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Lost Epic

Posted: Tue May 31, 2022 8:58 am
by Cyber
Just a simple table for Lost Epic

Features:
  • Player Status
  • Game Manager
  • Ignore Hit
  • Learn Skill
  • Undead
  • No Super Armor
  • Infinite Jump
  • Infinite Consumable Item Usage
  • No Weight Over
  • Infinite Stamina & Oxygen
  • Ignore Skill Cooldown / Usage
  • Null Debuff
  • Infinite Buff Duration
  • Movement Speed Multiplier
  • Damage Multiplier
  • Anima Multiplier
  • Divine EXP Multiplier
  • Always Material Drop
  • Always Weapon Drop
  • Material Status
  • Equipment Status
  • Item Status
  • Divine Skill Status
  • Create, Enhance, and Evolve Weapon-Item Ignore Material
Notes:
  • Learn Skill
    Spoiler
    Activate the script.
    Select which skill you want to learn.
    Equip a weapon with attached skill.
    Place the skill into a slot.
    Perform the skill once.
    If you can't perform the skill, you use incorrect weapon type.
  • Highlight material in menu to update the pointers.
  • Highlight equipment in menu to update the pointers.
  • Highlight item in menu to update the pointers.
  • Highlight divine skill in menu to update the pointers.
  • For create and evolve weapon, after selecting a weapon, press/hold Numpad 0 until the text "Confirm" appears.
    Changing id will change the item, equipment, material as well.
Changelogs:

ver 1.3.5.1 - Update 1
  • Revised Infinite Stamina to Infinite Stamina & Oxygen.
  • Revised Ignore Skill Cooldown to Ignore Skill Cooldown / Usage.
  • Revised Item Status.
  • Revised Create, Enhance, and Evolve Weapon Ignore Material to Create, Enhance, and Evolve Weapon-Item Ignore Material.
  • Revised Always Weapon Drop. You can select which equipment as a drop manually.
  • Added No Super Armor. Doesn't work on boss (god) because it will cause a glitch.
  • Added Null Debuff.
  • Added Infinite Buff Duration.

Re: Lost Epic

Posted: Tue May 31, 2022 10:37 am
by Algester
honestly better than what I had going

also your ignore skill cooldown has the same issue as the no Cooldown on the table I was maintaining requiring me to make an "infinite" skill usage code

so just like my experience in getting the materials to load "in a way" item amount is a bit wonky as it seems to prioritize whats currently on the witch's bag but with a potential AoB I think I can get a method for me to get item amount on the bag

a Little remark on the drop weapon code though its probably not optimal "maybe" unless I'm already looking at the newest additions to the patch note about "dropping random items" if there is no item to be dropped type of deal
Old Table?
LOSTEPIC.CT
I'll just put this here if anyone wants some more options...
(181.24 KiB) Downloaded 127 times
LOSTEPIC.CT
Minor edits here and there on my specific table... but I decided to add a few stuff from Cyber's table
(202.16 KiB) Downloaded 137 times
LOSTEPIC.CT
Post EA table
(215.05 KiB) Downloaded 604 times
LOSTEPIC.CT
V1.01.7
(167.54 KiB) Downloaded 362 times

Re: Lost Epic

Posted: Thu Jun 16, 2022 7:30 am
by Algester

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>10632</ID>
      <Description>"YOU ARE SPEED"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : LOSTEPIC.exe
  Version: 
  Date   : 2022-05-24
  Author : Algester

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(MoveSpeed1,GameAssembly.dll,F3 0F 11 83 E4 04 00 00 C7 83 50 05 00 00 00 00 80 3F 48) // should be unique
alloc(newmem,$1000,MoveSpeed1)

label(code)
label(return)
label(SpeedMult)
registersymbol(SpeedMult)
newmem:
  mulss xmm0,[SpeedMult]
  movss [rbx+000004E4],xmm0
  jmp return
code:
  movss [rbx+000004E4],xmm0
  jmp return
SpeedMult:
  dq (float)1
MoveSpeed1:
  jmp newmem
  nop 3
return:
registersymbol(MoveSpeed1)

//Speed2

aobscanmodule(MoveSpeed2,GameAssembly.dll,F3 0F 11 B3 E4 04 00 00 4C) // should be unique
alloc(newmem2,$1000,MoveSpeed2)

label(code2)
label(return2)

newmem2:

code2:
  mulss xmm6,[SpeedMult]
  movss [rbx+000004E4],xmm6
  jmp return2

MoveSpeed2:
  jmp newmem2
  nop 3
return2:
registersymbol(MoveSpeed2)
//SwimSpeed
aobscanmodule(SwimSpeedAoB,GameAssembly.dll,F3 0F 11 8B E4 04 00 00 E8 8A) // should be unique
alloc(newmem3,$1000,SwimSpeedAoB)

label(swimcode)
label(swimreturn)
label(SwimSpeedMult)
newmem3:
  cmp [rbx+24],0
  jne swimcode
  mulss xmm1,[SwimSpeedMult]
  movss [rbx+000004E4],xmm1
  jmp swimreturn
swimcode:
  movss [rbx+000004E4],xmm1
  jmp swimreturn
SwimSpeedMult:
  dq (float)1
SwimSpeedAoB:
  jmp newmem3
  nop 3
swimreturn:
registersymbol(SwimSpeedAoB)
registersymbol(SwimSpeedMult)

[DISABLE]

MoveSpeed1:
  db F3 0F 11 83 E4 04 00 00

unregistersymbol(MoveSpeed1)
dealloc(newmem)
//Speed2
MoveSpeed2:
  db F3 0F 11 B3 E4 04 00 00

unregistersymbol(MoveSpeed2)
unregistersymbol(SpeedMult)
dealloc(newmem2)
//SwimSpeed1
SwimSpeedAoB:
  db F3 0F 11 8B E4 04 00 00

unregistersymbol(SwimSpeedAoB)
unregistersymbol(SwimSpeedMult)
dealloc(newmem3)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+10ED9A8

GameAssembly.dll+10ED980: EB 02                          - jmp GameAssembly.dll+10ED984
GameAssembly.dll+10ED982: 32 C0                          - xor al,al
GameAssembly.dll+10ED984: 33 ED                          - xor ebp,ebp
GameAssembly.dll+10ED986: 89 AB 1C 05 00 00              - mov [rbx+0000051C],ebp
GameAssembly.dll+10ED98C: 89 AB E8 04 00 00              - mov [rbx+000004E8],ebp
GameAssembly.dll+10ED992: 84 C0                          - test al,al
GameAssembly.dll+10ED994: 75 0A                          - jne GameAssembly.dll+10ED9A0
GameAssembly.dll+10ED996: F3 0F 10 05 32 ED 5D 00        - movss xmm0,[GameAssembly.dll+16CC6D0]
GameAssembly.dll+10ED99E: EB 08                          - jmp GameAssembly.dll+10ED9A8
GameAssembly.dll+10ED9A0: F3 0F 10 05 34 ED 5D 00        - movss xmm0,[GameAssembly.dll+16CC6DC]
// ---------- INJECTING HERE ----------
GameAssembly.dll+10ED9A8: F3 0F 11 83 E4 04 00 00        - movss [rbx+000004E4],xmm0
// ---------- DONE INJECTING  ----------
GameAssembly.dll+10ED9B0: C7 83 50 05 00 00 00 00 80 3F  - mov [rbx+00000550],3F800000
GameAssembly.dll+10ED9BA: 48 8B 93 60 02 00 00           - mov rdx,[rbx+00000260]
GameAssembly.dll+10ED9C1: 48 85 D2                       - test rdx,rdx
GameAssembly.dll+10ED9C4: 0F 84 A4 03 00 00              - je GameAssembly.dll+10EDD6E
GameAssembly.dll+10ED9CA: 41 B9 FF FF FF FF              - mov r9d,FFFFFFFF
GameAssembly.dll+10ED9D0: 48 89 6C 24 20                 - mov [rsp+20],rbp
GameAssembly.dll+10ED9D5: 48 8D 8C 24 B0 01 00 00        - lea rcx,[rsp+000001B0]
GameAssembly.dll+10ED9DD: 45 8D 41 07                    - lea r8d,[r9+07]
GameAssembly.dll+10ED9E1: E8 2A 50 08 00                 - call CCharaData.GetEquipParamData
GameAssembly.dll+10ED9E6: 48 8D 4C 24 30                 - lea rcx,[rsp+30]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>10631</ID>
          <Description>"X Speed Multiplier"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>SpeedMult</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>10886</ID>
          <Description>"Swim Speed Multiplier"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>SwimSpeedMult</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I added swim speed to the movement speed

Re: Lost Epic

Posted: Fri Jun 17, 2022 4:02 pm
by Cyber
Updated for ver 1.3.5.1

Re: Lost Epic

Posted: Fri Jul 08, 2022 4:07 pm
by Algester

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>10889</ID>
      <Description>"Adjust Shingi Cooldown Rate"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : LOSTEPIC.exe
  Version: 
  Date   : 2022-07-08
  Author : Algester

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(SkillCDRateAoB,GameAssembly.dll,F3 0F 59 C6 F3 0F 5C F8) // should be unique
alloc(newmem,$1000,SkillCDRateAoB)

label(code)
label(return)
label(CDRate)
registersymbol(CDRate)
newmem:

code:
  movss xmm0,[CDRate]
  mulss xmm0,xmm6
  subss xmm7,xmm0
  jmp return
CDRate:
  dq (float)1.0
SkillCDRateAoB:
  jmp newmem
  nop 3
return:
registersymbol(SkillCDRateAoB)

[DISABLE]

SkillCDRateAoB:
  db F3 0F 59 C6 F3 0F 5C F8

unregistersymbol(SkillCDRateAoB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2C6B5D

GameAssembly.dll+2C6B2F: 0F 83 77 01 00 00     - jae GameAssembly.dll+2C6CAC
GameAssembly.dll+2C6B35: 48 8B 0D A4 3C 65 01  - mov rcx,[GameAssembly.dll+191A7E0]
GameAssembly.dll+2C6B3C: 0F 28 F8              - movaps xmm7,xmm0
GameAssembly.dll+2C6B3F: F6 81 33 01 00 00 04  - test byte ptr [rcx+00000133],04
GameAssembly.dll+2C6B46: 74 0E                 - je GameAssembly.dll+2C6B56
GameAssembly.dll+2C6B48: 44 39 B9 E0 00 00 00  - cmp [rcx+000000E0],r15d
GameAssembly.dll+2C6B4F: 75 05                 - jne GameAssembly.dll+2C6B56
GameAssembly.dll+2C6B51: E8 7A 51 EA FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+2C6B56: 33 C9                 - xor ecx,ecx
GameAssembly.dll+2C6B58: E8 C3 05 13 00        - call GameAssembly.dll+3F7120
// ---------- INJECTING HERE ----------
GameAssembly.dll+2C6B5D: F3 0F 59 C6           - mulss xmm0,xmm6
// ---------- DONE INJECTING  ----------
GameAssembly.dll+2C6B61: F3 0F 5C F8           - subss xmm7,xmm0
GameAssembly.dll+2C6B65: F3 0F 11 7C AF 20     - movss [rdi+rbp*4+20],xmm7
GameAssembly.dll+2C6B6B: 48 8B 86 98 08 00 00  - mov rax,[rsi+00000898]
GameAssembly.dll+2C6B72: 48 85 C0              - test rax,rax
GameAssembly.dll+2C6B75: 0F 84 EB 00 00 00     - je GameAssembly.dll+2C6C66
GameAssembly.dll+2C6B7B: 3B 58 18              - cmp ebx,[rax+18]
GameAssembly.dll+2C6B7E: 0F 83 18 01 00 00     - jae GameAssembly.dll+2C6C9C
GameAssembly.dll+2C6B84: 44 0F 2F 44 A8 20     - comiss xmm8,[rax+rbp*4+20]
GameAssembly.dll+2C6B8A: 0F 82 82 00 00 00     - jb GameAssembly.dll+2C6C12
GameAssembly.dll+2C6B90: 48 8B BE A8 08 00 00  - mov rdi,[rsi+000008A8]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>10890</ID>
          <Description>"Cooldown Modifier"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>CDRate</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
for adjustable Shingi cooldown I guess?

Re: Lost Epic

Posted: Sat Jul 30, 2022 2:34 pm
by jesjames79
The game has been updated. Thank you for all your hard work!

Re: Lost Epic

Posted: Wed Aug 03, 2022 1:53 am
by Ninomae Tako'nis
Cyber wrote:
Tue May 31, 2022 8:58 am
...
I'm not sure if you plan on updating this at all in the future, but just a heads up that the latest patch broke most of the scripts. Infinite Jump and maybe one or two others that I can't remember off the top of my head are the only working ones.

Re: Lost Epic

Posted: Mon Aug 08, 2022 9:42 am
by TeddyRiggs
needs an update pls

Re: Lost Epic

Posted: Wed Aug 10, 2022 2:45 pm
by Cyber
Updated for v 1.01.5

Re: Lost Epic

Posted: Sun Aug 21, 2022 6:51 am
by furkan_1227
"Always Material Drop" cheat doesn't seem to work for some materials (using current latest game version 1.01.6).
I've noticed "Apkallu" enemies never drop "Rugged Sharkskin" material when this cheat is enabled.
I've killed 10 of them while this cheat is enabled and material never dropped. After disabling this cheat I've got the material on first kill. I guess table needs updating for current version.
Other than that, table seems to work fine so thank you!

Re: Lost Epic

Posted: Sun Aug 21, 2022 10:46 am
by Cyber
furkan_1227 wrote:
Sun Aug 21, 2022 6:51 am
"Always Material Drop" cheat doesn't seem to work for some materials (using current latest game version 1.01.6).
I've noticed "Apkallu" enemies never drop "Rugged Sharkskin" material when this cheat is enabled.
I've killed 10 of them while this cheat is enabled and material never dropped. After disabling this cheat I've got the material on first kill. I guess table needs updating for current version.
Other than that, table seems to work fine so thank you!
That's because the script always prioritizes the first material drop. Rugged Sharkskin may be the second or third (check monster database). Use select material manually if you want specific material drop.

Re: Lost Epic

Posted: Sun Aug 21, 2022 4:56 pm
by furkan_1227
Cyber wrote:
Sun Aug 21, 2022 10:46 am
furkan_1227 wrote:
Sun Aug 21, 2022 6:51 am
"Always Material Drop" cheat doesn't seem to work for some materials (using current latest game version 1.01.6).
I've noticed "Apkallu" enemies never drop "Rugged Sharkskin" material when this cheat is enabled.
I've killed 10 of them while this cheat is enabled and material never dropped. After disabling this cheat I've got the material on first kill. I guess table needs updating for current version.
Other than that, table seems to work fine so thank you!
That's because the script always prioritizes the first material drop. Rugged Sharkskin may be the second or third (check monster database). Use select material manually if you want specific material drop.
Yes, it is not the first one. If it isn't too much of a problem, can you make it so they drop all their possible material loot(except ores such as iron and obsidian because they crash the game)?
It isn't a big deal tbh, I can just use manual drop feature of the table but if they dropped it all that would be very good quality of life feature :)

Re: Lost Epic

Posted: Mon Sep 19, 2022 7:33 am
by canndhha
is there any table update for 1.01.6? thank you

Re: Lost Epic

Posted: Sun Oct 16, 2022 2:02 pm
by fallenjack2000
Cyber wrote:
Tue May 31, 2022 8:58 am
Just a simple table for Lost Epic
Will this table work for v1.0.1.6?
If not, can you update it?

Re: Lost Epic

Posted: Thu Oct 27, 2022 6:46 pm
by tonykr966
Please update it if possible