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

.
If you like my work,
please rate my post positive, much easier than typing out a comment.
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.
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.
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.
<?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>