RESIDENT EVIL 2 +19 +1 (table Update14.6) (2019.12.24)

CJBok

CJBok

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Re: RESIDENT EVIL 2 +8 (table Update5)

CursedToast said:
I've got a question for you actually, CJBok, is there any way to see the "live" value if you leave the game unpaused?
Have you by chance been able to find any value that indicates whether the timer should "run" or not (for example, the timer doesn't run during cutscenes)?

Good work on this, by the way!
The Game Duration time only increases during gameplay. Cutscenes and pause state are not added to the Game Duration time.
So when you are browsing through your inventory / map / files Game Duration time is still increasing.

Game Duration time is NOT stored in memory but is calculated by 3 values stored as microseconds in 8 byte.

8 Byte Current Time: Increases always!
8 Byte Start Time: Increases during cutscene unless cutscene is paused.
8 Byte Pause Time: Increases when game is in paused state even when cutscene is paused.

Game Duration Time in seconds = (Current Time - Start Time - Pause Time) / 1000000
 
HylianZ

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Re: RESIDENT EVIL 2 +8 (table Update5)

Looks like they planned on adding infinite versions of all the weapons at some point, but removed them (mostly) from the game. Maybe we'll see it as DLC at some point. https://gyazo.com/9a6ac24e5595e5f32aeee53fe753b376
 
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KS212

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Re: RESIDENT EVIL 2 +8 (table Update5)

HylianZ said:
Looks like they planned on adding infinite versions of all the weapons at some point, but removed them (mostly) from the game. Maybe we'll see it as DLC at some point. https://gyazo.com/9a6ac24e5595e5f32aeee53fe753b376
Sad that they removed those... In a way though I can kind of see why. The infinite Minigun moots EVERYTHING. It has the impact power of the Magnum, fire rate of the SMG and knockback power of the RPG... all in one, and can be fired nonstop w/o loading. You really don't 'need' anything else.
 
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shaun12500

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Re: RESIDENT EVIL 2 +8 (table Update5)

Not sure if anyone else is having this issue but CE wont activate the enable script so I can activate any of the scripts
 
gir489

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Re: RESIDENT EVIL 2 +8 (table Update5)

Here's CJBok's table, but he forgot to add the upgrade field to it on the inventory editor.
 

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Exeter

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Re: RESIDENT EVIL 2 +8 (table Update5)

Interesting fact I discovered just now.

The undead script makes it so the game thinks you take no damage while it's activated, despite you taking actual damage. I tested this out after noticing that RE.net's current gameplay data shows I took damage 3 times so far in the run, and after turning it on, it stopped registering damage taken.

This might also be related to something I brought up earlier - Where bosses like Birkin and Tyrant can no longer hit you at all once you get hit once. (They just strike through you as if you're a ghost). This only happens while the script is on as well.


On an unrelated note to the undead script - has anyone figured out a way yet to make the damage multiplier not affect enemy damage done to you as well?
 
HylianZ

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Re: RESIDENT EVIL 2 +8 (table Update5)

Nope, but I did find out you can "upgrade" the infinite SMG to be silenced, with a table.
 
Ownsin

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Re: RESIDENT EVIL 2 +8 (table Update5)

Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
 
gir489

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Re: RESIDENT EVIL 2 +8 (table Update5)

Cyphanix said:
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.
 
Ownsin

Ownsin

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Re: RESIDENT EVIL 2 +8 (table Update5)

gir489 said:
Cyphanix said:
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.
As I'm new to cheat engine. Can you elaborate in layman terms if possible with a screenshot? I would greatly appreciate it.

Where can I find this address exactly where are they linked in the list.


Thank you for responding.
 
Exeter

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Re: RESIDENT EVIL 2 +8 (table Update5)

Cyphanix said:
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
CursedToast posted a table that lets you modify inventory slots. You just have to change it so it shows as hex, and set it to be an AoB type (length 17). The reason why I say 17 is because the last byte in the AoB is the value for an item. So you can modify that value to have more than 1 of it. (ammo inside a gun, or the boards that you can use to cover up windows, etc).

 
Cielos

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

@all
Update6
- added game player time mod. made based on the info CJBok shared.
- added LUA to register 3 custom types for the game player time mod temperately (will be removed on next CE start). you have to allow CE to run the LUA for easy time setting via game player time mod.
- added additional scripts/pointers shared by CJBok and gir489.
- changed the default key combination for theslow motion script.
- removed a useless structure.
remember to say thanks and/or rep them!
 
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Sakurarozu

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

anyone know how unlock the classic costumes?
 
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DarkFearless

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Re: RESIDENT EVIL 2 +8 (table Update5)

HylianZ said:
Nope, but I did find out you can "upgrade" the infinite SMG to be silenced, with a table.
Do you mind sharing with us how this is done? =O.

Okay, now I'm sounding like a needy child. Lol.
 
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Eguzky

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

I'm probably going to get laughed at but:

I'm a wuss a horror games, trying to play RE2 (It was a gift).

I have found I'm mostly okay...Except Mr X really, REALLY creeps me out for some reason. (I think I know why, but that's RL and TMI and I'll just stop there)

I just can't do the cat & mouse stuff. Even knowing I can down him in one hit; if I can't see him, I just stress too much. x.x

That said..Could someone make a Table (or add to this one) to either lock Mr X in place (disable his AI?), or prevent him from standing up once he's knocked down?
I assume his standing up is either timer based (when downed, stay down for 30 seconds or some such)
Or it's an invisible health bar (when empty: play staggered animation. Refill at <x> hp/s. When full: get back up)

If anyone tries: Thank you!

If not: Ah well, sucks to be me.

Either way, thanks for reading this :)
 
HylianZ

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

It does, but oh well.
 
headshot0052

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

pls,update the table and add round handle id to ct inventory swap in "highlighted item (no aobscan"
 
gir489

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

DarkFearless said:
I noticed it changes the SMG's picture on inventory to a shotgun picture XD.
I believe that's because it's HUNK's SMG during the tapes (they're rendered in-engine, that's how the game keeps track of that internally.
 
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