Re: Oninaki Release Version (Steam)
Posted: Fri Aug 23, 2019 4:40 pm
Still wanting to edit stats, but can't
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
I will attempt to fix it next update but later today. They must have changed the offset or something. The way it works is it still has a cooldown but on the first update to it, I set it to zero.
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[ENABLE]
SkillCoolTimeInfo:.ctor+10+3:
db 44
//F3 0F 11 44 24 10
//movss [rsp+10],xmm0
[DISABLE]
SkillCoolTimeInfo:.ctor+10+3:
db 54
//F3 0F 11 54 24 10
//movss [rsp+10],xmm2 //default value 12
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[ENABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
db 73
//73 1E
//jae Rinne:CharacterPointCounter:UpdateSkillCoolTime+153
[DISABLE]
Rinne:CharacterPointCounter:UpdateSkillCoolTime+133:
db 72
//72 1E
//jb Rinne:CharacterPointCounter:UpdateSkillCoolTime+153
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[ENABLE]
alloc(newmem,2048,Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [r13+000001C8],1 //1:Yes 0:No
originalcode:
movsxd rax,dword ptr [r13+000001C8]
exit:
jmp returnhere
Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c:
jmp newmem
nop 2
returnhere:
[DISABLE]
dealloc(newmem)
Rinne:CharacterPhysicsController:HitCheckWallMovePosition+14c:
movsxd rax,dword ptr [r13+000001C8]
//Alt: db 49 63 85 C8 01 00 00
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<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
<CheatEntries>
<CheatEntry>
<ID>8</ID>
<Description>"Super Run"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
alloc(newmem,2048,Rinne:PlayerController:UpdateMove+894)
alloc(runSpeed,8)
registersymbol(runSpeed)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [runSpeed],r12
mov [r12+000001B4],(float)28 //<runSpeedLimit>k__BackingField
originalcode:
movss xmm0,[r12+000001B0] //<runSpeed>k__BackingField
exit:
jmp returnhere
Rinne:PlayerController:UpdateMove+894:
jmp newmem
nop 5
returnhere:
[DISABLE]
unregistersymbol(runSpeed)
dealloc(runSpeed)
dealloc(newmem)
Rinne:PlayerController:UpdateMove+894:
movss xmm0,[r12+000001B0]
//Alt: db F3 41 0F 10 84 24 B0 01 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>9</ID>
<Description>"runSpeed"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">7:Default
14:2x
21:3x
28:4x
</DropDownList>
<VariableType>Float</VariableType>
<Address>[runSpeed]+1B0</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
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<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="29">
<CheatEntries>
<CheatEntry>
<ID>34</ID>
<Description>"Super Jump"</Description>
<Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
alloc(newmem,2048,Rinne:CharacterPhysicsController:UpdateGravity+15b)
alloc(gravity,8)
registersymbol(gravity)
label(returnhere)
label(originalcode)
label(exit)
newmem:
mov [gravity],rsi
originalcode:
movss xmm1,[rsi+000001A8]
exit:
jmp returnhere
Rinne:CharacterPhysicsController:UpdateGravity+15b:
jmp newmem
nop 3
returnhere:
[DISABLE]
unregistersymbol(gravity)
dealloc(gravity)
dealloc(newmem)
Rinne:CharacterPhysicsController:UpdateGravity+15b:
movss xmm1,[rsi+000001A8]
//Alt: db F3 0F 10 8E A8 01 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>33</ID>
<Description>"m_jumpGravity"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">-15.19999981:Default
-10:1.5x
-7:2.5x
-3:3.5.x
</DropDownList>
<VariableType>Float</VariableType>
<Address>[gravity]+1A8</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
I think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.
Yeah there were some blank stones in the demo data. I'll try to update the sheet if possible. Or might open it up for editing by be community.variante wrote: ↑Sat Aug 24, 2019 12:13 amI think they added new shadestone in the release version? I looted some red shadestones like "Foulfeather" and "Jabberite", each with effects of 2 regular shadestones. Couldn't find this anywhere in the sheet.
Foulfeather: crit chance + healing
Jabberite: damage from reflected atk + soulstone drop rate
Hi Drummer! There is also a mechanic where you can awaken skills. They basically get upgraded based on chance. The awakening they get I believe is a random effect from a list of certain effects. I'll update the previous spreadsheet with the awakenings info.DrummerIX wrote: ↑Fri Aug 23, 2019 11:24 pmI have an option to increase the rate Daemon's get their soulstones used for skill tree. I also added the ability to Override the drop item with a stone you pick. This works similar to the Weapon one. Don't choose to perform both a Weapon Override and Stone Override at the same time. If you do, the Weapon one takes priority. I also added an option to always force the game to give your weapons you pickup 4 available Shadestone slots. I'm thinking this is about all I will do for now.
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<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>40017</ID>
<Description>"Inf Stone Test (May need to learn a skill to activate)"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : ONINAKI.exe
Author : anon-9
This script attempts to make Weapon Stones infinite. Uses DrummerIX's code.
}
[ENABLE]
{$lua}
mono_compile_method(mono_getJitInfo(getAddress('Rinne:UiSkillTreeNode:OpenNode')).method)
{$asm}
aobscanregion(inf_WeapStones,Rinne:UiSkillTreeNode:OpenNode,Rinne:UiSkillTreeNode:OpenNode+350,41 89 46 38 83 3F ** 48 63 8F ** ** 00 00 2B 4D ** 83 3F ** 4C 63 87 ** ** 00 00 33 D2 66 90) // should be unique
alloc(newmem,1024,Rinne:UiSkillTreeNode:OpenNode)
label(code)
label(return)
newmem:
code:
mov [r14+38],#60
cmp dword ptr [rdi],00
jmp return
inf_WeapStones:
jmp newmem
nop 2
return:
registersymbol(inf_WeapStones)
[DISABLE]
inf_WeapStones:
db 41 89 46 38 83 3F 00
unregistersymbol(inf_WeapStones)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: 2E1A0BA7D97
2E1A0BA7D6A: 49 63 4E 38 - movsxd rcx,dword ptr [r14+38]
2E1A0BA7D6E: 48 63 86 4C 01 00 00 - movsxd rax,dword ptr [rsi+0000014C]
2E1A0BA7D75: 2B C8 - sub ecx,eax
2E1A0BA7D77: 41 83 3E 00 - cmp dword ptr [r14],00
2E1A0BA7D7B: 4D 63 46 38 - movsxd r8,dword ptr [r14+38]
2E1A0BA7D7F: 33 D2 - xor edx,edx
2E1A0BA7D81: 48 8D 64 24 00 - lea rsp,[rsp+00]
2E1A0BA7D86: 49 BB E0 E6 43 CE E1 02 00 00 - mov r11,000002E1CE43E6E0
2E1A0BA7D90: 41 FF D3 - call r11
2E1A0BA7D93: 41 83 3E 00 - cmp dword ptr [r14],00
// ---------- INJECTING HERE ----------
2E1A0BA7D97: 41 89 46 38 - mov [r14+38],eax
2E1A0BA7D9B: 83 3F 00 - cmp dword ptr [rdi],00
// ---------- DONE INJECTING ----------
2E1A0BA7D9E: 48 63 8F 54 01 00 00 - movsxd rcx,dword ptr [rdi+00000154]
2E1A0BA7DA5: 2B 4D D8 - sub ecx,[rbp-28]
2E1A0BA7DA8: 83 3F 00 - cmp dword ptr [rdi],00
2E1A0BA7DAB: 4C 63 87 54 01 00 00 - movsxd r8,dword ptr [rdi+00000154]
2E1A0BA7DB2: 33 D2 - xor edx,edx
2E1A0BA7DB4: 66 90 - nop
2E1A0BA7DB6: 49 BB E0 E6 43 CE E1 02 00 00 - mov r11,000002E1CE43E6E0
2E1A0BA7DC0: 41 FF D3 - call r11
2E1A0BA7DC3: 48 8B C8 - mov rcx,rax
2E1A0BA7DC6: 48 8B 45 D0 - mov rax,[rbp-30]
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>