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Flintlock: The Siege of Dawn

Posted: Sat Jul 20, 2024 5:01 pm
by Tuuuup!


Here is my table for this game. Maybe it works for Gamepass...

Image

v2: Added 2 stagger/priming scripts
v3: Added inf HP + OHK and Jump height

If you have time to download the table and test it, then you have time to give my post a thumbs up/ rate positive. That's all I'm asking.
Old Tables
Saltpeter-Win64-Shipping-v2.CT
(153.96 KiB) Downloaded 113 times
Saltpeter-Win64-Shipping.CT
(136.9 KiB) Downloaded 147 times
Have fun.

Re: Flintlock: The Siege of Dawn

Posted: Sat Jul 20, 2024 5:50 pm
by Rhark
Ignore Powder Charge

Code: Select all

[ENABLE]
aobscanmodule(powderCharge_AOB,$process,443Bxx410Fxxxx2BxxC1xxxx4080) // should be unique
registersymbol(powderCharge_AOB)
alloc(re_powderCharge,3)
registersymbol(re_powderCharge)

re_powderCharge:
  readmem(powderCharge_AOB,3)


powderCharge_AOB:
nop 3


[DISABLE]
powderCharge_AOB:
  readmem(re_powderCharge,3) // db 44 3B C8

unregistersymbol(powderCharge_AOB)
unregistersymbol(re_powderCharge)
dealloc(re_powderCharge)
This does not require any charges to fire the gun. Feel free to add it to your table.

Re: Flintlock: The Siege of Dawn

Posted: Sun Jul 21, 2024 7:33 am
by Tuuuup!
Rhark wrote:
Sat Jul 20, 2024 5:50 pm
....
Thanks, my script does the same. I just forgot to change the description

Re: Flintlock: The Siege of Dawn

Posted: Sun Jul 21, 2024 12:38 pm
by darkmode23
please, add infinite jump or super jump. 8-)

Re: Flintlock: The Siege of Dawn

Posted: Sun Jul 21, 2024 4:10 pm
by Tuuuup!
darkmode23 wrote:
Sun Jul 21, 2024 12:38 pm
please, add infinite jump or super jump. 8-)
Check v3 update

Re: Flintlock: The Siege of Dawn

Posted: Mon Jul 22, 2024 2:18 am
by acecel
@Tuuuup! : Thanks a lot for the table
@Rhark : Thanks for the script too

Re: Flintlock: The Siege of Dawn

Posted: Thu Jun 19, 2025 9:58 pm
by cob
Inspired by your marvelous table, and the freedom of the jump multiplier, I dabbled a little.

-- Infinite jumps: gives precision without overshooting targets.
4 Bytes Exact.
Rising in second jump: Value 2.
Rising in first jump: Value 1.
Stand on ground at various heights: Value 0.
Steam: correct hex address should end with an 8.
Freeze standing on ground with value 0.
Now you can jump infinite times.

-- Materials: 4 Bytes.