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Dragon Cliff (SeiKur0)

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Idiotbanana2
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Dragon Cliff (SeiKur0)

Post by Idiotbanana2 » Sat May 19, 2018 2:31 am

[QUOTE="seikur0, post: 46287, member: 8101"]I made it with skill ? And the {$lua} part means, that I'm using lua language after that keyword and not {$asm} autoassembler language. LaunchMonoDataCollector() is a built-in lua function, that maps the memory to defined functions, so I can use addresses like "PlayerProfile:ChangeResource+426". For further questions please take a look at some tutorials first here or in the official ce forums.[/QUOTE]

Thanks a lot for your reply

XD

Bartholemeow
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Dragon Cliff (SeiKur0)

Post by Bartholemeow » Sat May 19, 2018 5:25 pm

@[B][USER=8101]seikur0[/USER][/B]



I messed around with your table a bit, filled in blanks and what changes what under character stats. Could you double check if the values there match the correct ones in your game ?

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seikur0
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Dragon Cliff (SeiKur0)

Post by seikur0 » Sun May 20, 2018 6:29 am

[QUOTE="Bartholemeow, post: 46378, member: 15407"]@[B][USER=8101]seikur0[/USER][/B]



I messed around with your table a bit, filled in blanks and what changes what under character stats. Could you double check if the values there match the correct ones in your game ?[/QUOTE]



Unfortunately these are dynamic, so the game may decide to put any attribute at any place and the length of that attribute list also differs depending on hero level. In game memory these attribute entries form a list and at the moment I'm just taking the pointer of the list end for the table, since it's inverted in comparison to the ingame list. The attribute entries do have a property Attribute Type though to mark the type of attribute.



So I could force the same order every time, if you'd be willing to go over the table again and enter the correct attribute names and sort it.



[COLOR=rgb(184, 49, 47)]edit: I updated the table to v10, now I'm forcing the attributes to be sorted.[/COLOR]
Last edited by seikur0 on Sun May 20, 2018 8:15 am, edited 2 times in total.

Bartholemeow
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Dragon Cliff (SeiKur0)

Post by Bartholemeow » Sun May 20, 2018 3:15 pm

Can do. i'll edit it later today and drop it here again.

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Dragon Cliff (SeiKur0)

Post by Bartholemeow » Sun May 20, 2018 4:30 pm

And it's done. Put whatever notes / findings in the table extras.



Cleaned up a bit, categorized values by effect, though can be undone relatively easy if it's not a preferred thing. Changed damage type to dropdown to prevent horrible horrible savegame corruption.

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seikur0
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Dragon Cliff (SeiKur0)

Post by seikur0 » Mon May 21, 2018 8:44 am

[QUOTE="Bartholemeow, post: 46469, member: 15407"]And it's done. Put whatever notes / findings in the table extras.



Cleaned up a bit, categorized values by effect, though can be undone relatively easy if it's not a preferred thing. Changed damage type to dropdown to prevent horrible horrible savegame corruption.[/QUOTE]

I updated the table with your changes and some slight reformatting in the main post, thanks :)

Idiotbanana2
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Dragon Cliff (SeiKur0)

Post by Idiotbanana2 » Mon May 21, 2018 2:23 pm

Thanks for your help and I finished my own CT for Dragon Cliff ?



[URL]https://fearlessrevolution.com/threads/dragon-cliff-cheat-table-ohk-infinite-money-item.6838/[/URL]

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doc_haz
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Dragon Cliff (SeiKur0)

Post by doc_haz » Sat Jun 16, 2018 9:23 am

The last update broke the Resources option.

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seikur0
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Dragon Cliff (SeiKur0)

Post by seikur0 » Sat Jun 16, 2018 11:27 am

doc_haz, post: 49459, member: 997 wrote:The last update broke the Resources option.
updated
Attachments
save_1.zip
(887.57 KiB) Downloaded 120 times
GameDragonCliff_SeiKur0(V10)MeowRemix.CT
(105.55 KiB) Downloaded 371 times
Game Dragon Cliff.CT
(92.06 KiB) Downloaded 293 times

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Jasinn
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Re: Dragon Cliff (SeiKur0)

Post by Jasinn » Sat Feb 16, 2019 3:59 pm

Could you update? Thanks a lot!

krmit
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Re: Dragon Cliff (SeiKur0)

Post by krmit » Sat Feb 16, 2019 6:10 pm

@Jasinn,
table works fine for the latest game version.

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Jasinn
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Re: Dragon Cliff (SeiKur0)

Post by Jasinn » Sat Feb 16, 2019 7:59 pm

The resources' isn't working for me (It doesn't matter a lot for me) :P, And whenever I clicked on a quest reward, it'd just crash me out (fixed this afterwards after starting a new game), that's why I thought the CT was broken,but yeah... all good now, I just have to be kind of careful.
Is there a way to get rid of Max 10 talents, or 1/3/5, etc in a talent tree?
Edit: Nvm for the talent tree, i'll use the NakedAttributes option :P
Edit2: Yeeeep, as soon as I click level up while having the nakedattributes option checked out, I crash..

Seipherwood
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Re: Dragon Cliff (SeiKur0)

Post by Seipherwood » Wed May 15, 2019 6:07 pm

Any updated tables? All the ones from here i tried dont show the correct values or completely break the game.

hisvileness
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Re: Dragon Cliff (SeiKur0)

Post by hisvileness » Fri May 24, 2019 9:35 pm

all of the tables seem to crash on the current version. hopefully someone will be kind enough to update them.

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