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Everafter Falls

Posted: Sat Jun 29, 2024 1:09 pm
by Cyber
Just a simple table for Everafter Falls

Features:
  • gameData
  • inputManager0 / inputManager1
  • add item to bag (select itemid and set amount before activating)
  • remove item from bag (select itemid and set amount before activating)
  • Free Crafting

Re: Everafter Falls

Posted: Tue Jul 02, 2024 5:43 pm
by 7Form
I can add items but there is a bug I can't wake up after using it stuck on loading after sleeping the writing saving keeps on the screen without stopping I've been waiting for almost an hour but no luck

Re: Everafter Falls

Posted: Fri Jul 19, 2024 5:03 pm
by jmg3195
Same thing happens for me. When I go to sleep to save the game it gets stuck saving on an endless loop. It's specific to the add/remove item to bag scripts as none of the other cheats on the table cause this issue. I'm not sure what part of those scripts is causing it. I did try to take a look but my knowledge of lua scripts is extremely limited.

Re: Everafter Falls

Posted: Sat Sep 21, 2024 1:44 am
by ishist
The bug is still there. using additem leaves you stuck on the saving screen.

Re: Everafter Falls

Posted: Sun Sep 29, 2024 3:30 am
by Valatros
Alright, attached a minitable. This would ideally be just one code, but I've never been able to merge codes into one successfully so... it's three parts.

These codes change the 'roll' whenever an equipment would get no sockets, 1 socket, or two sockets, to three sockets. The net result is that every single piece of equipment rolls three sockets, if all three are turned on. Things to note: attach to the process and activate these codes _before you load your game_ to ensure they work. The reason is that for some reason the game creates the drop chance table each time instead of it being saved somewhere in the files... and these codes hijack that and make all the results spit out three sockets.

They do require mono, but the codes should enable it when you turn them on. Unfortunately I've run into something of a roadblock trying to merge the codes into one, or just accomplish it with one code, because everything I know about assembly/mono was learned... purely through messing around with cheat engine, so I don't have the foundational knowledge to do this skillfully.

Feel free to add to any tables you have/make, no accreditation necessary; i don't care, it's just sloppy amateur work anyway. Does work though, even seems to effect quest rewards (tested on the initial intro to equipment quest).

Re: Everafter Falls

Posted: Fri Oct 04, 2024 6:39 pm
by Valatros

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Pixie Shrines Always Give Pixie"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,PixieManager:checkChanceCatchPixie+175) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
nop
mov rcx,[rbp-18]

exit:
jmp returnhere

PixieManager:checkChanceCatchPixie+175:
jmp newmem
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
PixieManager:checkChanceCatchPixie+175:
db 74 17 48 8B 4D E8
//je PixieManager:checkChanceCatchPixie+18e
//mov rcx,[rbp-18]
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Made another code, requires mono. This one guarantees that no matter what you put in the shrine, you'll get a pixie out. It only affects the 'random' part of the trigger code, so if you put something special in that guarantees a rainbow pixie or whatever it'll still do that.

Edit:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>20</ID>
      <Description>"Pixie Fusion 99% chance"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,PixieTerrarium:CalculatePixieChange+152) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov ecx,00000063 //changed 3 to 63, or 99 in hex. Should give a 99% chance of rainbow pixie fusion WHEN one of each color is in.

exit:
jmp returnhere

PixieTerrarium:CalculatePixieChange+152:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
PixieTerrarium:CalculatePixieChange+152:
db B9 03 00 00 00
//mov ecx,00000003
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This code sets the chance that your red/blue/yellow pixies fuse into a rainbow pixie in the terrarium to 99%.

Re: Everafter Falls

Posted: Mon May 19, 2025 11:31 am
by Pawelec123456
7Form wrote:
Tue Jul 02, 2024 5:43 pm
I can add items but there is a bug I can't wake up after using it stuck on loading after sleeping the writing saving keeps on the screen without stopping I've been waiting for almost an hour but no luck
I found the issue. There are three string arguments (containerItems, storedString and storedString2) to the method which are passed as vtDword 0 instead of vtString "". Apparently, they get resolved during the pre-saving sequence and there is a failed type check which causes a freeze. I attached fixed table, which for me works fine in the 2.0 version. The only missing part is I wasn't able to get the item ID string list including the items added in 2.0, so getting the new stuff would require finding the IDs.