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Grime

Posted: Mon Aug 02, 2021 4:50 am
by aSwedishMagyar
Technically for the demo but the way I made it should work for the full game unless they switch to IL2CPP.

Current Table:
GRIME.CT
03-08-2021
v1.0.0
(74.5 KiB) Downloaded 305 times


Current Options:
  • Pointers
    • Pointers
      • Character_CustomModule_PlayerAttributesHandler
        • overallMaxBreath
        • startingBreathPoints
        • _maximumStaminaPoints
        • _currentStaminaPoints
        • staminaRegenRate
        • staminaRegenDelay
        • minimumAllowedStamina
        • staminaJumpCost
        • staminaDashCost
        • staminaDashBackCost
        • staminaDashRequirement
        • staminaCancelDashCost
        • ardorMassGainBonusPerPoint
        • ardor_maxAmount
        • ardorMaxIncrease_miniboss
        • ardorGain_kill_normal
        • ardorGain_kill_parry
        • ardorGain_takeHit
        • ardorGain_parry
        • currentBreath
        • currentArdor
        • actionStaminaCostMultiplier
        • staminaRegenPauseDuration
      • Character_CustomModule_PlayerController
        • CharacterMovementHandler
          • Data_Character
            • CombatModule
              • _maximumHitPoints
              • _currentHitPoints
              • damageReduction
              • resistance
              • physicalPower
              • weaponlessReach
              • canBeParried
              • parryPoints
              • damageOnParry
              • unparryableEmission
              • unbreakablePoise
              • maximumPoisePoints
              • poiseRegenSpeed
              • poiseRegenDelay
              • staggerThreshold
              • _currentPoise
              • canBePushed
              • canBeLaunched
              • autoTurnAgainstPoiseBreak
              • immuneToNonPersistantPulling
              • canDashAcross
              • canBePulled
              • isPullProtected
              • onPullableEmission
            • MovementModule
              • movementSpeed
              • movementAccelerationSpeed
              • movementBrakeSpeed
              • rootMovementOnly
              • jumpPowerGround
              • maximumGroundAngle
              • interactingWithPassthroughGrounds
              • overlapRootSpreading
              • extraRaycasts
              • isGhost
          • CharacterHandler
            • isInvincible
            • recoilsFromProtection
            • impenetrableProtection
            • isStunned
            • isHardStun
            • isAlive
            • hyperarmorDuration
        • parryCooldown
        • doubleJump_boostX
        • doubleJump_boostY
      • GUI_Menu_InventoryHandler
        • Last Clicked Item
          • Data_Item
            • Name
            • isPlayerUseableItem
            • isSpecial
            • priceValue
            • priceValue
            • Data_Item_Equipable_Weapon
              • rotationPreset
              • weaponPower
              • powerType
              • weaponType
              • isMelee
              • newStaggerPower
              • weaponSpeed
              • reachRange
              • impactPower
              • speedMultiplier
              • staminaCostMultiplier
              • isHeavy
              • weaponPhase
              • baseModifierEffectDuration
            • Data_Item_Consumable
              • action
              • consumedOnUse
              • removesAChargeInstantly
              • mobilityConsumable
          • _quantity
          • upgradeLevel
      • PlayerData
        • PlayerData_Inventory
          • currencyAmount
          • totalCurrencyEverAcquired
          • totalCurrencyLostOnDeath
          • totalTimesDied
        • PlayerData_Attributes
          • level
          • currentAttributes
          • totalAttributes
          • maximumBreath
        • PlayerData_Hunt
          • huntPoints
    • Scripts
      • Inf Health
      • Inf Stamina
      • Inf Currency
      • Inf Consumables



    Update Notes:
    1. Added in MovementModule Pointers
    Previous Versions
    GRIME.CT
    01-08-2021
    v0.9.10 [Demo]
    (61.5 KiB) Downloaded 60 times

Re: Grime

Posted: Mon Aug 02, 2021 8:49 pm
by aSwedishMagyar
Curious to know if this works for the full version as well if anyone could let me know.

Re: Grime

Posted: Tue Aug 03, 2021 1:15 pm
by preksebe
aSwedishMagyar wrote:
Mon Aug 02, 2021 8:49 pm
Curious to know if this works for the full version as well if anyone could let me know.
It does

Re: Grime

Posted: Tue Aug 03, 2021 4:38 pm
by TroyDevin
Tbh, it is hard to tell. For example, I tried changing walk_speedMultiplier to increase walking speed and it didn't work, but perhaps that's not what it's meant for. The game is in desperate need of a tutorial, and there are so many unexplained things in the table that it is just hard to tell.

Re: Grime

Posted: Tue Aug 03, 2021 5:11 pm
by aSwedishMagyar
TroyDevin wrote:
Tue Aug 03, 2021 4:38 pm
Tbh, it is hard to tell. For example, I tried changing walk_speedMultiplier to increase walking speed and it didn't work, but perhaps that's not what it's meant for. The game is in desperate need of a tutorial, and there are so many unexplained things in the table that it is just hard to tell.
I added in a section in the pointers ->MovementModule where movementSpeed is the pointer you would be looking for. The table is pretty self explanatory in my opinion, look at the options list and see in which tree your pointer is located and go modify it. All the pointers have names that you can figure out what they apply to. All you guys need to do is let me know which ones aren't in use so I can find the correct one. The scripts shouldn't need any explaining.

I should also add that there are a few pointers in here that you don't really need but some people might want so I left them in. I trimmed a big amount from each structure because there are silly things like color or display vectors that no one would use.

Bottom line is this: If you have something you want to modify, chances are it's in my table and if you haven't thought about an item that is in the table, you don't need to use it.

Re: Grime

Posted: Fri Aug 06, 2021 10:33 pm
by TroyDevin
aSwedishMagyar wrote:
Tue Aug 03, 2021 5:11 pm
...

Bottom line is this: If you have something you want to modify, chances are it's in my table and if you haven't thought about an item that is in the table, you don't need to use it.
How can I get a dump of the Unity object, or its functions/attributes or whatever? I'm looking for the ones that have to do with the jump height (not the double jump, just the regular). Thanks in advance. :)

Re: Grime

Posted: Sat Aug 07, 2021 12:15 am
by aSwedishMagyar
TroyDevin wrote:
Fri Aug 06, 2021 10:33 pm
How can I get a dump of the Unity object, or its functions/attributes or whatever? I'm looking for the ones that have to do with the jump height (not the double jump, just the regular). Thanks in advance. :)
I use dnSpy which you can use to search through the correct .dll for any relevant items. If the class has a static declaration of its instance you can add the class name to the static class declaration list I have in the main Enable and it will register the base for it. Then you can also add it to the structure name list and its structure will be generated upon enabling the table and you can look through and find any relevant items you want added as pointers.

For strictly functions I just use dnSpy and look through the class methods. If I want to cheat in the game myself I normally just modify the .dll and save the original.

Another great tool I've used in several titles is made by jgoemat and can be found here. It makes it way easier to search through mono classes within CE.

Re: Grime

Posted: Sun Aug 08, 2021 1:14 pm
by macslayerz
any pointers for 2x jump?

and cant get to work:

GUI_Menu_InventoryHandler
Last Clicked Item
Data_Item

I want to increase shards to mod weapons