Nexomon: Extinction [+12]

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Oblivion
Noobzor
Noobzor
Posts: 9
Joined: Sat Sep 05, 2020 6:47 am
Reputation: 1

Re: Nexomon: Extinction [+12]

Post by Oblivion »

There's been a patch on september 7, does this table needs an update or can it be safely used? Thanks!

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

wisuke
What is cheating?
What is cheating?
Posts: 1
Joined: Mon Sep 07, 2020 11:33 pm
Reputation: 0

Re: Nexomon: Extinction [+12]

Post by wisuke »

How can I activate the cheats? the first option is never activated when pressing click

Image

Extulifin
What is cheating?
What is cheating?
Posts: 1
Joined: Tue Sep 08, 2020 12:17 am
Reputation: 0

Re: Nexomon: Extinction [+12]

Post by Extulifin »

Hi Greenhouse, i can't too clic in the box of Main in the cheatengine.
I did all the steps and nothing, i have this version of the game, i hope helps to find a solution. (Build 5478562)
Thanks for your work in this tables.

Edit: i updates yesterday and the patch1 working fine but today was updates again and the table not working anymore. I hope Green find a solution.
Last edited by Extulifin on Tue Sep 08, 2020 3:34 pm, edited 1 time in total.

Saintwave
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Cheater
Posts: 41
Joined: Thu Sep 03, 2020 4:53 pm
Reputation: 2

Re: Nexomon: Extinction [+12]

Post by Saintwave »

You guys probably downloaded the other version, try the 1st one
"Nexomon Extinction.CT
Nexomon Patch 1
(196.04 KiB) Downloaded 640 times"

I used it last night on the newest patch and it's working fine.

Saintwave
Cheater
Cheater
Posts: 41
Joined: Thu Sep 03, 2020 4:53 pm
Reputation: 2

Re: Nexomon: Extinction [+12]

Post by Saintwave »

Saintwave wrote:
Tue Sep 08, 2020 10:48 am
You guys probably downloaded the other version, try the 1st one
"Nexomon Extinction.CT
Nexomon Patch 1
(196.04 KiB) Downloaded 640 times"

I used it last night on the newest patch and it's working fine.
Latest patch killed all tables atm I think.

lampuiho
Expert Cheater
Expert Cheater
Posts: 95
Joined: Sun Jul 16, 2017 6:06 am
Reputation: 55

Re: Nexomon: Extinction [+12]

Post by lampuiho »

Saintwave wrote:
Tue Sep 08, 2020 3:21 pm
Latest patch killed all tables atm I think.
replace the main script with this

Code: Select all

[ENABLE]
aobscanmodule(get_ManagerBattle,GameAssembly.dll,F3 0F 11 87 * 02 00 00 72)
aobscanmodule(get_SaveData,GameAssembly.dll,FF 81 F8 00 00 00 80)
aobscanmodule(get_MapManager,GameAssembly.dll,F3 0F 10 B3 E8 01 00 00 33)
aobscanmodule(get_Player,GameAssembly.dll,48 8B 8B 88 00 00 00 48 85 C9 74 0C 33)
aobscanmodule(get_STChange,GameAssembly.dll,41 0F 11 46 5C 8B 40 10 41 89 46 6C 48 8B 47)
aobscanmodule(get_HPChange,GameAssembly.dll,0F 11 43 34 8B 40 10 89 43 44 48 8B 5E 10)
aobscanmodule(get_AIBotProcessDecision,GameAssembly.dll,CC CC CC 40 55 57 48 8D 6C 24 B1 48 81 EC 98)
aobscanmodule(get_ComputeExperienceReceived,GameAssembly.dll,5F E9 * * * 00 CC CC CC CC CC CC CC CC CC CC CC 40 55 53 56 57)
aobscanmodule(get_AIBotMyCurrentUnit,GameAssembly.dll,E8 * * * * CC E8 * * * * CC CC CC CC CC CC CC 40 53 48 83 EC 20 80 3D * * * * 00 48 8B D9 7512 8B 0D * * * * E8 * * * * C6 05 * * * * 01 48 8B 43 10 48 85 C0 74 3B)
registersymbol(get_AIBotMyCurrentUnit)
alloc(newmem,$200,"GameAssembly.dll"+23F1B5)
label(code)
label(return)
label(STChange)
label(STChangeRet)
label(HPChange)
label(HPChangeRet)
label(MapManager)
label(MapManagerRet)
label(SaveData)
label(SaveDataRet)
label(Player)
label(PlayerRet)
label(AIBotProcessDecision)
label(AIBotProcessDecisionRet)
label(ComputeExperienceReceived)
label(ComputeExperienceReceivedRet)
label(EXPMult)
label(get_ManagerBattleSave)
alloc(ManagerBattle,8)
registersymbol(ManagerBattle)
alloc(_MapManager,8)
registersymbol(_MapManager)
alloc(_SaveData,8)
registersymbol(_Player)
alloc(_Player,8)
alloc(currentEnemy,8)
registersymbol(currentEnemy)
registersymbol(_SaveData)
alloc(SaveDataInfo,100)
registersymbol(SaveDataInfo)
alloc(InfiniteHP,1)
alloc(InfiniteST,1)
alloc(OneHitKill,1)
registersymbol(InfiniteHP)
registersymbol(InfiniteST)
registersymbol(OneHitKill)
registersymbol(expmult)
registersymbol(get_ManagerBattleSave)

newmem:
get_ManagerBattleSave:
readMem(get_ManagerBattle,8)

code:
mov [ManagerBattle],rdi
reassemble(get_ManagerBattle)
jmp return

STChange:
cmp byte ptr [InfiniteST],01
jne @f
cmp [currentEnemy],r14
je @f
movups xmm0,[r14+70]
@@:
movups [r14+5C],xmm0
jmp STChangeRet

HPChange:
cmp byte ptr [InfiniteHP],01
jne @f
cmp [currentEnemy],rbx
je @f
movups xmm0,[rbx+48]
jmp HPChangeExit
@@:
cmp byte ptr [OneHitKill],01
jne HPChangeExit
xorps xmm0,xmm0
HPChangeExit:
movups [rbx+34],xmm0
mov eax,[rax+10]
jmp HPChangeRet

MapManager:
  mov [_MapManager],rbx
  movss xmm6,[rbx+000001E8]
  jmp MapManagerRet

SaveData:
mov [_SaveData],rcx
inc [rcx+000000F8]
cmp [SaveDataInfo],0
je SaveDataRet
push rax
push rsi
push rdi
mov rdi,SaveDataInfo
cmp [SaveDataInfo],2
je @f
mov rax,[rcx+A8]
mov esi,[rax+14]
xor esi,[rax+10]
mov [rdi+4],esi
mov esi,[rax+28]
xor esi,[rax+24]
mov [rdi+8],esi
mov esi,[rax+3C]
xor esi,[rax+38]
mov [rdi+C],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet
@@:
mov rax,[rcx+A8]
mov esi,[rdi+4]
xor esi,[rax+14]
mov [rax+10],esi
mov esi,[rdi+8]
xor esi,[rax+28]
mov [rax+24],esi
mov esi,[rdi+C]
xor esi,[rax+3C]
mov [rax+38],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet

Player:
cmp [rbx+18],0
jne @f
mov [_Player],rbx
@@:
mov rcx,[rbx+00000088]
jmp PlayerRet

AIBotProcessDecision:
push rax
push rbx
push rcx
push rdx
push rsi
push rdi
push r8
push r9
call get_AIBotMyCurrentUnit+12
mov [currentEnemy],rax
pop r9
pop r8
pop rdi
pop rsi
pop rdx
pop rcx
pop rbx
pop rax
push rbp
push rdi
lea rbp,[rsp-4F]
jmp AIBotProcessDecisionRet

ComputeExperienceReceived:
imul rdx,[EXPMult]
push rbp
push rbx
push rsi
push rdi
jmp ComputeExperienceReceivedRet

EXPMult:
  dd 1

get_ManagerBattle:
  jmp code
  nop 3
return:
registersymbol(get_ManagerBattle)

get_STChange:
  jmp STChange
STChangeRet:
registersymbol(get_STChange)

get_HPChange:
  jmp HPChange
  nop 2
HPChangeRet:
registersymbol(get_HPChange)

get_MapManager:
  jmp MapManager
  nop 3
MapManagerRet:
registersymbol(get_MapManager)

get_SaveData:
  jmp SaveData
  nop
SaveDataRet:
registersymbol(get_SaveData)

get_Player:
  jmp Player
  nop 2
PlayerRet:
registersymbol(get_Player)

get_AIBotProcessDecision+03:
  jmp AIBotProcessDecision
  nop 3
AIBotProcessDecisionRet:
registersymbol(get_AIBotProcessDecision)

get_ComputeExperienceReceived+11:
  jmp ComputeExperienceReceived
ComputeExperienceReceivedRet:
registersymbol(get_ComputeExperienceReceived)

[DISABLE]
get_ManagerBattle:
  readMem(get_ManagerBattleSave,8)

get_STChange:
  db 41 0F 11 46 5C

get_HPChange:
  db 0F 11 43 34 8B 40 10

get_MapManager:
  db F3 0F 10 B3 E8 01 00 00

get_SaveData:
  db FF 81 F8 00 00 00

get_Player:
  db 48 8B 8B 88 00 00 00

get_AIBotProcessDecision+03:
  db 40 55 57 48 8D 6C 24 B1

get_ComputeExperienceReceived+11:
  db 40 55 53 56 57

unregistersymbol(get_ComputeExperienceReceived)
unregistersymbol(get_AIBotProcessDecision)
unregistersymbol(get_Player)
unregistersymbol(get_SaveData)
unregistersymbol(get_MapManager)
unregistersymbol(get_HPChange)
unregistersymbol(get_STChange)
unregistersymbol(get_ManagerBattle)
unregistersymbol(get_ManagerBattleSave)
dealloc(newmem)

Raider01
Cheater
Cheater
Posts: 36
Joined: Mon Jul 20, 2020 6:15 pm
Reputation: 12

Re: Nexomon: Extinction [+12]

Post by Raider01 »

lampuiho wrote:
Wed Sep 09, 2020 2:04 pm
Saintwave wrote:
Tue Sep 08, 2020 3:21 pm
Latest patch killed all tables atm I think.
replace the main script with this

Code: Select all

[ENABLE]
aobscanmodule(get_ManagerBattle,GameAssembly.dll,F3 0F 11 87 * 02 00 00 72)
aobscanmodule(get_SaveData,GameAssembly.dll,FF 81 F8 00 00 00 80)
aobscanmodule(get_MapManager,GameAssembly.dll,F3 0F 10 B3 E8 01 00 00 33)
aobscanmodule(get_Player,GameAssembly.dll,48 8B 8B 88 00 00 00 48 85 C9 74 0C 33)
aobscanmodule(get_STChange,GameAssembly.dll,41 0F 11 46 5C 8B 40 10 41 89 46 6C 48 8B 47)
aobscanmodule(get_HPChange,GameAssembly.dll,0F 11 43 34 8B 40 10 89 43 44 48 8B 5E 10)
aobscanmodule(get_AIBotProcessDecision,GameAssembly.dll,CC CC CC 40 55 57 48 8D 6C 24 B1 48 81 EC 98)
aobscanmodule(get_ComputeExperienceReceived,GameAssembly.dll,5F E9 * * * 00 CC CC CC CC CC CC CC CC CC CC CC 40 55 53 56 57)
aobscanmodule(get_AIBotMyCurrentUnit,GameAssembly.dll,E8 * * * * CC E8 * * * * CC CC CC CC CC CC CC 40 53 48 83 EC 20 80 3D * * * * 00 48 8B D9 7512 8B 0D * * * * E8 * * * * C6 05 * * * * 01 48 8B 43 10 48 85 C0 74 3B)
registersymbol(get_AIBotMyCurrentUnit)
alloc(newmem,$200,"GameAssembly.dll"+23F1B5)
label(code)
label(return)
label(STChange)
label(STChangeRet)
label(HPChange)
label(HPChangeRet)
label(MapManager)
label(MapManagerRet)
label(SaveData)
label(SaveDataRet)
label(Player)
label(PlayerRet)
label(AIBotProcessDecision)
label(AIBotProcessDecisionRet)
label(ComputeExperienceReceived)
label(ComputeExperienceReceivedRet)
label(EXPMult)
label(get_ManagerBattleSave)
alloc(ManagerBattle,8)
registersymbol(ManagerBattle)
alloc(_MapManager,8)
registersymbol(_MapManager)
alloc(_SaveData,8)
registersymbol(_Player)
alloc(_Player,8)
alloc(currentEnemy,8)
registersymbol(currentEnemy)
registersymbol(_SaveData)
alloc(SaveDataInfo,100)
registersymbol(SaveDataInfo)
alloc(InfiniteHP,1)
alloc(InfiniteST,1)
alloc(OneHitKill,1)
registersymbol(InfiniteHP)
registersymbol(InfiniteST)
registersymbol(OneHitKill)
registersymbol(expmult)
registersymbol(get_ManagerBattleSave)

newmem:
get_ManagerBattleSave:
readMem(get_ManagerBattle,8)

code:
mov [ManagerBattle],rdi
reassemble(get_ManagerBattle)
jmp return

STChange:
cmp byte ptr [InfiniteST],01
jne @f
cmp [currentEnemy],r14
je @f
movups xmm0,[r14+70]
@@:
movups [r14+5C],xmm0
jmp STChangeRet

HPChange:
cmp byte ptr [InfiniteHP],01
jne @f
cmp [currentEnemy],rbx
je @f
movups xmm0,[rbx+48]
jmp HPChangeExit
@@:
cmp byte ptr [OneHitKill],01
jne HPChangeExit
xorps xmm0,xmm0
HPChangeExit:
movups [rbx+34],xmm0
mov eax,[rax+10]
jmp HPChangeRet

MapManager:
  mov [_MapManager],rbx
  movss xmm6,[rbx+000001E8]
  jmp MapManagerRet

SaveData:
mov [_SaveData],rcx
inc [rcx+000000F8]
cmp [SaveDataInfo],0
je SaveDataRet
push rax
push rsi
push rdi
mov rdi,SaveDataInfo
cmp [SaveDataInfo],2
je @f
mov rax,[rcx+A8]
mov esi,[rax+14]
xor esi,[rax+10]
mov [rdi+4],esi
mov esi,[rax+28]
xor esi,[rax+24]
mov [rdi+8],esi
mov esi,[rax+3C]
xor esi,[rax+38]
mov [rdi+C],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet
@@:
mov rax,[rcx+A8]
mov esi,[rdi+4]
xor esi,[rax+14]
mov [rax+10],esi
mov esi,[rdi+8]
xor esi,[rax+28]
mov [rax+24],esi
mov esi,[rdi+C]
xor esi,[rax+3C]
mov [rax+38],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet

Player:
cmp [rbx+18],0
jne @f
mov [_Player],rbx
@@:
mov rcx,[rbx+00000088]
jmp PlayerRet

AIBotProcessDecision:
push rax
push rbx
push rcx
push rdx
push rsi
push rdi
push r8
push r9
call get_AIBotMyCurrentUnit+12
mov [currentEnemy],rax
pop r9
pop r8
pop rdi
pop rsi
pop rdx
pop rcx
pop rbx
pop rax
push rbp
push rdi
lea rbp,[rsp-4F]
jmp AIBotProcessDecisionRet

ComputeExperienceReceived:
imul rdx,[EXPMult]
push rbp
push rbx
push rsi
push rdi
jmp ComputeExperienceReceivedRet

EXPMult:
  dd 1

get_ManagerBattle:
  jmp code
  nop 3
return:
registersymbol(get_ManagerBattle)

get_STChange:
  jmp STChange
STChangeRet:
registersymbol(get_STChange)

get_HPChange:
  jmp HPChange
  nop 2
HPChangeRet:
registersymbol(get_HPChange)

get_MapManager:
  jmp MapManager
  nop 3
MapManagerRet:
registersymbol(get_MapManager)

get_SaveData:
  jmp SaveData
  nop
SaveDataRet:
registersymbol(get_SaveData)

get_Player:
  jmp Player
  nop 2
PlayerRet:
registersymbol(get_Player)

get_AIBotProcessDecision+03:
  jmp AIBotProcessDecision
  nop 3
AIBotProcessDecisionRet:
registersymbol(get_AIBotProcessDecision)

get_ComputeExperienceReceived+11:
  jmp ComputeExperienceReceived
ComputeExperienceReceivedRet:
registersymbol(get_ComputeExperienceReceived)

[DISABLE]
get_ManagerBattle:
  readMem(get_ManagerBattleSave,8)

get_STChange:
  db 41 0F 11 46 5C

get_HPChange:
  db 0F 11 43 34 8B 40 10

get_MapManager:
  db F3 0F 10 B3 E8 01 00 00

get_SaveData:
  db FF 81 F8 00 00 00

get_Player:
  db 48 8B 8B 88 00 00 00

get_AIBotProcessDecision+03:
  db 40 55 57 48 8D 6C 24 B1

get_ComputeExperienceReceived+11:
  db 40 55 53 56 57

unregistersymbol(get_ComputeExperienceReceived)
unregistersymbol(get_AIBotProcessDecision)
unregistersymbol(get_Player)
unregistersymbol(get_SaveData)
unregistersymbol(get_MapManager)
unregistersymbol(get_HPChange)
unregistersymbol(get_STChange)
unregistersymbol(get_ManagerBattle)
unregistersymbol(get_ManagerBattleSave)
dealloc(newmem)
nice thank you works fine :)

Saintwave
Cheater
Cheater
Posts: 41
Joined: Thu Sep 03, 2020 4:53 pm
Reputation: 2

Re: Nexomon: Extinction [+12]

Post by Saintwave »

lampuiho wrote:
Wed Sep 09, 2020 2:04 pm
Saintwave wrote:
Tue Sep 08, 2020 3:21 pm
Latest patch killed all tables atm I think.
replace the main script with this

Code: Select all

[ENABLE]
aobscanmodule(get_ManagerBattle,GameAssembly.dll,F3 0F 11 87 * 02 00 00 72)
aobscanmodule(get_SaveData,GameAssembly.dll,FF 81 F8 00 00 00 80)
aobscanmodule(get_MapManager,GameAssembly.dll,F3 0F 10 B3 E8 01 00 00 33)
aobscanmodule(get_Player,GameAssembly.dll,48 8B 8B 88 00 00 00 48 85 C9 74 0C 33)
aobscanmodule(get_STChange,GameAssembly.dll,41 0F 11 46 5C 8B 40 10 41 89 46 6C 48 8B 47)
aobscanmodule(get_HPChange,GameAssembly.dll,0F 11 43 34 8B 40 10 89 43 44 48 8B 5E 10)
aobscanmodule(get_AIBotProcessDecision,GameAssembly.dll,CC CC CC 40 55 57 48 8D 6C 24 B1 48 81 EC 98)
aobscanmodule(get_ComputeExperienceReceived,GameAssembly.dll,5F E9 * * * 00 CC CC CC CC CC CC CC CC CC CC CC 40 55 53 56 57)
aobscanmodule(get_AIBotMyCurrentUnit,GameAssembly.dll,E8 * * * * CC E8 * * * * CC CC CC CC CC CC CC 40 53 48 83 EC 20 80 3D * * * * 00 48 8B D9 7512 8B 0D * * * * E8 * * * * C6 05 * * * * 01 48 8B 43 10 48 85 C0 74 3B)
registersymbol(get_AIBotMyCurrentUnit)
alloc(newmem,$200,"GameAssembly.dll"+23F1B5)
label(code)
label(return)
label(STChange)
label(STChangeRet)
label(HPChange)
label(HPChangeRet)
label(MapManager)
label(MapManagerRet)
label(SaveData)
label(SaveDataRet)
label(Player)
label(PlayerRet)
label(AIBotProcessDecision)
label(AIBotProcessDecisionRet)
label(ComputeExperienceReceived)
label(ComputeExperienceReceivedRet)
label(EXPMult)
label(get_ManagerBattleSave)
alloc(ManagerBattle,8)
registersymbol(ManagerBattle)
alloc(_MapManager,8)
registersymbol(_MapManager)
alloc(_SaveData,8)
registersymbol(_Player)
alloc(_Player,8)
alloc(currentEnemy,8)
registersymbol(currentEnemy)
registersymbol(_SaveData)
alloc(SaveDataInfo,100)
registersymbol(SaveDataInfo)
alloc(InfiniteHP,1)
alloc(InfiniteST,1)
alloc(OneHitKill,1)
registersymbol(InfiniteHP)
registersymbol(InfiniteST)
registersymbol(OneHitKill)
registersymbol(expmult)
registersymbol(get_ManagerBattleSave)

newmem:
get_ManagerBattleSave:
readMem(get_ManagerBattle,8)

code:
mov [ManagerBattle],rdi
reassemble(get_ManagerBattle)
jmp return

STChange:
cmp byte ptr [InfiniteST],01
jne @f
cmp [currentEnemy],r14
je @f
movups xmm0,[r14+70]
@@:
movups [r14+5C],xmm0
jmp STChangeRet

HPChange:
cmp byte ptr [InfiniteHP],01
jne @f
cmp [currentEnemy],rbx
je @f
movups xmm0,[rbx+48]
jmp HPChangeExit
@@:
cmp byte ptr [OneHitKill],01
jne HPChangeExit
xorps xmm0,xmm0
HPChangeExit:
movups [rbx+34],xmm0
mov eax,[rax+10]
jmp HPChangeRet

MapManager:
  mov [_MapManager],rbx
  movss xmm6,[rbx+000001E8]
  jmp MapManagerRet

SaveData:
mov [_SaveData],rcx
inc [rcx+000000F8]
cmp [SaveDataInfo],0
je SaveDataRet
push rax
push rsi
push rdi
mov rdi,SaveDataInfo
cmp [SaveDataInfo],2
je @f
mov rax,[rcx+A8]
mov esi,[rax+14]
xor esi,[rax+10]
mov [rdi+4],esi
mov esi,[rax+28]
xor esi,[rax+24]
mov [rdi+8],esi
mov esi,[rax+3C]
xor esi,[rax+38]
mov [rdi+C],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet
@@:
mov rax,[rcx+A8]
mov esi,[rdi+4]
xor esi,[rax+14]
mov [rax+10],esi
mov esi,[rdi+8]
xor esi,[rax+28]
mov [rax+24],esi
mov esi,[rdi+C]
xor esi,[rax+3C]
mov [rax+38],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet

Player:
cmp [rbx+18],0
jne @f
mov [_Player],rbx
@@:
mov rcx,[rbx+00000088]
jmp PlayerRet

AIBotProcessDecision:
push rax
push rbx
push rcx
push rdx
push rsi
push rdi
push r8
push r9
call get_AIBotMyCurrentUnit+12
mov [currentEnemy],rax
pop r9
pop r8
pop rdi
pop rsi
pop rdx
pop rcx
pop rbx
pop rax
push rbp
push rdi
lea rbp,[rsp-4F]
jmp AIBotProcessDecisionRet

ComputeExperienceReceived:
imul rdx,[EXPMult]
push rbp
push rbx
push rsi
push rdi
jmp ComputeExperienceReceivedRet

EXPMult:
  dd 1

get_ManagerBattle:
  jmp code
  nop 3
return:
registersymbol(get_ManagerBattle)

get_STChange:
  jmp STChange
STChangeRet:
registersymbol(get_STChange)

get_HPChange:
  jmp HPChange
  nop 2
HPChangeRet:
registersymbol(get_HPChange)

get_MapManager:
  jmp MapManager
  nop 3
MapManagerRet:
registersymbol(get_MapManager)

get_SaveData:
  jmp SaveData
  nop
SaveDataRet:
registersymbol(get_SaveData)

get_Player:
  jmp Player
  nop 2
PlayerRet:
registersymbol(get_Player)

get_AIBotProcessDecision+03:
  jmp AIBotProcessDecision
  nop 3
AIBotProcessDecisionRet:
registersymbol(get_AIBotProcessDecision)

get_ComputeExperienceReceived+11:
  jmp ComputeExperienceReceived
ComputeExperienceReceivedRet:
registersymbol(get_ComputeExperienceReceived)

[DISABLE]
get_ManagerBattle:
  readMem(get_ManagerBattleSave,8)

get_STChange:
  db 41 0F 11 46 5C

get_HPChange:
  db 0F 11 43 34 8B 40 10

get_MapManager:
  db F3 0F 10 B3 E8 01 00 00

get_SaveData:
  db FF 81 F8 00 00 00

get_Player:
  db 48 8B 8B 88 00 00 00

get_AIBotProcessDecision+03:
  db 40 55 57 48 8D 6C 24 B1

get_ComputeExperienceReceived+11:
  db 40 55 53 56 57

unregistersymbol(get_ComputeExperienceReceived)
unregistersymbol(get_AIBotProcessDecision)
unregistersymbol(get_Player)
unregistersymbol(get_SaveData)
unregistersymbol(get_MapManager)
unregistersymbol(get_HPChange)
unregistersymbol(get_STChange)
unregistersymbol(get_ManagerBattle)
unregistersymbol(get_ManagerBattleSave)
dealloc(newmem)
Thank you!

Oblivion
Noobzor
Noobzor
Posts: 9
Joined: Sat Sep 05, 2020 6:47 am
Reputation: 1

Re: Nexomon: Extinction [+12]

Post by Oblivion »

Saintwave wrote:
Wed Sep 09, 2020 4:09 pm
lampuiho wrote:
Wed Sep 09, 2020 2:04 pm
Saintwave wrote:
Tue Sep 08, 2020 3:21 pm
Latest patch killed all tables atm I think.
replace the main script with this

Code: Select all

[ENABLE]
aobscanmodule(get_ManagerBattle,GameAssembly.dll,F3 0F 11 87 * 02 00 00 72)
aobscanmodule(get_SaveData,GameAssembly.dll,FF 81 F8 00 00 00 80)
aobscanmodule(get_MapManager,GameAssembly.dll,F3 0F 10 B3 E8 01 00 00 33)
aobscanmodule(get_Player,GameAssembly.dll,48 8B 8B 88 00 00 00 48 85 C9 74 0C 33)
aobscanmodule(get_STChange,GameAssembly.dll,41 0F 11 46 5C 8B 40 10 41 89 46 6C 48 8B 47)
aobscanmodule(get_HPChange,GameAssembly.dll,0F 11 43 34 8B 40 10 89 43 44 48 8B 5E 10)
aobscanmodule(get_AIBotProcessDecision,GameAssembly.dll,CC CC CC 40 55 57 48 8D 6C 24 B1 48 81 EC 98)
aobscanmodule(get_ComputeExperienceReceived,GameAssembly.dll,5F E9 * * * 00 CC CC CC CC CC CC CC CC CC CC CC 40 55 53 56 57)
aobscanmodule(get_AIBotMyCurrentUnit,GameAssembly.dll,E8 * * * * CC E8 * * * * CC CC CC CC CC CC CC 40 53 48 83 EC 20 80 3D * * * * 00 48 8B D9 7512 8B 0D * * * * E8 * * * * C6 05 * * * * 01 48 8B 43 10 48 85 C0 74 3B)
registersymbol(get_AIBotMyCurrentUnit)
alloc(newmem,$200,"GameAssembly.dll"+23F1B5)
label(code)
label(return)
label(STChange)
label(STChangeRet)
label(HPChange)
label(HPChangeRet)
label(MapManager)
label(MapManagerRet)
label(SaveData)
label(SaveDataRet)
label(Player)
label(PlayerRet)
label(AIBotProcessDecision)
label(AIBotProcessDecisionRet)
label(ComputeExperienceReceived)
label(ComputeExperienceReceivedRet)
label(EXPMult)
label(get_ManagerBattleSave)
alloc(ManagerBattle,8)
registersymbol(ManagerBattle)
alloc(_MapManager,8)
registersymbol(_MapManager)
alloc(_SaveData,8)
registersymbol(_Player)
alloc(_Player,8)
alloc(currentEnemy,8)
registersymbol(currentEnemy)
registersymbol(_SaveData)
alloc(SaveDataInfo,100)
registersymbol(SaveDataInfo)
alloc(InfiniteHP,1)
alloc(InfiniteST,1)
alloc(OneHitKill,1)
registersymbol(InfiniteHP)
registersymbol(InfiniteST)
registersymbol(OneHitKill)
registersymbol(expmult)
registersymbol(get_ManagerBattleSave)

newmem:
get_ManagerBattleSave:
readMem(get_ManagerBattle,8)

code:
mov [ManagerBattle],rdi
reassemble(get_ManagerBattle)
jmp return

STChange:
cmp byte ptr [InfiniteST],01
jne @f
cmp [currentEnemy],r14
je @f
movups xmm0,[r14+70]
@@:
movups [r14+5C],xmm0
jmp STChangeRet

HPChange:
cmp byte ptr [InfiniteHP],01
jne @f
cmp [currentEnemy],rbx
je @f
movups xmm0,[rbx+48]
jmp HPChangeExit
@@:
cmp byte ptr [OneHitKill],01
jne HPChangeExit
xorps xmm0,xmm0
HPChangeExit:
movups [rbx+34],xmm0
mov eax,[rax+10]
jmp HPChangeRet

MapManager:
  mov [_MapManager],rbx
  movss xmm6,[rbx+000001E8]
  jmp MapManagerRet

SaveData:
mov [_SaveData],rcx
inc [rcx+000000F8]
cmp [SaveDataInfo],0
je SaveDataRet
push rax
push rsi
push rdi
mov rdi,SaveDataInfo
cmp [SaveDataInfo],2
je @f
mov rax,[rcx+A8]
mov esi,[rax+14]
xor esi,[rax+10]
mov [rdi+4],esi
mov esi,[rax+28]
xor esi,[rax+24]
mov [rdi+8],esi
mov esi,[rax+3C]
xor esi,[rax+38]
mov [rdi+C],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet
@@:
mov rax,[rcx+A8]
mov esi,[rdi+4]
xor esi,[rax+14]
mov [rax+10],esi
mov esi,[rdi+8]
xor esi,[rax+28]
mov [rax+24],esi
mov esi,[rdi+C]
xor esi,[rax+3C]
mov [rax+38],esi
mov [SaveDataInfo],0
pop rsi
pop rax
pop rdi
jmp SaveDataRet

Player:
cmp [rbx+18],0
jne @f
mov [_Player],rbx
@@:
mov rcx,[rbx+00000088]
jmp PlayerRet

AIBotProcessDecision:
push rax
push rbx
push rcx
push rdx
push rsi
push rdi
push r8
push r9
call get_AIBotMyCurrentUnit+12
mov [currentEnemy],rax
pop r9
pop r8
pop rdi
pop rsi
pop rdx
pop rcx
pop rbx
pop rax
push rbp
push rdi
lea rbp,[rsp-4F]
jmp AIBotProcessDecisionRet

ComputeExperienceReceived:
imul rdx,[EXPMult]
push rbp
push rbx
push rsi
push rdi
jmp ComputeExperienceReceivedRet

EXPMult:
  dd 1

get_ManagerBattle:
  jmp code
  nop 3
return:
registersymbol(get_ManagerBattle)

get_STChange:
  jmp STChange
STChangeRet:
registersymbol(get_STChange)

get_HPChange:
  jmp HPChange
  nop 2
HPChangeRet:
registersymbol(get_HPChange)

get_MapManager:
  jmp MapManager
  nop 3
MapManagerRet:
registersymbol(get_MapManager)

get_SaveData:
  jmp SaveData
  nop
SaveDataRet:
registersymbol(get_SaveData)

get_Player:
  jmp Player
  nop 2
PlayerRet:
registersymbol(get_Player)

get_AIBotProcessDecision+03:
  jmp AIBotProcessDecision
  nop 3
AIBotProcessDecisionRet:
registersymbol(get_AIBotProcessDecision)

get_ComputeExperienceReceived+11:
  jmp ComputeExperienceReceived
ComputeExperienceReceivedRet:
registersymbol(get_ComputeExperienceReceived)

[DISABLE]
get_ManagerBattle:
  readMem(get_ManagerBattleSave,8)

get_STChange:
  db 41 0F 11 46 5C

get_HPChange:
  db 0F 11 43 34 8B 40 10

get_MapManager:
  db F3 0F 10 B3 E8 01 00 00

get_SaveData:
  db FF 81 F8 00 00 00

get_Player:
  db 48 8B 8B 88 00 00 00

get_AIBotProcessDecision+03:
  db 40 55 57 48 8D 6C 24 B1

get_ComputeExperienceReceived+11:
  db 40 55 53 56 57

unregistersymbol(get_ComputeExperienceReceived)
unregistersymbol(get_AIBotProcessDecision)
unregistersymbol(get_Player)
unregistersymbol(get_SaveData)
unregistersymbol(get_MapManager)
unregistersymbol(get_HPChange)
unregistersymbol(get_STChange)
unregistersymbol(get_ManagerBattle)
unregistersymbol(get_ManagerBattleSave)
dealloc(newmem)
Thank you!
How can I add that on the table?

Saintwave
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Re: Nexomon: Extinction [+12]

Post by Saintwave »

Oblivion wrote:
Thu Sep 10, 2020 1:08 am
How can I add that on the table?
Double click the <script> part of MAIN and a window will open, replace what's inside with the code here.

XeroZen
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Re: Nexomon: Extinction [+12]

Post by XeroZen »

GreenHouse wrote:
Thu Sep 03, 2020 2:14 pm
Image

Store page: [Link]
Last version compatible: Patch 1


This table might not work with the latest version, but due to not having the original game, I can't make it fully compatible. So as soon as I'm able to get it, it'll be updated. Also, this is not a normal table, I'll be adding some cheats that are different from the usual tables.

- Infinite HP
Your Nexomon HP won't decrease. (To enable, double click the value and change Disabled to Enabled)

- Infinite ST
Your Nexomon ST won't decrease. (To enable, double click the value and change Disabled to Enabled)

- One Hit Kill
All enemies will die with 1 hit. Even if they blocked it, they will still die. (To enable, double click the value and change Disabled to Enabled)

- Experience Multiplier
All experience will be multiplied by the number of your choice. Default value is 1.

- Get Current Battle Settings
Get some settings of your current battle, like choosing if you can escape, capture the nexomon and a few more.

- Get Currencies
Get Coins, Diamonds and Tokens, and set them to whatever you want. (To use it, double click the value and change it accordingly to what you want to do. Get Currencies to get the current amount you have, or Set Currencies to set the current amount to what you chose.)

- Change Player Body
Change the current player body to any other character. Most are not fully animated in terms of movement, so the ones that are, will have [ANIMATED] next to their names. Also, this is REALLY glitchy, and it can mess up other character sprites if you change body lots of times on the same map, but a restart fixes it. Enable the 'Use this body everywhere' script so the body won't change back to the original one on map change.

- Teleport To Map
Teleport to other maps from the game. I haven't tested out every single map. I'm aware the some can freeze the game, making that if you have auto-save, your game won't load. To fix that, restart the game, enable the 'Fix Save' script, and when you load the save, you'll appear on the orphanage room.

- Remove Player Collision
The player won't have collision, so you'll be able to go through walls, and pretty much everything.

- Free Crafting
Core crafting will be free, you won't need any crystals to craft them. I'm not aware of any other kind of crafting in the game, so if there is, it may work for it too.

- Insta Capture Nexomon
Instantly capture Nexomons when pressing the capture key. No need for Nexotraps, no need for anything. Press it, and it will instantly show you that it has been captured.

- Get/Set First Nexomon Stats
Get and Set the stats of your first Nexomon in the team. That being Level/HP/ST/Attack/Defense/Speed/EXP/Skills... (To use it, double click the value from 'SET CHANGES', choose 'Get Stats', and then get in the Team menu. Once you do that, the stats will show. Edit them to whatever you like, set the value to 'Set Stats', and then go back to the menu, and then back into the team menu. And all stats will be set. As for skills, you don't need to do that, just change them and they will be automatically changed in the game.)
Update 1:
(September 3rd 2020)
- Added 'One Hit Kill' option.
- Added 'EXP Multiplier' option.
- Fixed 'Infinite HP' and 'Infinite ST' working only on the Nexomon on the first slot.
- Fixed 'Battle Settings' not getting updated properly.
Thanks a lot for ur hardwork and precious time. I have a request. Can you please make infinite items & encounter with mega rare or something similar.

User avatar
Ink-a-Berry
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Re: Nexomon: Extinction [+12]

Post by Ink-a-Berry »

I haven't had luck and tried and tried. I assume we'll have to wait for a new table?

wama90wama
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Re: Nexomon: Extinction [+12]

Post by wama90wama »

i wish that u find a way to make it work .

Anfraxx
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Re: Nexomon: Extinction [+12]

Post by Anfraxx »

Anyone else having issues with being able to tick the first option of the table still?

I cannot seem to get it to work and all I want to do is alter the currency (not bothered about the rest)

Jessie31
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Posts: 103
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Re: Nexomon: Extinction [+12]

Post by Jessie31 »

the table does not work please update.

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