;"
2 Bytes
q
86
23
"short shootAngleXInterval;"
2 Bytes
q
88
24
"byte damageDamp;"
Byte
q
8A
25
"byte spelDamageDamp;"
Byte
q
8B
26
"byte fireDamageDamp;"
Byte
q
8C
27
"byte thunderDamageDamp;"
Byte
q
8D
28
"byte staminaDamp;"
Byte
q
8E
29
"byte knockbackDamp;"
Byte
q
8F
61
"byte shootAngleXZ;"
Byte
q
90
62
"ubyte lockShootLimitAng;"
Byte
q
91
30
"ubyte isPenetrate;"
Byte
q
92
64
"ubyte prevVelocityDirRate;"
Byte
q
93
65
"ubyte atkAttribute;"
Byte
q
94
66
"ubyte spAttribute;"
Byte
q
95
67
"ubyte Material_AttackType;"
Byte
q
96
68
"ubyte Material_AttackMaterial;"
Byte
q
97
69
"ubyte Material_Size;"
Byte
q
98
70
"ubyte launchConditionType;"
Byte
q
99
290
"BOOL1"
1
293
"ubyte FollowType:3;"
Binary
0
1
0
q
9A
294
"ubyte EmittePosType:3;"
Binary
1
1
0
q
9A
295
"ubyte isAttackSFX:1;"
Binary
2
1
0
q
9A
296
"ubyte isEndlessHit:1;"
Binary
3
1
0
q
9A
291
"BOOL2"
1
297
"ubyte isPenetrateMap:1;"
Binary
0
1
0
q
9B
298
"ubyte isHitBothTeam:1;"
Binary
1
1
0
q
9B
299
"ubyte isUseSharedHitList:1;"
Binary
2
1
0
q
9B
300
"ubyte isUseMultiDmyPolyIfPlace:1;"
Binary
3
1
0
q
9B
301
"ubyte attachEffectType:2;"
Binary
4
1
0
q
9B
302
"ubyte isHitForceMagic:1;"
Binary
5
1
0
q
9B
303
"ubyte isIgnoreSfxIfHitWater:1;"
Binary
6
1
0
q
9B
292
"BOOL3"
1
304
"ubyte isIgnoreMoveStateIfHitWater:1;"
Binary
0
1
0
q
9C
305
"ubyte isHitDarkForceMagic:1;"
Binary
1
1
0
q
9C
31
"Spell Editor"
Auto Assembler Script
[ENABLE]
//Mr.realdoge
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
globalalloc(g,4)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [g],edi
jmp originalcode
//this is allocated memory, you have read,write,execute access
//place your code here
originalcode:
movsx esi,word ptr [edi+0A]
test esi,esi
exit:
jmp returnhere
"DARKSOULS.exe"+A79F33:
jmp newmem
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"DARKSOULS.exe"+A79F33:
movsx esi,word ptr [edi+0A]
test esi,esi
//Alt: db 0F BF 77 0A 85 F6
336
"int yesNoDialogMessageId;"
4 Bytes
g
0
337
"int limitCancelSpEffectId;"
4 Bytes
g
4
32
"short sortId;"
2 Bytes
g
8
33
"Bullet/Effect(See Table extras)"
2 Bytes
g
A
338
"short mp;"
2 Bytes
g
C
339
"short stamina;"
2 Bytes
g
E
340
"short iconId;"
2 Bytes
g
10
341
"short behaviorId;"
2 Bytes
g
12
342
"short mtrlItemId;"
2 Bytes
g
14
343
"short replaceMagicId;"
2 Bytes
g
16
344
"short maxQuantity;"
2 Bytes
g
18
345
"ubyte heroPoint;"
Byte
g
1A
346
"ubyte overDexterity;"
Byte
g
1B
347
"byte sfxVariationId;"
Byte
g
1C
348
"ubyte slotLength;"
Byte
g
1D
349
"ubyte requirementIntellect;"
Byte
g
1E
350
"ubyte requirementFaith;"
Byte
g
1F
351
"ubyte analogDexiterityMin;"
Byte
g
20
352
"ubyte analogDexiterityMax;"
Byte
g
21
353
"ubyte ezStateBehaviorType;"
Byte
g
22
354
"ubyte refCategory;"
Byte
g
23
355
"ubyte spEffectCategory;"
Byte
g
24
356
"ubyte refType;CAST ANIM"
Byte
g
25
357
"ubyte opmeMenuType;"
Byte
g
26
358
"ubyte hasSpEffectType;"
Byte
g
27
359
"ubyte replaceCategory;"
Byte
g
28
360
"ubyte useLimitCategory;"
Byte
g
29
306
"BOOL1"
1
310
"ubyte vowType0:1;"
Binary
0
1
0
g
2A
311
"ubyte vowType1:1;"
Binary
1
1
0
g
2A
312
"ubyte vowType2:1;"
Binary
2
1
0
g
2A
313
"ubyte vowType3:1;"
Binary
3
1
0
g
2A
314
"ubyte vowType4:1;"
Binary
4
1
0
g
2A
315
"ubyte vowType5:1;"
Binary
5
1
0
g
2A
316
"ubyte vowType6:1;"
Binary
6
1
0
g
2A
317
"ubyte vowType7:1;"
Binary
7
1
0
g
2A
307
"BOOL2"
1
318
"ubyte enable_multi:1;"
Binary
0
1
0
g
2B
319
"ubyte enable_multi_only:1;"
Binary
1
1
0
g
2B
320
"ubyte isEnchant:1;"
Binary
2
1
0
g
2B
321
"ubyte isShieldEnchant:1;"
Binary
3
1
0
g
2B
322
"ubyte enable_live:1;"
Binary
4
1
0
g
2B
323
"ubyte enable_gray:1;"
Binary
5
1
0
g
2B
324
"ubyte enable_white:1;"
Binary
6
1
0
g
2B
325
"ubyte enable_black:1;"
Binary
7
1
0
g
2B
308
"BOOL3"
1
326
"ubyte disableOffline:1;"
Binary
0
1
0
g
2C
327
"ubyte castResonanceMagic:1;"
Binary
1
1
0
g
2C
309
"BOOL4"
1
328
"ubyte vowType8:1;"
Binary
0
1
0
g
2D
329
"ubyte vowType9:1;"
Binary
1
1
0
g
2D
330
"ubyte vowType10:1;"
Binary
2
1
0
g
2D
331
"ubyte vowType11:1;"
Binary
3
1
0
g
2D
332
"ubyte vowType12:1;"
Binary
4
1
0
g
2D
333
"ubyte vowType13:1;"
Binary
5
1
0
g
2D
334
"ubyte vowType14:1;"
Binary
6
1
0
g
2D
335
"ubyte vowType15:1;"
Binary
7
1
0
g
2D
82
"Effect Identifier&Editor (See in table extras how to use)"
Auto Assembler Script
[ENABLE]
alloc(co,1024)
globalalloc(cdbs,4)
label(siid)
registersymbol(siid)
label(checker)
label(checker1)
label(checker2)
label(checker3)
label(checker4)
label(checker0)
label(spchecker)
label(spchecker1)
label(spchecker2)
label(spchecker3)
label(spdestroyer)
label(spdestroyer2)
label(spdestroyer3)
label(destroyer)
label(extracter)
globalalloc(t,4)
label(returnhere)
label(originalcode)
label(exit)
co:
checker:
mov cl,[siid]
cmp byte ptr [eax+156],cl
je extracter
jmp checker0
extracter:
mov [t],eax
jmp checker0
checker0:
cmp [cdbs],1
je checker1
jmp spchecker
checker1:
cmp byte ptr[eax+156],#117
jne checker2
je destroyer
checker2:
cmp byte ptr[eax+156],#15
jne checker3
je destroyer
checker3:
cmp byte ptr[eax+156],#96
jne checker4
je destroyer
checker4:
cmp byte ptr[eax+156],#167
jne originalcode
je destroyer
spchecker:
cmp [cdbs],2
je spchecker1
jmp originalcode
spchecker1:
cmp byte ptr [eax+156],#6
je spdestroyer
jmp spchecker2
spchecker2:
cmp byte ptr [eax+156],#5
je spdestroyer2
jmp spchecker3
spchecker3:
cmp byte ptr [eax+156],#102
je spdestroyer3
jmp checker1
destroyer:
mov [eax+156],#-1
mov [eax+5C],0
mov [eax+4C],0
jmp originalcode
spdestroyer:
mov [eax+156],#-1
mov [eax+D4],0
mov [eax+110],0
mov [eax+9C],0
jmp spchecker2
spdestroyer2:
mov [eax+156],#-1
mov [eax+A0],0
mov [eax+D0],0
jmp checker3
spdestroyer3:
mov [eax+156],#-1
jmp checker1
originalcode:
movzx esi,byte ptr [eax+00000156]
exit:
jmp returnhere
siid:
dd 00
"DARKSOULS.exe"+9C1332:
jmp co
nop
nop
returnhere:
[DISABLE]
dealloc(siid)
dealloc(co)
dealloc(t)
"DARKSOULS.exe"+9C1332:
movzx esi,byte ptr [eax+00000156]
362
"Disable Effects"
0:Nothing
1:Curse/Binoculars/Dragon
2:All of the above & Bleed,Poison & TWOP
Byte
cdbs
102
"Enter Sate Info Id of Effect You Want To Find"
Byte
siid
104
"Structure"
1
101
"int iconId;"
4 Bytes
t
0
108
"float conditionHp;"
Float
t
4
109
"float effectEndurance;"
Float
t
8
110
"float motionInterval;"
Float
t
C
111
"float maxHpRate;"
Float
t
10
112
"float maxMpRate;"
Float
t
14
113
"float maxStaminaRate;"
Float
t
18
114
"float slashDamageCutRate;"
Float
t
1C
115
"float blowDamageCutRate;"
Float
t
20
116
"float thrustDamageCutRate;"
Float
t
24
117
"float neutralDamageCutRate;"
Float
t
28
118
"float magicDamageCutRate;"
Float
t
2C
119
"float fireDamageCutRate;"
Float
t
30
120
"float thunderDamageCutRate;"
Float
t
24
121
"float physicsAttackRate;"
Float
t
38
122
"float magicAttackRate;"
Float
t
3C
123
"float fireAttackRate;"
Float
t
40
124
"float thunderAttackRate;"
Float
t
44
125
"float physicsAttackPowerRate;"
Float
t
48
126
"float magicAttackPowerRate;"
Float
t
4C
127
"float fireAttackPowerRate;"
Float
t
50
128
"float thunderAttackPowerRate;"
Float
t
54
129
"int physicsAttackPower;"
4 Bytes
t
58
130
"int magicAttackPower;"
4 Bytes
t
5C
131
"int fireAttackPower;"
4 Bytes
t
60
132
"int thunderAttackPower;"
4 Bytes
t
64
133
"float physicsDiffenceRate;"
Float
t
68
134
"float magicDiffenceRate;"
Float
t
6C
135
"float fireDiffenceRate;"
Float
t
70
136
"float thunderDiffenceRate;"
Float
t
74
137
"int physicsDiffence;"
4 Bytes
t
78
138
"int magicDiffence;"
4 Bytes
t
7C
139
"int fireDiffence;"
4 Bytes
t
80
140
"int thunderDiffence;"
4 Bytes
t
84
141
"float NoGuardDamageRate;"
Float
t
88
142
"float vitalSpotChangeRate;"
Float
t
8C
143
"float normalSpotChangeRate;"
Float
t
90
144
"float maxHpChangeRate;"
Float
t
94
145
"int behaviorId;"
4 Bytes
t
98
146
"float changeHpRate;"
Float
t
9C
147
"int changeHpPoint;"
4 Bytes
t
A0
148
"float changeMpRate;"
Float
t
A4
149
"int changeMpPoint;"
4 Bytes
t
A8
150
"int mpRecoverChangeSpeed;"
4 Bytes
t
AC
151
"float changeStaminaRate;"
Float
t
B0
152
"int changeStaminaPoint;"
4 Bytes
t
B4
153
"int staminaRecoverChangeSpeed;"
4 Bytes
t
B8
154
"float magicEffectTimeChange;"
Float
t
BC
155
"int insideDurability;"
4 Bytes
t
C0
156
"int maxDurability;"
4 Bytes
t
C4
157
"float staminaAttackRate;"
Float
t
C8
158
"int poizonAttackPower;"
4 Bytes
t
CC
159
"int registIllness;"
4 Bytes
t
D0
160
"int registBlood;"
4 Bytes
t
D4
161
"int registCurse;"
4 Bytes
t
D8
162
"float fallDamageRate;"
Float
t
DC
163
"float soulRate;"
Float
t
E0
164
"float equipWeightChangeRate;"
Float
t
E4
165
"float allItemWeightChangeRate;"
Float
t
E8
171
"int soul;"
4 Bytes
t
EC
172
"int animIdOffset;"
4 Bytes
t
F0
173
"float haveSoulRate;"
Float
t
F4
174
"float targetPriority;"
Float
t
F8
175
"int sightSearchEnemyCut;"
4 Bytes
t
FC
176
"int hearingSearchEnemyCut;"
4 Bytes
t
100
177
"float grabityRate;"
Float
t
104
178
"float registPoizonChangeRate;"
Float
t
108
179
"float registIllnessChangeRate;"
Float
t
10C
180
"float registBloodChangeRate;"
Float
t
110
183
"float registCurseChangeRate;"
Float
t
114
184
"float soulStealRate;"
Float
t
118
185
"float lifeReductionRate;"
Float
t
11C
186
"float hpRecoverRate;"
Float
t
120
187
"int replaceSpEffectId;"
4 Bytes
t
124
188
"int cycleOccurrenceSpEffectId;"
4 Bytes
t
128
189
"int atkOccurrenceSpEffectId;"
4 Bytes
t
12C
190
"float guardDefFlickPowerRate;"
Float
t
130
191
"float guardStaminaCutRate;"
Float
t
134
192
"short rayCastPassedTime;"
2 Bytes
t
138
193
"short changeSuperArmorPoint;"
2 Bytes
t
13A
194
"short bowDistRate;"
2 Bytes
t
13C
195
"ushort spCategory;"
2 Bytes
t
13E
196
"ubyte categoryPriority;"
Byte
t
140
197
"byte saveCategory;"
Byte
t
141
198
"ubyte changeMagicSlot;"
Byte
t
142
199
"ubyte changeMiracleSlot;"
Byte
t
143
200
"byte heroPointDamage;"
Byte
t
144
201
"ubyte defFlickPower;"
Byte
t
145
202
"ubyte flickDamageCutRate;"
Byte
t
146
203
"ubyte bloodDamageRate;"
Byte
t
147
204
"byte dmgLv_None;"
Byte
t
148
205
"byte dmgLv_S;"
Byte
t
149
206
"byte dmgLv_M;"
Byte
t
14A
207
"byte dmgLv_L;"
Byte
t
14B
208
"byte dmgLv_BlowM;"
Byte
t
14C
209
"byte dmgLv_Push;"
Byte
t
14D
210
"byte dmgLv_Strike;"
Byte
t
14E
211
"byte dmgLv_BlowS;"
Byte
t
14F
212
"byte dmgLv_Min;"
Byte
t
150
213
"byte dmgLv_Uppercut;"
Byte
t
151
214
"byte dmgLv_BlowLL;"
Byte
t
152
215
"byte dmgLv_Breath;"
Byte
t
153
181
"ubyte atkAttribute;"
Byte
t
154
182
"ubyte spAttribute;"
Byte
t
155
170
"ubyte state info id;"
0000FF
Byte
t
156
216
"ubyte wepParamChange;"
Byte
t
157
217
"ubyte moveType;"
Byte
t
158
218
"ubyte lifeReductionType;"
Byte
t
159
219
"ubyte throwCondition;"
Byte
t
15A
220
"byte addBehaviorJudgeId_condition;"
Byte
t
15B
221
"ubyte addBehaviorJudgeId_add;"
Byte
t
15E
224
"BOOL1"
1
222
"ubyte effectTargetSelf:1;"
Binary
0
1
0
t
15D
223
"ubyte effectTargetFriend:1;"
Binary
1
1
0
t
15D
232
"ubyte effectTargetEnemy:1;"
Binary
2
1
0
t
15D
233
"ubyte effectTargetPlayer:1;"
Binary
3
1
0
t
15D
234
"ubyte effectTargetAI:1;"
Binary
4
1
0
t
15D
235
"ubyte effectTargetLive:1;"
Binary
5
1
0
t
15D
236
"ubyte effectTargetGhost:1;"
Binary
6
1
0
t
15D
237
"ubyte effectTargetWhiteGhost:1;"
Binary
7
1
0
t
15D
225
"BOOL2"
1
238
"ubyte effectTargetBlackGhost:1;"
Binary
0
1
0
t
15E
239
"ubyte effectTargetAttacker:1;"
Binary
1
1
0
t
15E
240
"ubyte dispIconNonactive:1;"
Binary
2
1
0
t
15E
241
"ubyte useSpEffectEffect:1;"
Binary
3
1
0
t
15E
242
"ubyte bAdjustMagicAblity:1;"
Binary
4
1
0
t
15E
243
"ubyte bAdjustFaithAblity:1;"
Binary
5
1
0
t
15E
244
"ubyte bGameClearBonus:1;"
Binary
6
1
0
t
15E
245
"ubyte magParamChange:1;"
Binary
7
1
0
t
15E
226
"BOOL3"
1
246
"ubyte miracleParamChange:1;"
Binary
0
1
0
t
15F
247
"ubyte clearSoul:1;"
Binary
1
1
0
t
15F
248
"ubyte requestSOS:1;"
Binary
2
1
0
t
15F
249
"ubyte requestBlackSOS:1;"
Binary
3
1
0
t
15F
250
"ubyte requestForceJoinBlackSOS:1;"
Binary
4
1
0
t
15F
251
"ubyte requestKickSession:1;"
Binary
5
1
0
t
15F
252
"ubyte requestLeaveSession:1;"
Binary
6
1
0
t
15F
253
"ubyte requestNpcInveda:1;"
Binary
7
1
0
t
15F
227
"BOOL4"
1
254
"ubyte noDead:1;"
Binary
0
1
0
t
160
255
"ubyte bCurrHPIndependeMaxHP:1;"
Binary
1
1
0
t
156
256
"ubyte corrosionIgnore:1;"
Binary
2
1
0
t
160
257
"ubyte sightSearchCutIgnore:1;"
Binary
3
1
0
t
160
258
"ubyte hearingSearchCutIgnore:1;"
Binary
4
1
0
t
160
259
"ubyte antiMagicIgnore:1;"
Binary
5
1
0
t
160
260
"ubyte fakeTargetIgnore:1;"
Binary
6
1
0
t
160
261
"ubyte fakeTargetIgnoreUndead:1;"
Binary
7
1
0
t
160
228
"BOOL5"
1
262
"ubyte fakeTargetIgnoreAnimal:1;"
Binary
0
1
0
t
161
263
"ubyte grabityIgnore:1;"
Binary
1
1
0
t
161
264
"ubyte disablePoison:1;"
Binary
2
1
0
t
161
265
"ubyte disableDisease:1;"
Binary
3
1
0
t
161
266
"ubyte disableBlood:1;"
Binary
4
1
0
t
161
267
"ubyte disableCurse:1;"
Binary
5
1
0
t
161
268
"ubyte enableCharm:1;"
Binary
6
1
0
t
161
269
"ubyte enableLifeTime:1;"
Binary
7
1
0
t
161
229
"BOOL6"
1
270
"ubyte hasTarget : 1;"
Binary
0
1
0
t
162
271
"ubyte isFireDamageCancel:1;"
Binary
1
1
0
t
162
272
"ubyte isExtendSpEffectLife:1;"
Binary
2
1
0
t
162
273
"ubyte requestLeaveColiseumSession:1;"
Binary
3
1
0
t
162
230
"BOOL7"
1
274
"ubyte vowType0:1;"
Binary
0
1
0
t
163
275
"ubyte vowType1:1;"
Binary
1
1
0
t
163
276
"ubyte vowType2:1;"
Binary
2
1
0
t
163
277
"ubyte vowType3:1;"
Binary
3
1
0
t
163
278
"ubyte vowType4:1;"
Binary
4
1
0
t
163
279
"ubyte vowType5:1;"
Binary
5
1
0
t
163
280
"ubyte vowType6:1;"
Binary
6
1
0
t
163
281
"ubyte vowType7:1;"
Binary
7
1
0
t
163
231
"BOOL8"
1
282
"ubyte vowType8:1;"
Binary
0
1
0
t
164
283
"ubyte vowType9:1;"
Binary
1
1
0
t
163
284
"ubyte vowType10:1;"
Binary
2
1
0
t
163
285
"ubyte vowType11:1;"
Binary
3
1
0
t
163
286
"ubyte vowType12:1;"
Binary
4
1
0
t
163
287
"ubyte vowType13:1;"
Binary
5
1
0
t
163
288
"ubyte vowType14:1;"
Binary
6
1
0
t
163
289
"ubyte vowType15:1;"
Binary
7
1
0
t
163
98
"Infinite Spells"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscan(InfSpel1AOB,3B D3 89 51 20)
aobscan(InfSpel2AOB,3B D3 89 51 18)
aobscan(InfSpel3AOB,3B D3 89 51 10)
aobscan(InfSpel4AOB,3B D3 89 51 08)
aobscan(InfSpel5AOB,03 D6 3B D3 89 11)
aobscan(InfSpel6AOB,3B D3 89 51 F8)
alloc(newmem24,2048) //2kb should be enough
label(returnhere24)
label(originalcode24)
label(exit24)
registersymbol(InfSpel1AOB)
registersymbol(InfSpel2AOB)
registersymbol(InfSpel3AOB)
registersymbol(InfSpel4AOB)
registersymbol(InfSpel5AOB)
registersymbol(InfSpel6AOB)
newmem24: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx+20],edx
jle originalcode24
mov edx,[ecx+20]
originalcode24:
cmp edx,ebx
mov [ecx+20],edx
exit24:
jmp returnhere24
InfSpel1AOB:
jmp newmem24
returnhere24:
alloc(newmem17,2048) //2kb should be enough
label(returnhere17)
label(originalcode17)
label(exit17)
newmem17: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx+18],edx
jle originalcode17
mov edx,[ecx+18]
originalcode17:
cmp edx,ebx
mov [ecx+18],edx
exit17:
jmp returnhere17
InfSpel2AOB:
jmp newmem17
returnhere17:
alloc(newmem11,2048) //2kb should be enough
label(returnhere11)
label(originalcode11)
label(exit11)
newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx+10],edx
jle originalcode11
mov edx,[ecx+10]
originalcode11:
cmp edx,ebx
mov [ecx+10],edx
exit11:
jmp returnhere11
InfSpel3AOB:
jmp newmem11
returnhere11:
alloc(newmem6,2048) //2kb should be enough
label(returnhere6)
label(originalcode6)
label(exit6)
newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx+08],edx
jle originalcode6
mov edx,[ecx+08]
originalcode6:
cmp edx,ebx
mov [ecx+08],edx
exit6:
jmp returnhere6
InfSpel4AOB:
jmp newmem6
returnhere6:
alloc(newmem2,2048) //2kb should be enough
label(returnhere2)
label(originalcode2)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx],edx
jle originalcode2
mov edx,[ecx]
originalcode2:
//add edx,esi
cmp edx,ebx
mov [ecx],edx
exit2:
jmp returnhere2
InfSpel5AOB:
jmp newmem2
nop
returnhere2:
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ecx-08],edx
jle originalcode
mov edx,[ecx-08]
originalcode:
cmp edx,ebx
mov [ecx-08],edx
exit:
jmp returnhere
InfSpel6AOB:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem24)
InfSpel1AOB:
db 3B D3 89 51 20
//Alt: cmp edx,ebx
//Alt: mov [ecx+20],edx
dealloc(newmem17)
InfSpel2AOB:
db 3B D3 89 51 18
//Alt: cmp edx,ebx
//Alt: mov [ecx+18],edx
dealloc(newmem11)
InfSpel3AOB:
db 3B D3 89 51 10
//Alt: cmp edx,ebx
//Alt: mov [ecx+10],edx
dealloc(newmem6)
InfSpel4AOB:
db 3B D3 89 51 08
//Alt: cmp edx,ebx
//Alt: mov [ecx+08],edx
dealloc(newmem2)
InfSpel5AOB:
db 03 D6 3B D3 89 11
//Alt: add edx,esi
//Alt: cmp edx,ebx
//Alt: mov [ecx],edx
dealloc(newmem)
InfSpel6AOB:
db 3B D3 89 51 F8
//Alt: cmp edx,ebx
//Alt: mov [ecx-08],edx
unregistersymbol(InfSpel1AOB)
unregistersymbol(InfSpel2AOB)
unregistersymbol(InfSpel3AOB)
unregistersymbol(InfSpel4AOB)
unregistersymbol(InfSpel5AOB)
unregistersymbol(InfSpel6AOB)
97
"Infinite Durability"
Auto Assembler Script
[ENABLE]
aobscan(InfDur1AOB,89 50 14 B0 01 C2 04 00 CC)
aobscan(InfDur2AOB,89 53 14 3B 71 10)
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem2,2048) //2kb should be enough
label(returnhere2)
label(originalcode2)
label(exit2)
registersymbol(InfDur1AOB)
registersymbol(InfDur2AOB)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [eax+14],edx
jle originalcode2
mov edx,[eax+14]
originalcode2:
mov [eax+14],edx
mov al,01
exit2:
jmp returnhere2
InfDur1AOB:
jmp newmem2
returnhere2:
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [ebx+14],edx
jle originalcode
mov edx,[ebx+14]
originalcode:
mov [ebx+14],edx
cmp esi,[ecx+10]
exit:
jmp returnhere
InfDur2AOB:
jmp newmem
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
InfDur1AOB:
db 89 50 14 B0 01
//Alt: mov [eax+14],edx
//Alt: mov al,01
dealloc(newmem)
InfDur2AOB:
db 89 53 14 3B 71 10
//Alt: mov [ebx+14],edx
//Alt: cmp esi,[ecx+10]
unregistersymbol(InfDur1AOB)
unregistersymbol(InfDur2AOB)
364
"Infinite Items"
Auto Assembler Script
[ENABLE]
alloc(newmem,2048)
label(infi)
label(returnhere)
label(originalcode)
label(exit)
newmem:
cmp [ecx+08],#99
je exit
jmp infi
infi:
mov [ecx+08],#99
jmp newmem
originalcode:
mov [ecx+08],edx
mov eax,edx
exit:
jmp returnhere
"DARKSOULS.exe"+809766:
jmp newmem
returnhere:
[DISABLE]
dealloc(newmem)
"DARKSOULS.exe"+809766:
mov [ecx+08],edx
mov eax,edx
71
"Never Hollow "
Auto Assembler Script
[ENABLE]
alloc(newmem,2048)
globalalloc(r,4)
label(neverhollow)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [r],ecx
cmp [ecx+70],8
je neverhollow
cmp [ecx+74],4
je neverhollow
jmp originalcode
neverhollow:
mov [ecx+70],0
mov [ecx+74],1
jmp originalcode
originalcode:
mov ebx,[ecx+70]
shr al,05
exit:
jmp returnhere
"DARKSOULS.exe"+A050B2:
jmp newmem
nop
returnhere:
[DISABLE]
dealloc(newmem)
dealloc(r)
"DARKSOULS.exe"+A050B2:
mov ebx,[ecx+70]
shr al,05
365
"Undead"
Auto Assembler Script
[ENABLE]
alloc(undead,2048)
label(mmn)
label(checker)
label(returnhere)
label(originalcode)
label(exit)
undead:
checker:
cmp eax,0
je mmn
jmp originalcode
mmn:
mov [ebp+00002D4],1
jmp exit
originalcode:
mov [ebp+000002D4],eax
exit:
jmp returnhere
"DARKSOULS.exe"+A6891D:
jmp undead
nop
returnhere:
[DISABLE]
dealloc(undead)
"DARKSOULS.exe"+A6891D:
mov [ebp+000002D4],eax
Toggle Activation
192
0
166
"Air Break"
Auto Assembler Script
[ENABLE]
alloc(airbreaker,2048)
label(returnhere)
label(originalcode)
label(exit)
airbreaker:
mov byte ptr[eax+1CE],1
jmp exit
originalcode:
mov byte ptr [eax+000001CE],00
exit:
jmp returnhere
"DARKSOULS.exe"+A80CC0:
jmp airbreaker
nop
nop
returnhere:
[DISABLE]
dealloc(newmem)
"DARKSOULS.exe"+A80CC0:
mov byte ptr [eax+000001CE],00
Toggle Activation
219
0
167
"Make Character Buffed Up [ALWAYS TURN SCRIPT OFF AFTER USE]"
Auto Assembler Script
[ENABLE]
alloc(player,2048)
label(returnhere)
label(originalcode)
label(exit)
player:
mov [eax+2AC],#535567946
mov [eax+2B0],#1073741824
mov [eax+2B4],#452053249
mov [eax+2B8],#1073741824
mov [eax+2BC],#452053249
jmp originalcode
originalcode:
mov eax,[eax+14]
pop esi
ret
exit:
jmp returnhere
"DARKSOULS.exe"+A4766D:
jmp player
returnhere:
[DISABLE]
dealloc(player)
"DARKSOULS.exe"+A4766D:
mov eax,[eax+14]
pop esi
ret
168
"Make Character Extremely Thin [ALWAYS TURN SCRIPT OFF AFTER USE]"
Auto Assembler Script
[ENABLE]
alloc(player,2048)
label(returnhere)
label(originalcode)
label(exit)
player:
mov [eax+2AC],#3223322624
mov [eax+2B0],#3223322624
mov [eax+2B4],#3223322624
mov [eax+2B8],#3223322624
mov [eax+2BC],#3223322624
jmp originalcode
originalcode:
mov eax,[eax+14]
pop esi
ret
exit:
jmp returnhere
"DARKSOULS.exe"+A4766D:
jmp player
returnhere:
[DISABLE]
dealloc(player)
"DARKSOULS.exe"+A4766D:
mov eax,[eax+14]
pop esi
ret
169
"Weird Stagger"
Auto Assembler Script
[ENABLE]
alloc(staggor,2048)
globalalloc(stagger,4)
label(returnhere)
label(originalcode)
label(exit)
staggor:
mov byte ptr [esi+00000095],1
mov [stagger],esi
jmp exit
originalcode:
mov byte ptr [esi+00000095],00
exit:
jmp returnhere
"DARKSOULS.exe"+9966CF:
jmp staggor
nop
nop
returnhere:
[DISABLE]
dealloc(staggor)
"DARKSOULS.exe"+9966CF:
mov byte ptr [esi+00000095],00
90
"TELE(AOB)"
Auto Assembler Script
[ENABLE]
aobscan(coordinates,1E 00 00 00 FF FF FF FF 24 37 1B 01 ?0 ?? ?? 0? FF FF FF FF FF FF FF FF 1E)
registersymbol(coord)
label(coord)
[[coordinates+C]+18]+10:
coord:
[DISABLE]
unregistersymbol(coord)
94
"Teleporter"
Auto Assembler Script
[ENABLE]
globalalloc(reg,4)
alloc(code,1024)
label(originalcode)
label(returnhere)
label(exit)
label(x1)
label(x2)
label(x3)
label(x4)
label(x5)
label(x6)
label(y1)
label(y2)
label(y3)
label(y4)
label(y5)
label(y6)
label(z1)
label(z2)
label(z3)
label(z4)
label(z5)
label(z6)
registersymbol(x1)
registersymbol(y2)
registersymbol(z3)
label(senable1)
label(senable2)
label(senable3)
label(senable4)
label(senable5)
label(senable6)
label(lenable1)
label(lenable2)
label(lenable3)
label(lenable4)
label(lenable5)
label(lenable6)
label(savecoords1)
label(savecoords2)
label(savecoords3)
label(savecoords4)
label(savecoords5)
label(savecoords6)
label(loadcoords1)
label(loadcoords2)
label(loadcoords3)
label(loadcoords4)
label(loadcoords5)
label(loadcoords6)
label(checker)
registersymbol(senable1)
registersymbol(senable2)
registersymbol(senable3)
registersymbol(senable4)
registersymbol(senable5)
registersymbol(senable6)
registersymbol(lenable1)
registersymbol(lenable2)
registersymbol(lenable3)
registersymbol(lenable4)
registersymbol(lenable5)
registersymbol(lenable6)
code:
senable1:
dd 0
senable2:
dd 0
senable3:
dd 0
senable4:
dd 0
senable5:
dd 0
senable6:
dd 0
lenable1:
dd 0
lenable2:
dd 0
lenable3:
dd 0
lenable4:
dd 0
lenable5:
dd 0
lenable6:
dd 0
x1:
dq 0
x2:
dq 0
x3:
dq 0
x4:
dq 0
x5:
dq 0
x6:
dq 0
y1:
dq 0
y2:
dq 0
y3:
dq 0
y4:
dq 0
y5:
dq 0
y6:
dq 0
z1:
dq 0
z2:
dq 0
z3:
dq 0
z4:
dq 0
z5:
dq 0
z6:
dq 0
z7:
dq 0
checker:
cmp byte ptr [senable1],1
je savecoords1
cmp byte ptr [senable2],1
je savecoords2
cmp byte ptr [senable3],1
je savecoords3
cmp byte ptr [senable4],1
je savecoords4
cmp byte ptr [senable5],1
je savecoords5
cmp byte ptr [senable6],1
je savecoords6
cmp byte ptr [lenable1],1
je loadcoords1
cmp byte ptr [lenable2],1
je loadcoords2
cmp byte ptr [lenable3],1
je loadcoords3
cmp byte ptr [lenable4],1
je loadcoords4
cmp byte ptr [lenable5],1
je loadcoords5
cmp byte ptr [lenable6],1
je loadcoords6
jmp originalcode
savecoords1:
mov [senable1],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x1],eax
mov eax,[coord+4]
mov [z1],eax
mov eax,[coord+8]
mov [y1],eax
pop eax
jmp originalcode
savecoords2:
mov [senable2],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x2],eax
mov eax,[coord+4]
mov [z2],eax
mov eax,[coord+8]
mov [y2],eax
pop eax
jmp originalcode
savecoords3:
mov [senable3],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x3],eax
mov eax,[coord+4]
mov [z3],eax
mov eax,[coord+8]
mov [y3],eax
pop eax
jmp originalcode
savecoords4:
mov [senable4],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x4],eax
mov eax,[coord+4]
mov [z4],eax
mov eax,[coord+8]
mov [y4],eax
pop eax
jmp originalcode
savecoords5:
mov [senable5],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x5],eax
mov eax,[coord+4]
mov [z5],eax
mov eax,[coord+8]
mov [y5],eax
pop eax
jmp originalcode
savecoords6:
mov [senable6],0
cmp [coord],0
je originalcode
push eax
mov eax,[coord]
mov [x6],eax
mov eax,[coord+4]
mov [z6],eax
mov eax,[coord+8]
mov [y6],eax
pop eax
jmp originalcode
loadcoords1:
mov [lenable1],0
cmp [x1],0
je originalcode
push eax
mov eax,[x1]
mov [coord],eax
mov eax,[y1]
mov [coord+8],eax
mov eax,[z1]
mov [coord+4],eax
pop eax
jmp originalcode
loadcoords2:
mov [lenable2],0
cmp [x2],0
je originalcode
push eax
mov eax,[x2]
mov [coord],eax
mov eax,[y2]
mov [coord+8],eax
mov eax,[z2]
mov [coord+4],eax
pop eax
jmp originalcode
loadcoords3:
mov [lenable3],0
cmp [x3],0
je originalcode
push eax
mov eax,[x3]
mov [coord],eax
mov eax,[y3]
mov [coord+8],eax
mov eax,[z3]
mov [coord+4],eax
pop eax
jmp originalcode
loadcoords4:
mov [lenable1],0
cmp [x4],0
je originalcode
push eax
mov eax,[x4]
mov [coord],eax
mov eax,[y4]
mov [coord+8],eax
mov eax,[z4]
mov [coord+4],eax
pop eax
jmp originalcode
loadcoords5:
mov [lenable5],0
cmp [x5],0
je originalcode
push eax
mov eax,[x5]
mov [coord],eax
mov eax,[y5]
mov [coord+8],eax
mov eax,[z5]
mov [coord+4],eax
pop eax
jmp originalcode
loadcoords6:
mov [lenable6],0
cmp [x6],0
je originalcode
push eax
mov eax,[x6]
mov [coord],eax
mov eax,[y6]
mov [coord+8],eax
mov eax,[z6]
mov [coord+4],eax
pop eax
jmp originalcode
originalcode:
mov [reg],ebx
movq xmm0,[esp]
exit:
jmp returnhere
"DARKSOULS.exe"+ABDBCA:
jmp checker
returnhere:
[DISABLE]
unregistersymbol(x)
unregistersymbol(y)
unregistersymbol(z)
unregistersymbol(s)
unregistersymbol(l)
dealloc(code)
"DARKSOULS.exe"+ABDBCA:
movq xmm0,[esp]
91
"X-pos"
Float
coord
93
"Y-pos"
Float
coord+8
92
"Z-pos"
Float
coord+4
367
"Weapons"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscan(RightHandAOB,8A 86 00 01 00 00 C0 E8 07 84)
aobscan(LeftHandAOB,8A 86 00 01 00 00 C0 E8 05)
alloc(HandMem,256)
label(RHStart)
label(LHStart)
label(RHReturn)
label(LHReturn)
label(LHMem)
label(RHMem)
label(HandDat)
registersymbol(RHStart)
registersymbol(LHStart)
registersymbol(HandDat)
RightHandAOB:
RHStart:
jmp RHMem
nop
RHReturn:
LeftHandAOB:
LHStart:
jmp LHMem
nop
LHReturn:
HandMem:
RHMem:
mov al,[esi+00000100]
mov [HandDat],esi
jmp RHReturn
LHMem:
mov al,[esi+00000100]
mov [HandDat+4],esi
jmp LHReturn
HandDat:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
RHStart:
db 8A 86 00 01 00 00
LHStart:
db 8A 86 00 01 00 00
unregistersymbol(RHStart)
unregistersymbol(LHStart)
unregistersymbol(HandDat)
dealloc(HandMem)
368
"Poise Dmg. RHanded Wep"
Byte
handdat
CE
387
"Stamina Damage On Shield(RHand)"
Byte
handdat
CC
369
"Max Durability"
Byte
handdat
BE
371
"ubyte disableRepair:1;(RHand)"
Binary
3
1
0
handdat
102
372
"Wep. Effects"
1
373
"R.Hand"
1
375
"Effect On Attack1"
4 Bytes
handdat
40
376
"Effect On Attack2"
4 Bytes
handdat
44
377
"Effect On Attack3"
4 Bytes
handdat
48
378
"Effect On Equip1"
4 Bytes
handdat
4C
379
"Effect On Equip2"
4 Bytes
handdat
50
380
"Effect On Equip1"
4 Bytes
handdat
54
374
"L.Hand"
1
381
"Effect On Attack1"
4 Bytes
handdat+4
40
382
"Effect On Attack2"
4 Bytes
handdat+4
44
383
"Effect On Attack3"
4 Bytes
handdat+4
48
384
"Effect On Equip1"
4 Bytes
handdat+4
4C
385
"Effect On Equip2"
4 Bytes
handdat+4
50
386
"Effect On Equip3"
4 Bytes
handdat+4
54
388
"Armour Increaser"
Auto Assembler Script
[ENABLE]
alloc(armour,2048)
label(returnhere)
label(originalcode)
label(exit)
armour:
mov [ecx+78],#70
mov [ecx+7C],#70
mov [ecx+80],#70
mov [ecx+84],#70
jmp originalcode
originalcode:
cvtsi2ss xmm0,[ecx+78]
exit:
jmp returnhere
"DARKSOULS.exe"+9BFE5A:
jmp armour
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(armour)
"DARKSOULS.exe"+9BFE5A:
cvtsi2ss xmm0,[ecx+78]
//Alt: db F3 0F 2A 41 78
389
"Weight Less"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [ecx+E4],#10000000000000
//this is allocated memory, you have read,write,execute access
//place your code here
originalcode:
movss xmm1,[ecx+000000E4]
exit:
jmp returnhere
"DARKSOULS.exe"+9BF79C:
jmp newmem
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"DARKSOULS.exe"+9BF79C:
movss xmm1,[ecx+000000E4]
//Alt: db F3 0F 10 89 E4 00 00 00
390
"Useless"
1
396
"SAVES"
1
95
"SAVE1"
Byte
senable1
Set Value
35
1
0
391
"SAVE2"
Byte
senable2
Set Value
40
1
0
392
"SAVE3"
Byte
senable3
Set Value
34
1
0
393
"SAVE4"
Byte
senable4
Set Value
37
1
0
394
"SAVE5"
Byte
senable5
Set Value
12
1
1
395
"SAVE6"
Byte
senable6
Set Value
39
1
0
402
"LOADS"
1
96
"LOAD1"
Byte
lenable1
Set Value
97
1
0
397
"LOAD2"
Byte
lenable2
Set Value
98
1
0
398
"LOAD3"
Byte
lenable3
Set Value
99
1
0
399
"LOAD4"
Byte
lenable4
Set Value
100
1
0
400
"LOAD5"
Byte
lenable5
Set Value
101
1
0
401
"LOAD6"
Byte
lenable6
Set Value
102
1
0
Prbably Some Backstab Related BS
008F713B
DARKSOULS.exe
4F713B
8D
04
8A
89
28
FF
46
04
85
DB
74
12
8D
Parry1bs
002BE566
fmod_event.dll
2E566
14
87
8B
69
4C
01
5C
95
00
8D
54
95
00
40
Parry2bs
0029D850
fmod_event.dll
D850
24
08
00
74
06
09
50
68
C2
08
00
F7
D2
Parry3bs
1000FF68
fmodex.dll
FF68
85
02
01
00
00
FF
87
28
01
00
00
39
9F
18
01
00
Parry4bs
006F61A7
DARKSOULS.exe
2F61A7
38
01
00
00
40
89
01
8B
8E
A4
01
00
Change of inc [eax+18]
00297E6A
fmod_event.dll
17E6A
FF
FF
8B
46
14
FF
40
18
8B
55
44
8D
4D
Parry Many
0028ACDA
fmod_event.dll
ACDA
06
8B
54
24
2C
89
13
8B
4C
24
18
64
Change of mov [ebx],edx
0028ACDA
fmod_event.dll
ACDA
06
8B
54
24
2C
89
13
8B
4C
24
18
64
REAL time BS(PARRY/OTHER ATTACKS)
006F61A7
DARKSOULS.exe
2F61A7
38
01
00
00
40
89
01
8B
8E
A4
01
00
Change of mov [ecx],eax
006F61A7
DARKSOULS.exe
2F61A7
38
01
00
00
40
89
01
8B
8E
A4
01
00
Change of mov [eax],edx
006F6DC0
DARKSOULS.exe
2F6DC0
38
01
00
00
4A
89
10
89
9F
38
01
00
Online Actvity Area
00EFDC6A
DARKSOULS.exe
AFDC6A
E8
06
48
50
FF
8B
87
84
02
00
00
8B
57
70
89
44
Code :cvtsi2ss xmm0,[ecx+78]
00DBFE5A
DARKSOULS.exe
9BFE5A
84
5D
01
00
00
F3
0F
2A
41
78
0F
2F
C3
76
20
q
035C0030
g
19670020
curse
00380000
w
0FE40000
r
03400000
t
0FA20010
p
12620000
xpos
12620020
ypos
12620030
zpos
12620040
reg
12860000
siid1
00340030
stagger
04E30010
cdbs
0FA20000
InfSpel1AOB
00C079CF
InfSpel2AOB
00C079AD
InfSpel3AOB
00C0798B
InfSpel4AOB
00C07969
InfSpel5AOB
00C07943
InfSpel6AOB
00C07920
siid
0FA3014C
The bullet editor shows the last bullet which was fired or used.
Bullet/Effect:=References a Bullet, or if refCategory is 2, an Effect that is applied to the caster.
Min cast dex is the dex up to which the cast speed will be the slowest and vice-versa for Max Cast dex.
HitBulletID:It refrences another bullet when the current bullet lands i.e.if you put the value of another bullet in this that bullet will be spawned whe the current bullet hits.
TELE(numlock on)-Press Numpad 1 to save location.
Press Numpad 2 to load location.
TELE(AOB)-Press 1 to save location.
Press 2 to load location.
EFFECT IDENTIFIER&EDITOR:
1).To find the structure of the effect you want to find just enter the value of its state info id and then use that effect on yourself.For eg to find structure of basalisk curse just enter the id "117"nd then put value "33" in your right hand or left hand "effect on self"(this can be found in the "weapons" tab of Technojackers table aka DARKSOULSxxx.CT) values(any one of the three will do),then de-equip and re-equip the weapon,you will get cursed,but youll see that in the ce table there will be the proper adresses loaded in the "Structure" header,and do remember to change the value "33" to "-1" or any other value you want.
2). To disable effects like curse or binoculars just find the structure & then open the "Structure" header & go down to "ubyte state info id" and then change that value to "-1".