Auto assembler help - how to make 2 hit kill cheat

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Negan
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Auto assembler help - how to make 2 hit kill cheat

Post by Negan »

I want to learn how to make a 2 hit kill cheat. i already know how to make 1 hit kill, simply write 0 to the enemies' Health.

but you have to understand there are some games with conditions like where you're not supposed to kill a boss in a fight, there's supposed to be a cutscene maybe so when you kill them in 1 hit, the game gets stuck and you have to restart...

or there's a game like dark souls where you can have a one hit kill active but soon as you activate the bonfire (which writes to ALL surrounding enemies' health) they immediately die. its not supposed to do that.

i've looked everywhere. on sneaky mofo's channel, on cheat the game and i cannot find a tutorial on this anywhere.

so i need to know how to make a 2 hit kill cheat or even 3 hit kill.

Here is a script i am already working on in "Lightning Returns: Final Fantasy 13"

Code: Select all

newmem:
  cmp [esi+338],#22000
  jne code
  mov [esi+2E0],#3680  // health cap writing into current health
  jmp return

code:
  mov [esi+000002E0],0 // we put zero here for one hit kills
  jmp return
the original code was:
mov [esi+000002E0],edi
jmp return

so how do i make it so that instead of 0, we write 1 into our enemies' health and the following hit kills him? if i simply replace the 0 with 1, that won't work. that will keep writing 1 into enemies' HP and their HP will only be equal to 1, i would have to deactivate the cheat to finish him off but i don't wanna do that. i need to learn to properly put it in code. any help is greatly appreciated!

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Rhark
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Re: Auto assembler help - how to make 2 hit kill cheat

Post by Rhark »

Feel free to post the code I gave you so others can learn :)

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Negan
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Re: Auto assembler help - how to make 2 hit kill cheat

Post by Negan »

Yes here is the 2-hit kill auto assemble code/script for Lightning Returns: Final Fantasy 13 that I got with the help from Rhark here and Betcha from Cheat Engine forums in case anyone wants to know:

Code: Select all

[ENABLE]

aobscanmodule(health1,LRFF13.exe,89 BE E0 02 00 00) // should be unique
alloc(newmem,$1000)

label(code)
label(originalcode)
label(return)

newmem:
  cmp [esi+338],#22000
  jne code
  mov edi,#3680  // 3680 is the health cap
  mov [esi+2E0],edi
  jmp return

code:
  cmp [esi+2E0],#10  // comparing this to 10 kills even monsters that regenerate HP
  jle short originalcode // if the comparison is true then do regular damage
  mov [esi+2E0],1 // if not then move 1 to enemies' health
  jmp return

originalcode:
  mov [esi+000002E0],edi
  mov [enemyHealth],esi
  jmp return

health1:
  jmp newmem
  nop
return:
registersymbol(health1)

[DISABLE]

health1:
  db 89 BE E0 02 00 00

unregistersymbol(health1)
dealloc(newmem)

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