[NB] Rise of the Ronin (Steam)

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scumfuckadonis
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Re: [NB] Rise of the Ronin (Steam)

Post by scumfuckadonis »

Unfortunately, the game seems to have something else handling the character model slider limits. I managed to bypass the slider but the game overwrites the values else where. I don't know if I have enough programming experience to track down where.
Oh thanks for trying though! maybe someone will figure it out eventually? Still awesome work, great table.
I'm curious what was the address(s) for the sliders like height and weight? or how did you find them. Thankyou

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

jomoroon
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Re: [NB] Rise of the Ronin (Steam)

Post by jomoroon »

NidasBot wrote:
Sat Mar 22, 2025 6:56 am
Table updated: 0.6.4 (22-Mar-2025) Available Here

Got through some of the IDs, still a lot to go, but I'm not going to have the time for a while, so updates will be slow. Hopefully everything is working as intended.
Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment. :D

ADDED: Infinite Buff Duration - Buffs on the player should never run out.

UPDATED: Highlighted Item - Added several item and special effect IDs. Still working through the rest.
UPDATED: Auto Parry - Hopefully everything works now.
UPDATED: Health Regen - Should function correctly now.
OneEyedOne wrote:
Fri Mar 21, 2025 10:04 am
Should be back in working order (hopefully). Let me know if there are any issues.
baubaukete wrote:
Sat Mar 22, 2025 2:14 am
It's a watered down auto-counterspark currently. I need to understand the flags that handle deflecting projectiles and granting the inflictions, but most of the things are held in the stack, so It's not as simple as scanning for a fixed value. Also, I figured out infinite buffs.
Reaper1222 wrote:
Fri Mar 21, 2025 7:49 am
hi is it possible to add a bond multiplier option too? (area,person,faction,ronin)
I'll try check.
While you search for a extended parry script, is it possible to isolate the auto stagger as an option? So that instead of auto parry, whenever we parry ourselves it auto staggers?

msfy
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Re: [NB] Rise of the Ronin (Steam)

Post by msfy »

Thank you for this, Can you make everycombat styles profitable?

t761997
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Re: [NB] Rise of the Ronin (Steam)

Post by t761997 »

Something im working on with my limited knowledge about cheat engine and playing around with NB's table:

Basically after 2 normal "auto parry" it will trigger the special parry and stagger enemies, also i find out that for the grab attack, if you use a script to simulate key input (parry key input) then you can perfectly parry it majority of the time, but i ran into the issue of finding the value to release said button in a script and it just stuck at "holding down state" so after every grab parry you have to press the parry button again to reset it or the feature wont work.
for this instance i just put:
push rdx
mov rdx, 12 (keycode for "E" key which is the key i used for parrying)
call keybd_event
pop rdx

If anyone know how to send release key script then it would be awesome

chenshen123
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Re: [NB] Rise of the Ronin (Steam)

Post by chenshen123 »

我是中文论坛来的以下文字皆来自ai翻译:
中文论坛有人已经制作出了弹反判定时间的修改,可以直接填数字让弹反判定变的宽松,按照作者的说法默认为0,他一般输入20-40就可以将弹反判定在全难度下都降至最低难度的弹反判定。这个作者也表示游戏已通关所以不再更新。我希望这个能给你一些参考价值。

I am from a Chinese forum. The following text is all translated by AI
A Chinese forum user has created a modification for the parry timing window. It allows users to input numerical values to make the parry timing window more lenient. According to the creator, the default value is 0, and inputting values between 20-40 can reduce the parry difficulty to the easiest level across all difficulty settings. The author has also mentioned that they will no longer update this modification as he has completed the game. I hopes this information can provide some reference value for you.

这是原网址:[Link]
Attachments
浪人崛起.CT
(59.81 KiB) Downloaded 101 times

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NidasBot
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Re: [NB] Rise of the Ronin (Steam)

Post by NidasBot »

chenshen123 wrote:
Sun Mar 23, 2025 4:13 am
Thank you so much for sharing! I can finally stop.
t761997 wrote:
Sat Mar 22, 2025 9:40 am
Thanks for this. This pretty much solidifies what I was seeing on my end. Although, you could get the same result just changing the 0x29C offset for the player to 2 and achieve the same result without changing 0x298. Based on what I understand of it, it's like a game of rock paper scissors where each attack/defense either wins, draws or loses. But since the parry window has been figured out, no need to worry about it :D. I'll be done with a final update in a while.

Edit: I was wrong about not needing to change the offset.
Last edited by NidasBot on Sun Mar 23, 2025 11:53 am, edited 1 time in total.

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NidasBot
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Re: [NB] Rise of the Ronin (Steam)

Post by NidasBot »

t761997 wrote:
Sun Mar 23, 2025 3:21 am
If anyone know how to send release key script then it would be awesome
Honestly looks great, you could look into Lua to handle the key press and use the [Link] and use any of the follow functions: isKeyPressed(key) : returns true if the specified key is currently pressed
keyDown(key) : causes the key to go into down state
keyUp(key) :causes the key to go up
doKeyPress(key) : simulates a key press

KS212
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Re: [NB] Rise of the Ronin (Steam)

Post by KS212 »

Small request... is it possible to do some sort of a moon jump or 'hold button to ascend' type thing so we can have flight? Or alternatively some way to actually point the glider upward so you can ascend... The moon jump is probably easier.

Thanks for the table so far, great table especially the auto parry!

t761997
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Re: [NB] Rise of the Ronin (Steam)

Post by t761997 »

NidasBot wrote:
Sun Mar 23, 2025 8:15 am
t761997 wrote:
Sun Mar 23, 2025 3:21 am
If anyone know how to send release key script then it would be awesome
Honestly looks great, you could look into Lua to handle the key press and use the [Link] and use any of the follow functions: isKeyPressed(key) : returns true if the specified key is currently pressed
keyDown(key) : causes the key to go into down state
keyUp(key) :causes the key to go up
doKeyPress(key) : simulates a key press
ty ty, but probably i think i will wait for you new auto parry feature now since you already found the code for it xD

matzaim000
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Re: [NB] Rise of the Ronin (Steam) / Wukong fallen dynasty Auto parry script Help Request

Post by matzaim000 »

Hi, sorry if my post is out of topic. I just wanna ask if you could give me the file from the website below for Auto Parry in Wukong Fallen Dynasty because i cannot register to that website. I need you guys help too because i cannot download it,can you also share the file if you can access it. Thank you so much in advanced sir.
I will provide the link below:

1. [Link]
2. [Link]

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NidasBot
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Re: [NB] Rise of the Ronin (Steam)

Post by NidasBot »

Table updated: 0.6.8 (23-Mar-2025) Available Here

Thanks to the aid of @chenshen123 and the work of [Link], there is finally a way to make Countersparks easier. I've also added a way to bypass the sets, so you only need one item with the Prodigious Dragon to get all the benefits. I'll need some time to play a bit, to explore everything. Updates will slow down for a while. Enjoy :D.
Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment. :D

ADDED: Counterspark Modifier - Allows you to toggle between three settings:
  • Easier Counterspark - The Counterspark window is bigger (uncertain if projectiles are affected).
  • Auto Parry: Parries all attacks.
  • Perfect Auto Parry: Break any combo chain and staggers the enemy.
ADDED: Bypass Set Requirements - Equipping one set piece grants the full set effects.
ADDED: Moon Jump - Shoots you up into the air for gliding [Hotkey=Numpad 3] (Probably don't use this indoors). Found under Player Pointers.

UPDATED: Weapon Proficiency EXP Modifier - Fixed the weapon proficiency resetting to 1.

REMOVED: Auto Parry - Replaced with Counterspark Modifier
t761997 wrote:
Sat Mar 22, 2025 9:40 am
I was wrong about not needing to change offset 0x298, its seems not setting it to 3 breaks all enemy combos.
zacke wrote:
Sat Mar 22, 2025 10:55 am
Is it possible to add scripts to unlock Combat style and raise the level of combat style? Plz
msfy wrote:
Sun Mar 23, 2025 2:37 am
I'll need time to progress and see if I can make one. Hopefully they aren't tied to certain milestones like the way Bonds work.
jomoroon wrote:
Sat Mar 22, 2025 6:54 pm
I'll try to look into this, since the parry window code has been found. @t761997 Might have finalised a script that could help in the meantime.
KS212 wrote:
Sun Mar 23, 2025 9:01 am
moon jump
Done. :D
scumfuckadonis wrote:
Sat Mar 22, 2025 6:13 pm
I'm curious what was the address(s) for the sliders like height and weight? or how did you find them.
This is something you could use to explore around and see for yourself. The maximum values you can set are -127 to 127. You could look at the entire structure using the base addresses. Hope this helps. :D
Character Creation Data - Copy and Paste direct into CE
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1337196968</ID>
<Description>"Character Creation Data"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(bodyData,Ronin.exe,488Dxxxxxxxxxx488Bxx0F10xx4CxxxxxxxxB9)
alloc(newmem,$400,bodyData)

registersymbol(bodyData)
registersymbol(bodyData_ptr1)
registersymbol(bodyData_ptr2)
registersymbol(bodyData_bkp)
registersymbol(bodyData_flg)

label(bodyData_bkp)
label(bodyData_ptr1)
label(bodyData_ptr2)
label(bodyData_flg)
label(return)

newmem:
cmp byte ptr [bodyData_flg],00
jne @f
mov rax,bodyData_ptr1
mov [rax],rcx
inc byte ptr [bodyData_flg]
jmp bodyData_bkp
@@:
cmp byte ptr [bodyData_flg],01
jne bodyData_bkp
mov rax,bodyData_ptr2
mov [rax],rcx
inc byte ptr [bodyData_flg]
bodyData_bkp:
readmem(bodyData,7)
jmp return

bodyData_ptr1:
dq 0
bodyData_ptr2:
dq 0
bodyData_flg:
db 0

bodyData:
jmp newmem
nop 2
return:

[DISABLE]

bodyData:
readmem(bodyData_bkp,7)

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+267B7B

Ronin.exe+267B5A: B0 01 - mov al,01
Ronin.exe+267B5C: EB EC - jmp Ronin.exe+267B4A
Ronin.exe+267B5E: CC - int 3
Ronin.exe+267B5F: CC - int 3
Ronin.exe+267B60: 48 85 D2 - test rdx,rdx
Ronin.exe+267B63: 0F 84 AF 01 00 00 - je Ronin.exe+267D18
Ronin.exe+267B69: 48 89 5C 24 08 - mov [rsp+08],rbx
Ronin.exe+267B6E: 48 89 6C 24 10 - mov [rsp+10],rbp
Ronin.exe+267B73: 57 - push rdi
Ronin.exe+267B74: 48 81 EC C0 00 00 00 - sub rsp,000000C0
// ---------- INJECTING HERE ----------
Ronin.exe+267B7B: 48 8D 81 E8 01 00 00 - lea rax,[rcx+000001E8]
// ---------- DONE INJECTING ----------
Ronin.exe+267B82: 48 8B F9 - mov rdi,rcx
Ronin.exe+267B85: 0F 10 00 - movups xmm0,[rax]
Ronin.exe+267B88: 4C 8D 54 24 20 - lea r10,[rsp+20]
Ronin.exe+267B8D: B9 80 00 00 00 - mov ecx,00000080
Ronin.exe+267B92: 0F 10 48 10 - movups xmm1,[rax+10]
Ronin.exe+267B96: 48 8B DA - mov rbx,rdx
Ronin.exe+267B99: 41 0F 11 02 - movups [r10],xmm0
Ronin.exe+267B9D: 8D 69 81 - lea ebp,[rcx-7F]
Ronin.exe+267BA0: 0F 10 40 20 - movups xmm0,[rax+20]
Ronin.exe+267BA4: 41 0F 11 4A 10 - movups [r10+10],xmm1
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1337196969</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr1</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196984</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr1</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196970</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196971</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196972</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196973</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196974</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196975</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1337196976</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr2</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196985</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr2</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196986</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196987</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196988</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196989</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196990</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196991</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

Last edited by NidasBot on Sun Mar 23, 2025 1:36 pm, edited 1 time in total.

KS212
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Posts: 1149
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Re: [NB] Rise of the Ronin (Steam)

Post by KS212 »

Thanks so much for the moon jump!

OneEyedOne
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Reputation: 0

Re: [NB] Rise of the Ronin (Steam)

Post by OneEyedOne »

NidasBot wrote:
Sun Mar 23, 2025 11:51 am
Table updated: 0.6.7 (23-Mar-2025) Available Here

Thanks to the aid of @chenshen123 and the work of [Link], there is finally a way to make Countersparks easier. I've also added a way to bypass the sets, so you only need one item with the Prodigious Dragon to get all the benefits. I'll need some time to play a bit, to explore everything. Updates will slow down for a while. Enjoy :D.
Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment. :D

ADDED: Counterspark Modifier - Allows you to toggle between three settings:
  • Easier Counterspark - The Counterspark window is bigger (uncertain if projectiles are affected).
  • Auto Parry: Parries all attacks.
  • Perfect Auto Parry: Break any combo chain and staggers the enemy.
ADDED: Bypass Set Requirements - Equipping one set piece grants the full set effects.
ADDED: Moon Jump - Shoots you up into the air for gliding [Hotkey=Numpad 3] (Probably don't use this indoors). Found under Player Pointers.

REMOVED: Auto Parry - Replaced with Counterspark Modifier
t761997 wrote:
Sat Mar 22, 2025 9:40 am
I was wrong about not needing to change offset 0x298, its seems not setting it to 3 breaks all enemy combos.
zacke wrote:
Sat Mar 22, 2025 10:55 am
Is it possible to add scripts to unlock Combat style and raise the level of combat style? Plz
msfy wrote:
Sun Mar 23, 2025 2:37 am
I'll need time to progress and see if I can make one. Hopefully they aren't tied to certain milestones like the way Bonds work.
jomoroon wrote:
Sat Mar 22, 2025 6:54 pm
I'll try to look into this, since the parry window code has been found. @t761997 Might have finalised a script that could help in the meantime.
KS212 wrote:
Sun Mar 23, 2025 9:01 am
moon jump
Done. :D
scumfuckadonis wrote:
Sat Mar 22, 2025 6:13 pm
I'm curious what was the address(s) for the sliders like height and weight? or how did you find them.
This is something you could use to explore around and see for yourself. The maximum values you can set are -127 to 127. You could look at the entire structure using the base addresses. Hope this helps. :D
Character Creation Data - Copy and Paste direct into CE
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1337196968</ID>
<Description>"Character Creation Data"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(bodyData,Ronin.exe,488Dxxxxxxxxxx488Bxx0F10xx4CxxxxxxxxB9)
alloc(newmem,$400,bodyData)

registersymbol(bodyData)
registersymbol(bodyData_ptr1)
registersymbol(bodyData_ptr2)
registersymbol(bodyData_bkp)
registersymbol(bodyData_flg)

label(bodyData_bkp)
label(bodyData_ptr1)
label(bodyData_ptr2)
label(bodyData_flg)
label(return)

newmem:
cmp byte ptr [bodyData_flg],00
jne @f
mov rax,bodyData_ptr1
mov [rax],rcx
inc byte ptr [bodyData_flg]
jmp bodyData_bkp
@@:
cmp byte ptr [bodyData_flg],01
jne bodyData_bkp
mov rax,bodyData_ptr2
mov [rax],rcx
inc byte ptr [bodyData_flg]
bodyData_bkp:
readmem(bodyData,7)
jmp return

bodyData_ptr1:
dq 0
bodyData_ptr2:
dq 0
bodyData_flg:
db 0

bodyData:
jmp newmem
nop 2
return:

[DISABLE]

bodyData:
readmem(bodyData_bkp,7)

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+267B7B

Ronin.exe+267B5A: B0 01 - mov al,01
Ronin.exe+267B5C: EB EC - jmp Ronin.exe+267B4A
Ronin.exe+267B5E: CC - int 3
Ronin.exe+267B5F: CC - int 3
Ronin.exe+267B60: 48 85 D2 - test rdx,rdx
Ronin.exe+267B63: 0F 84 AF 01 00 00 - je Ronin.exe+267D18
Ronin.exe+267B69: 48 89 5C 24 08 - mov [rsp+08],rbx
Ronin.exe+267B6E: 48 89 6C 24 10 - mov [rsp+10],rbp
Ronin.exe+267B73: 57 - push rdi
Ronin.exe+267B74: 48 81 EC C0 00 00 00 - sub rsp,000000C0
// ---------- INJECTING HERE ----------
Ronin.exe+267B7B: 48 8D 81 E8 01 00 00 - lea rax,[rcx+000001E8]
// ---------- DONE INJECTING ----------
Ronin.exe+267B82: 48 8B F9 - mov rdi,rcx
Ronin.exe+267B85: 0F 10 00 - movups xmm0,[rax]
Ronin.exe+267B88: 4C 8D 54 24 20 - lea r10,[rsp+20]
Ronin.exe+267B8D: B9 80 00 00 00 - mov ecx,00000080
Ronin.exe+267B92: 0F 10 48 10 - movups xmm1,[rax+10]
Ronin.exe+267B96: 48 8B DA - mov rbx,rdx
Ronin.exe+267B99: 41 0F 11 02 - movups [r10],xmm0
Ronin.exe+267B9D: 8D 69 81 - lea ebp,[rcx-7F]
Ronin.exe+267BA0: 0F 10 40 20 - movups xmm0,[rax+20]
Ronin.exe+267BA4: 41 0F 11 4A 10 - movups [r10+10],xmm1
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1337196969</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr1</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196984</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr1</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196970</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196971</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196972</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196973</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196974</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196975</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1337196976</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr2</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196985</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr2</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196986</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196987</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196988</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196989</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196990</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196991</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

Ah so from the sounds of it the bond multiplier being tied to milestones could break the game. A shame but if that's the case nothing can be done. Thank you anyways. Great table other than the equipment modifier this is the one I always use 😀

izayoixx
Expert Cheater
Expert Cheater
Posts: 109
Joined: Sat Jul 29, 2017 3:14 am
Reputation: 67

Re: [NB] Rise of the Ronin (Steam)

Post by izayoixx »

Weapon Proficiency Multiplier when set to max seems to reset when you reach level 25?

Other than that, I've also looked at the creation sliders before, for height specifically you CAN set it to -127 to 127 but when you actually exit out of creator it seems to be hard capped at -31 to 31 and just overflows/underflows in this range.

Also a suggestion would be a veiled art pointer for mastered styles. It would be interesting to see if you can equip any combat art to the 4th slot or not (if it actually uses IDs).

jomoroon
Expert Cheater
Expert Cheater
Posts: 62
Joined: Wed May 09, 2018 11:06 pm
Reputation: 3

Re: [NB] Rise of the Ronin (Steam)

Post by jomoroon »

NidasBot wrote:
Sun Mar 23, 2025 11:51 am
Table updated: 0.6.7 (23-Mar-2025) Available Here

Thanks to the aid of @chenshen123 and the work of [Link], there is finally a way to make Countersparks easier. I've also added a way to bypass the sets, so you only need one item with the Prodigious Dragon to get all the benefits. I'll need some time to play a bit, to explore everything. Updates will slow down for a while. Enjoy :D.
Recent Updates
If you like my work, please rate my post positive, much easier than typing out a comment. :D

ADDED: Counterspark Modifier - Allows you to toggle between three settings:
  • Easier Counterspark - The Counterspark window is bigger (uncertain if projectiles are affected).
  • Auto Parry: Parries all attacks.
  • Perfect Auto Parry: Break any combo chain and staggers the enemy.
ADDED: Bypass Set Requirements - Equipping one set piece grants the full set effects.
ADDED: Moon Jump - Shoots you up into the air for gliding [Hotkey=Numpad 3] (Probably don't use this indoors). Found under Player Pointers.

REMOVED: Auto Parry - Replaced with Counterspark Modifier
t761997 wrote:
Sat Mar 22, 2025 9:40 am
I was wrong about not needing to change offset 0x298, its seems not setting it to 3 breaks all enemy combos.
zacke wrote:
Sat Mar 22, 2025 10:55 am
Is it possible to add scripts to unlock Combat style and raise the level of combat style? Plz
msfy wrote:
Sun Mar 23, 2025 2:37 am
I'll need time to progress and see if I can make one. Hopefully they aren't tied to certain milestones like the way Bonds work.
jomoroon wrote:
Sat Mar 22, 2025 6:54 pm
I'll try to look into this, since the parry window code has been found. @t761997 Might have finalised a script that could help in the meantime.
KS212 wrote:
Sun Mar 23, 2025 9:01 am
moon jump
Done. :D
scumfuckadonis wrote:
Sat Mar 22, 2025 6:13 pm
I'm curious what was the address(s) for the sliders like height and weight? or how did you find them.
This is something you could use to explore around and see for yourself. The maximum values you can set are -127 to 127. You could look at the entire structure using the base addresses. Hope this helps. :D
Character Creation Data - Copy and Paste direct into CE
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1337196968</ID>
<Description>"Character Creation Data"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(bodyData,Ronin.exe,488Dxxxxxxxxxx488Bxx0F10xx4CxxxxxxxxB9)
alloc(newmem,$400,bodyData)

registersymbol(bodyData)
registersymbol(bodyData_ptr1)
registersymbol(bodyData_ptr2)
registersymbol(bodyData_bkp)
registersymbol(bodyData_flg)

label(bodyData_bkp)
label(bodyData_ptr1)
label(bodyData_ptr2)
label(bodyData_flg)
label(return)

newmem:
cmp byte ptr [bodyData_flg],00
jne @f
mov rax,bodyData_ptr1
mov [rax],rcx
inc byte ptr [bodyData_flg]
jmp bodyData_bkp
@@:
cmp byte ptr [bodyData_flg],01
jne bodyData_bkp
mov rax,bodyData_ptr2
mov [rax],rcx
inc byte ptr [bodyData_flg]
bodyData_bkp:
readmem(bodyData,7)
jmp return

bodyData_ptr1:
dq 0
bodyData_ptr2:
dq 0
bodyData_flg:
db 0

bodyData:
jmp newmem
nop 2
return:

[DISABLE]

bodyData:
readmem(bodyData_bkp,7)

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Ronin.exe+267B7B

Ronin.exe+267B5A: B0 01 - mov al,01
Ronin.exe+267B5C: EB EC - jmp Ronin.exe+267B4A
Ronin.exe+267B5E: CC - int 3
Ronin.exe+267B5F: CC - int 3
Ronin.exe+267B60: 48 85 D2 - test rdx,rdx
Ronin.exe+267B63: 0F 84 AF 01 00 00 - je Ronin.exe+267D18
Ronin.exe+267B69: 48 89 5C 24 08 - mov [rsp+08],rbx
Ronin.exe+267B6E: 48 89 6C 24 10 - mov [rsp+10],rbp
Ronin.exe+267B73: 57 - push rdi
Ronin.exe+267B74: 48 81 EC C0 00 00 00 - sub rsp,000000C0
// ---------- INJECTING HERE ----------
Ronin.exe+267B7B: 48 8D 81 E8 01 00 00 - lea rax,[rcx+000001E8]
// ---------- DONE INJECTING ----------
Ronin.exe+267B82: 48 8B F9 - mov rdi,rcx
Ronin.exe+267B85: 0F 10 00 - movups xmm0,[rax]
Ronin.exe+267B88: 4C 8D 54 24 20 - lea r10,[rsp+20]
Ronin.exe+267B8D: B9 80 00 00 00 - mov ecx,00000080
Ronin.exe+267B92: 0F 10 48 10 - movups xmm1,[rax+10]
Ronin.exe+267B96: 48 8B DA - mov rbx,rdx
Ronin.exe+267B99: 41 0F 11 02 - movups [r10],xmm0
Ronin.exe+267B9D: 8D 69 81 - lea ebp,[rcx-7F]
Ronin.exe+267BA0: 0F 10 40 20 - movups xmm0,[rax+20]
Ronin.exe+267BA4: 41 0F 11 4A 10 - movups [r10+10],xmm1
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1337196969</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr1</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196984</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr1</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196970</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196971</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196972</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196973</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196974</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196975</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1337196976</ID>
<Description>"Character Model Base:"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>8 Bytes</VariableType>
<Address>bodyData_ptr2</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196985</ID>
<Description>"Body Data"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsSigned>0</ShowAsSigned>
<GroupHeader>1</GroupHeader>
<Address>bodyData_ptr2</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>1337196986</ID>
<Description>"Height"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E8</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196987</ID>
<Description>"Head:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1E9</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196988</ID>
<Description>"Torso:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EA</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196989</ID>
<Description>"Arm:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EB</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196990</ID>
<Description>"Leg:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EC</Address>
</CheatEntry>
<CheatEntry>
<ID>1337196991</ID>
<Description>"Muscle Mass:"</Description>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>+1EE</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

Can I ask how much you increased the I frame for counterspark?

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