Moonlighter +11 (table Update5)

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seikur0
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Moonlighter +11 (table Update5)

Post by seikur0 »

[QUOTE="Toxic, post: 48371, member: 18081"]I tried to keep all logic that doesn't affect anticheating as close to original as possible.



What is zero key anyway? _real_value is needed to allow modification of the value from the outside of the game - because you can't directly manipulate encrypted buffer - some other part of the game may replace it with another encrypted value directly (without doing decrypt/encrypt pass) this may break the game if one value was written(direct, encrypted) and then another value was returned(unencrypted), so I keep them in sync all the time.



Fake values are zeroed just to produce fewer false positive results during memory scans in CE. ObscuredCheatingDetector.IsRunning() was not altered for the reason - this will trick the game into thinking that all anticheat components are running but they are actually harmless now. Just saying ?[/QUOTE]



They obfuscate the value by using the or operation with a key. Now if that key happened to be zero their obfuscation would do nothing at all and the obfuscated value would be the real one. They even check for that case in functions where that key is randomly generated to prevent it.



As for ObscuredCheatingDetector.IsRunning(): That's only used for these honeypot values. It's literally internal and can't be used by the game to see the status of that detector and it really only exists for these honeypot values.



I'm not saying your solution is bad or something, no I just want to discuss how you can do it with live code injection via cheat engine. Since this is mainly a cheat engine forum and live patches are more flexible, don't get overwritten by updates and are less detectable (crc of the dll) as well, I prefer them.



And adding class members like that real value in cheat engine would be quite difficult if possible at all, while the simple solutions, that I described, just alter function return values and are thus very doable.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Toxic
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Moonlighter +11 (table Update5)

Post by Toxic »

My goal was to make it local, so I did changes that are self-contained and transparent to others i.e. no changes in observable behavior, so I don't have to inspect all code of the program to check how other parts of the game will react on these changes. But you have a point, runtime cheats are more flexible. I'm just not good enough with advanced CE features ?

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seikur0
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Moonlighter +11 (table Update5)

Post by seikur0 »

Toxic, post: 48402, member: 18081 wrote:My goal was to make it local, so I did changes that are self-contained and transparent to others i.e. no changes in observable behavior, so I don't have to inspect all code of the program to check how other parts of the game will react on these changes. But you have a point, runtime cheats are more flexible. I'm just not good enough with advanced CE features 😌
If you're interested, the cheat engine script looks like this:
code

Code: Select all

[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
CodeStage.AntiCheat.Detectors:InjectionDetector:OnCheatingDetected:
ret
CodeStage.AntiCheat.Detectors:ActDetectorBase:OnCheatingDetected:
ret
CodeStage.AntiCheat.Detectors:ObscuredCheatingDetector:get_IsRunning:
xor rax,rax
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredBool:.cctor+10:
db 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredBool:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredBool:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredByte:.cctor+10:
db 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredByte:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredByte:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredChar:.cctor+10:
db 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredChar:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredChar:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredDecimal:.cctor+5:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredDecimal:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredDecimal:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredDouble:.cctor+5:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredDouble:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredDouble:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredFloat:.cctor+10:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredFloat:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredFloat:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredInt:.cctor+10:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredInt:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredInt:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredLong:.cctor+5:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredLong:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredLong:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredQuaternion:.cctor+14:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredQuaternion:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredQuaternion:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredSByte:.cctor+10:
db 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredSByte:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredSByte:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredShort:.cctor+11:
db 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredShort:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredShort:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredString:.cctor+6:
db 00 00 00 00 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredString:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredString:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredUInt:.cctor+6:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredUInt:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredUInt:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredULong:.cctor+5:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredULong:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredULong:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredUShort:.cctor+11:
db 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredUShort:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredUShort:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredVector2:.cctor+14:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredVector2:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredVector2:RandomizeCryptoKey:
ret

CodeStage.AntiCheat.ObscuredTypes:ObscuredVector3:.cctor+14:
db 00 00 00 00
CodeStage.AntiCheat.ObscuredTypes:ObscuredVector3:SetNewCryptoKey:
ret
CodeStage.AntiCheat.ObscuredTypes:ObscuredVector3:RandomizeCryptoKey:
ret

[DISABLE]
So it's actually really simple and only a little bit bloated, because of all the different data types.
Changes:
-do nothing in case cheating gets detected
-honeypot values aren't used, because the ObscuredTypes classes think the ObscuredCheatingDetector isn't running (note: that running detection is internal to the assembly and in fact can't be used by anything else)
-crypto keys are zeroed and the only methods, that could change them, SetNewCryptoKey and RandomizeCryptoKey won't do anything

(-I was too lazy to write a proper disable section, it would be kind of pointless)

For obvious reasons it needs to be activated before loading the game, I'll add that script as anti-anti-cheat to my table as well.
Last edited by seikur0 on Thu Jun 07, 2018 7:06 pm, edited 1 time in total.

Shibata
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Moonlighter +11 (table Update5)

Post by Shibata »

[QUOTE="EnpOPIng, post: 47648, member: 16499"]i know the trick to cheat gold, you need the "merchant mirror" first, and very simple pick up something you want to sell example i pink LIFE FLUID and using cheat engine scan 5 - 4 bytes

[IMG]https://i.imgur.com/Go68bBl.png[/IMG]

pick one more and then scan 6

[IMG]https://i.imgur.com/EaB54CB.png[/IMG]

[IMG]https://i.imgur.com/iuS5Ww6.png[/IMG]

change number what you want to sell



[IMG]https://i.imgur.com/rCQg7Zp.png[/IMG]

and in-game just sell the stack you choose

now you rich xD

[IMG]https://i.imgur.com/Iu1ARya.png[/IMG]



[IMG]https://i.imgur.com/SqFzcz3.png[/IMG][/QUOTE]







Hey [B][USER=16499] EnpOPIng[/USER], I tried your method with merchant mirror, but after pick up an item and scan bytes, i get not 3 stroke, but plenty, and they change in real time.[/B]



[B][COLOR=rgb(226, 80, 65)]Here the screenshot of first scan[/COLOR]

[URL]http://i.piccy.info/i9/34a97e52a322b4590f7fe347eede49fe/1528446279/723487/1245540/First_scan.jpg[/URL][/B]



[B][COLOR=rgb(226, 80, 65)]And the next one[/COLOR]

[URL]http://i.piccy.info/i9/1ccacbaf87f352ec5d4f23328b1a074b/1528446288/728984/1245540/Next_scan.jpg[/URL][/B]





What am I doing wrong?

Thank's)

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seikur0
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Moonlighter +11 (table Update5)

Post by seikur0 »

Shibata, post: 48581, member: 18229 wrote:Hey 16499, I tried your method with merchant mirror, but after pick up an item and scan bytes, i get not 3 stroke, but plenty, and they change in real time.

Here the screenshot of first scan
[Link]


And the next one
[Link]



What am I doing wrong?
Thank's)
You have to keep going. While EnpOPIng only posted two images, he certainly did scan several times until only 3 values were remaining.
You could also use the debug menu to add money or my anti-anti-cheat script to find money directly though.

Shibata
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Moonlighter +11 (table Update5)

Post by Shibata »

[QUOTE="seikur0, post: 48585, member: 8101"]You have to keep going. While [B]EnpOPIng[/B] only posted two images, he certainly did scan several times until only 3 values were remaining.

You could also use the debug menu to add money or my anti-anti-cheat script to find money directly though.[/QUOTE]



Thank's [B][USER=8101]seikur0[/USER]!

Scan several times with another pick up helped me and first time the sum of gold crash down the game) But next try was success)[/B]

Darth
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Moonlighter +11 (table Update5)

Post by Darth »

[QUOTE="CJBok, post: 47654, member: 17684"]Okay so for anyone who is interested. I was able to generated the item sales list.





[CODE]| Item Name | Perfect | Cheap | Max Expensive | Overpriced | Culture | Tier |

|-------------------------------|---------|-------|---------------|------------|----------|-------|

| Vine | 2 | 1 | 2 | 3 | Golem | Tier5 |

| Root | 6 | 3 | 6 | 7 | Golem | Tier5 |

| Teethstone | 6 | 3 | 6 | 7 | Golem | Tier5 |

| Rich Jelly ......[/CODE][/QUOTE]

How did you do it ? Also is that info from your Save file from the book in the game or there is just some Preset values of this somewhere inside the game? I am asking because I want to update the list with a newer version of the game since some items seems to be missing now from that list...

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seikur0
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Moonlighter +11 (table Update5)

Post by seikur0 »

Darth, post: 49798, member: 13697 wrote:How did you do it ? Also is that info from your Save file from the book in the game or there is just some Preset values of this somewhere inside the game? I am asking because I want to update the list with a newer version of the game since some items seems to be missing now from that list...
I don't know how he did it, probably kind of easier than me writing a mixed assembler/lua function to make the game calculate me the prices for all its items.

Here's an updated list:
items

Code: Select all

Name    Price_MinPerfect    Price_MaxPerfect    Price_MaxExpensive    Culture    Tier
MerchantWallPot    38    62    68    Merchant    Tier1
MerchantTablePot    38    62    68    Merchant    Tier1
GolemWallFountain    1501    2500    2750    Golem    Tier1
GolemWallCloth    1501    2500    2750    Golem    Tier1
GolemTableBooks    1501    2500    2750    Golem    Tier1
GolemTableCrystal    1501    2500    2750    Golem    Tier1
ForestWallFlowerpot    1501    2500    2750    Forest    Tier1
ForestWallPinkFlowerpot    1501    2500    2750    Forest    Tier1
ForestTableFruitVessel    1501    2500    2750    Forest    Tier1
ForestTableBossFlower    1501    2500    2750    Forest    Tier1
DesertWallCloth    6001    10000    11000    Desert    Tier1
DesertWallLavaFountain    6001    10000    11000    Desert    Tier1
DesertTableLavaSand    6001    10000    11000    Desert    Tier1
DesertTableBossSnakeHead    6001    10000    11000    Desert    Tier1
TeslaWallShelve    12001    20000    22000    Tech    Tier1
TeslaWallCoils    12001    20000    22000    Tech    Tier1
TeslaTableLightBulb    12001    20000    22000    Tech    Tier1
TeslaTableBossBall    12001    20000    22000    Tech    Tier1
HP Potion I    94    156    171    Merchant    Tier1
HP Potion II    601    1000    1100    Merchant    Tier2
HP Potion III    2251    3750    4125    Merchant    Tier3
HP Potion IV    6001    10000    11000    Merchant    Tier3
Hyper Potion    7501    12500    13750    Merchant    Tier4
Reveal Golem Potion    301    500    550    Merchant    Tier4
Guidance Golem Potion    301    500    550    Merchant    Tier4
Reveal Forest Potion    301    500    550    Merchant    Tier4
Guidance Forest Potion    301    500    550    Merchant    Tier4
Reveal Desert Potion    301    500    550    Merchant    Tier4
Guidance Desert Potion    301    500    550    Merchant    Tier4
Reveal Tech Potion    301    500    550    Merchant    Tier4
Guidance Tech Potion    301    500    550    Merchant    Tier4
Ancient Pot    76    125    137    Golem    Tier3
Blueprint    301    500    550    Golem    Tier1
Broken Sword    113    187    205    Golem    Tier3
Fabric    188    312    343    Golem    Tier3
Foundry Rests    113    187    205    Golem    Tier3
Golem Volume    301    500    550    Golem    Tier1
Hardened Steel    226    375    412    Golem    Tier2
Gold Runes    226    375    412    Golem    Tier2
Rune Tool    1126    1875    2062    Golem    Tier1
Golem Chisel    376    625    687    Golem    Tier1
Water Lamp    188    312    343    Golem    Tier2
White Stone    188    312    343    Golem    Tier2
Crystalized Energy    76    125    137    Golem    Tier4
Crystal Rock    57    93    102    Golem    Tier4
Glass Lenses    76    125    137    Golem    Tier4
Golem Core    76    125    137    Golem    Tier4
Iron Bar    19    31    34    Golem    Tier5
Root    4    6    6    Golem    Tier5
Teethstone    4    6    6    Golem    Tier5
Vine    2    2    2    Golem    Tier5
Water Sphere    76    125    137    Golem    Tier4
Whetstone    12    18    19    Golem    Tier5
Empowering Crystal    76    125    137    Merchant    Tier1
Rich Jelly    4    6    6    Merchant    Tier1
Venom Jelly    16    25    27    Merchant    Tier1
Fire Jelly    76    125    137    Merchant    Tier1
Electric Jelly    301    500    550    Merchant    Tier1
Cloth Dye    2063    3437    3780    Desert    Tier2
Colded Lava    1876    3125    3437    Desert    Tier3
Desert Steel Ingot    5626    9375    10312    Desert    Tier1
Desert Stone    2026    3375    3712    Desert    Tier3
Fluid Conduct    2738    4562    5018    Desert    Tier3
Inflamable Liquid    3376    5625    6187    Desert    Tier2
Magnetic Tool    4876    8125    8937    Desert    Tier2
Resistant Glass    3226    5375    5912    Desert    Tier3
Thermo Magnetic Engine    6901    11500    12650    Desert    Tier1
Soldering Iron    4013    6687    7355    Desert    Tier2
Desert Rope    338    562    618    Desert    Tier5
Desert Steel Sheet    1876    3125    3437    Desert    Tier4
Diamagnetic Sand    376    625    687    Desert    Tier5
Fire Gem    1276    2125    2337    Desert    Tier4
Fireproof Cloth    863    1437    1580    Desert    Tier4
Flamable Dust    301    500    550    Desert    Tier5
Insulating Dust    1538    2562    2818    Desert    Tier4
Magnetic Core    226    375    412    Desert    Tier5
Magnetite    601    1000    1100    Desert    Tier4
Volcanic Stone    76    125    137    Desert    Tier5
Ancient Wood    751    1250    1375    Forest    Tier3
Botany Jottings I    1501    2500    2750    Forest    Tier1
Botany Jottings II    1501    2500    2750    Forest    Tier1
Botany Jottings III    1501    2500    2750    Forest    Tier1
Carnivorous Mutae Seeds    3751    6250    6875    Forest    Tier1
Forest History I    3751    6250    6875    Forest    Tier1
Forest History II    3751    6250    6875    Forest    Tier1
Forest History III    3751    6250    6875    Forest    Tier1
Carnivorous Mutae Jottings    3751    6250    6875    Forest    Tier1
Fertile Soil    751    1250    1375    Forest    Tier3
Nutritive Water    1313    2187    2405    Forest    Tier2
Fertilizer    751    1250    1375    Forest    Tier3
Fluid Vessel    1163    1937    2130    Forest    Tier2
Forest fruits    1351    2250    2475    Forest    Tier2
Modified Seeds    638    1062    1168    Forest    Tier3
Old Bulb    1501    2500    2750    Forest    Tier1
Preserved Root    451    750    825    Forest    Tier3
Speed Powder    1501    2500    2750    Forest    Tier1
Straw    376    625    687    Forest    Tier3
Blade Leaves    226    375    412    Forest    Tier4
Strong Leaves    301    500    550    Forest    Tier4
Life Fluid    301    500    550    Forest    Tier4
Light Essence    301    500    550    Forest    Tier4
Magic Mushroom    46    75    82    Forest    Tier5
Magic Wood    76    125    137    Forest    Tier5
Petals    76    125    137    Forest    Tier5
Plant Flesh    46    75    82    Forest    Tier5
Pure Acid    301    500    550    Forest    Tier4
Venomous Spores    46    75    82    Forest    Tier5
Gold Strands    1576    2625    2887    Tech    Tier5
Crystal Shards    376    625    687    Tech    Tier5
High Levitation Core    7501    12500    13750    Desert    Tier1
Desert History I    7501    12500    13750    Desert    Tier1
Desert History II    7501    12500    13750    Desert    Tier1
Desert History III    11251    18750    20625    Desert    Tier1
Naja Jottings    15001    25000    27500    Desert    Tier1
Tech History I    30001    50000    55000    Tech    Tier1
Tech History II    30001    50000    55000    Tech    Tier1
Tech History III    30001    50000    55000    Tech    Tier1
Flux Energy Jottings    30001    50000    55000    Tech    Tier1
Mercury    1163    1937    2130    Tech    Tier5
Wires    1913    3187    3505    Tech    Tier4
Welding rods    2551    4250    4675    Tech    Tier4
Conductor Metal    451    750    825    Tech    Tier5
Energy Capacitor    3376    5625    6187    Tech    Tier4
Plastic Film    1651    2750    3025    Tech    Tier5
Tesla Coil Engine    3751    6250    6875    Tech    Tier4
Broken Battery    2138    3562    3918    Tech    Tier4
Treated Wood    3863    6437    7080    Tech    Tier3
Triple Cell Battery    7501    12500    13750    Tech    Tier2
Power Supply    10913    18187    20005    Tech    Tier1
AC Adapter    11663    19437    21380    Tech    Tier1
Argon Bottle    9038    15062    16568    Tech    Tier2
Copper Reel    5626    9375    10312    Tech    Tier3
Tungsten Reel    6451    10750    11825    Tech    Tier3
Wolfram Rock    4763    7937    8730    Tech    Tier3
Welding Gun    8738    14562    16018    Tech    Tier2
Vacuum tube    5176    8625    9487    Tech    Tier3
Blueprint I    1126    1875    2062    Golem    Tier1
Blueprint II    1126    1875    2062    Golem    Tier1
Blueprint III    1126    1875    2062    Golem    Tier1
Golem King energy crystal    1876    3125    3437    Golem    Tier1
Golem History I    1876    3125    3437    Golem    Tier1
Golem History II    1876    3125    3437    Golem    Tier1
Golem History III    1876    3125    3437    Golem    Tier1
Golem King Design    1876    3125    3437    Golem    Tier1
Fabric Bandana    3001    5000    5500    Merchant    Tier5
Fabric Boots    3001    5000    5500    Merchant    Tier5
Fabric Chestplate    3001    5000    5500    Merchant    Tier5
Iron Boots    3001    5000    5500    Merchant    Tier5
Iron Chestplate    3001    5000    5500    Merchant    Tier5
Iron Helmet    3001    5000    5500    Merchant    Tier5
Hardened Steel Boots    3001    5000    5500    Merchant    Tier5
Hardened Steel Chestplate    3001    5000    5500    Merchant    Tier5
Hardened Steel Helmet    3001    5000    5500    Merchant    Tier5
Fabric Bandana II    6001    10000    11000    Merchant    Tier4
Fabric Boots II    6001    10000    11000    Merchant    Tier4
Fabric Chestplate II    6001    10000    11000    Merchant    Tier4
Iron Boots II    33001    55000    60500    Merchant    Tier4
Iron Chestplate II    33001    55000    60500    Merchant    Tier4
Iron Helmet II    33001    55000    60500    Merchant    Tier4
Hardened Steel Boots II    6001    10000    11000    Merchant    Tier4
Hardened Steel Chestplate II    6001    10000    11000    Merchant    Tier4
Hardened Steel Helmet II    6001    10000    11000    Merchant    Tier4
Fabric Bandana III    24001    40000    44000    Merchant    Tier3
Fabric Boots III    24001    40000    44000    Merchant    Tier3
Fabric Chestplate III    24001    40000    44000    Merchant    Tier3
Iron Boots III    24001    40000    44000    Merchant    Tier3
Iron Chestplate III    24001    40000    44000    Merchant    Tier3
Iron Helmet III    24001    40000    44000    Merchant    Tier3
Hardened Steel Boots III    24001    40000    44000    Merchant    Tier3
Hardened Steel Chestplate III    24001    40000    44000    Merchant    Tier3
Hardened Steel Helmet III    24001    40000    44000    Merchant    Tier3
Fabric Bandana IV    48001    80000    88000    Merchant    Tier2
Fabric Boots IV    48001    80000    88000    Merchant    Tier2
Fabric Chestplate IV    48001    80000    88000    Merchant    Tier2
Iron Boots IV    144001    240000    264000    Merchant    Tier2
Iron Chestplate IV    144001    240000    264000    Merchant    Tier2
Iron Helmet IV    144001    240000    264000    Merchant    Tier2
Hardened Steel Boots IV    48001    80000    88000    Merchant    Tier2
Hardened Steel Chestplate IV    48001    80000    88000    Merchant    Tier2
Hardened Steel Helmet IV    48001    80000    88000    Merchant    Tier2
Broken club nightstick    226    375    412    Merchant    Tier1
Broken crossbow    7501    12500    13750    Merchant    Tier1
Broken dagger    15001    25000    27500    Merchant    Tier1
Broken katana    1501    2500    2750    Merchant    Tier1
Broken mace    226    375    412    Merchant    Tier1
Broken morningstar    7501    12500    13750    Merchant    Tier1
Broken rapier    1501    2500    2750    Merchant    Tier1
Broken sling    226    375    412    Merchant    Tier1
Broken whip    15001    25000    27500    Merchant    Tier1
Training Big Sword    751    1250    1375    Merchant    Tier4
Buster Big Sword    3001    5000    5500    Merchant    Tier4
Rock Big Sword    3001    5000    5500    Merchant    Tier4
Wild Big Sword    48001    80000    88000    Merchant    Tier4
Toxic Big Sword    48001    80000    88000    Merchant    Tier4
Vulcan Big Sword    192001    320000    352000    Merchant    Tier4
Blaze Big Sword    192001    320000    352000    Merchant    Tier4
Fusion Big Sword    384001    640000    704000    Merchant    Tier4
Storm Big Sword    384001    640000    704000    Merchant    Tier4
Training Bow    751    1250    1375    Merchant    Tier4
Hunter Bow    3001    5000    5500    Merchant    Tier4
Catapult Bow    3001    5000    5500    Merchant    Tier4
Natural Bow    48001    80000    88000    Merchant    Tier4
Poison Bow    48001    80000    88000    Merchant    Tier4
Soldier Bow    192001    320000    352000    Merchant    Tier4
Flamethrower Bow    192001    320000    352000    Merchant    Tier4
Exeter Bow    384001    640000    704000    Merchant    Tier4
Lightning Bow    384001    640000    704000    Merchant    Tier4
Training Gloves    751    1250    1375    Merchant    Tier4
Fighter Gloves    3001    5000    5500    Merchant    Tier4
Rough Gloves    3001    5000    5500    Merchant    Tier4
Forest Spirit Gloves    48001    80000    88000    Merchant    Tier4
Venom Twins Gloves    48001    80000    88000    Merchant    Tier4
Captain Gloves    192001    320000    352000    Merchant    Tier4
Flame Gloves    192001    320000    352000    Merchant    Tier4
Star Platinum Gloves    384001    640000    704000    Merchant    Tier4
Thunder Gloves    384001    640000    704000    Merchant    Tier4
Broom Spear    38    62    68    Merchant    Tier4
Training Spear    751    1250    1375    Merchant    Tier4
Warrior Spear    3001    5000    5500    Merchant    Tier4
Golem Drill Spear    3001    5000    5500    Merchant    Tier4
Wood's Spear    12001    20000    22000    Merchant    Tier4
Venom Sting Spear    48001    80000    88000    Merchant    Tier4
Monkey Spear    192001    320000    352000    Merchant    Tier4
Hell Spear    192001    320000    352000    Merchant    Tier4
Fighter Spear    384001    640000    704000    Merchant    Tier4
Lightning Rod Spear    384001    640000    704000    Merchant    Tier4
Training Sword    751    1250    1375    Merchant    Tier4
Soldier Sword    3001    5000    5500    Merchant    Tier4
Rusty Sword    3001    5000    5500    Merchant    Tier4
Knight Sword    48001    80000    88000    Merchant    Tier4
Venom Sword    48001    80000    88000    Merchant    Tier4
Commander Sword    192001    320000    352000    Merchant    Tier4
Reborn Sword    192001    320000    352000    Merchant    Tier4
King Sword    384001    640000    704000    Merchant    Tier4
Tesla Sword    384001    640000    704000    Merchant    Tier4
GOD Sword    750000000    1249999998    1374999997    Developer    Tier4
Kyosuke82, post: 47777, member: 14206 wrote:I spent all week on the PS4 nickel and diming the townsfolk to try and compile a list like this xD
This is great, thanks very much. The HP Potions values seem to be off though. For example, what I have for the HP Potion III is 2250, 3750, 4125, 4126. Maybe someone on PC can confirm/deny?
I can confirm your values for the HP Potion III on PC.
CJBok's values were off for craftables, he probably took their gold value from somewhere, but the game calculates their prices differently.
It's something like the value of all ingredients combined.
Attachments
prices_moonlighter.zip
(19.57 KiB) Downloaded 196 times
Last edited by seikur0 on Fri Jun 22, 2018 10:03 pm, edited 2 times in total.

THE MAD HACKER
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Re: Moonlighter +11 (table Update5)

Post by THE MAD HACKER »

Cooleko wrote:
Wed May 30, 2018 4:03 am
I have two scripts that could be added to the above table. One for making items stack to 999, and one for forcing drops and stacks to 100.
Hi Cooleko, I updated moonlighter to 1.7.9.5 and your script works maybe 1 time after 20 tries restarting the game. I am experienced but not an expert hacker and I tried searching for the array of byte aobscan(_Stack,48 63 40 44 48 8D 65 E0) in your script and if found nothing, I even look and the address 3B7DF32D and everything looked wrong. I tried to search for 48 63 40 44 and I got 1 result and I tried to fix the script with that but nothing worked.
Could you rewrite this for moonlighter 1.7.9.5? :)
PS: I know nothing about scripts but I tried.

THANKS
THE MAD HACKER

THE MAD HACKER
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Re: Moonlighter +11 (table Update5)

Post by THE MAD HACKER »

Toxic wrote:
Sun Jun 03, 2018 11:17 pm

So, I've patched game DLL containing anti-cheat code with following:
- DLL injection / tampering checks disabled.
- Speedhack / timer checks disabled.
- Scrambling disabled, values modification checks disabled.

Attaching patched DLL below. Just replace original one in GameDir\Moonlighter_Data\Managed\ (don't forget to back up original one).
My game version is 1.3.7.2 - guaranteed to work on this version only. You can try on different game version at your own risk YHBW.
You did a great job on this and it seems to work on 1.7.9.5 so far. :D can you check this version just to make sure everything is right?

THANKS
THE MAD HACKER

Grazuma
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Re: Moonlighter +11 (table Update5)

Post by Grazuma »

evening gentle hackers
i asked myself and tried it with your table scripts cooleko and it works on the 1.10.35.5 the stacks and the god mode
my question is there soemone still working on this game cheat table or is this cheat table site going to die because of trainers ?

businessskeleton
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Re: Moonlighter +11 (table Update5)

Post by businessskeleton »

Doesnt seem to be functioning in 1.11 :(

Ironically in line 111 : alloc(newmem6,2048,ChestInventoryPanel:OnInventorySlotSelected+1)

hxhall
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Moonlighter +11 (table Update5)

Post by hxhall »

any chance for an update?

LiamLi
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Moonlighter +11 (table Update5)

Post by LiamLi »

[QUOTE="hxhall, post: 138771, member: 21795"]

any chance for an update?

[/QUOTE]

[QUOTE="businessskeleton, post: 134568, member: 29857"]

Doesnt seem to be functioning in 1.11 :(



Ironically in line 111 : alloc(newmem6,2048,ChestInventoryPanel:OnInventorySlotSelected+1)

[/QUOTE]



right click on enable

Group config > Hide children when deactivated



now you can use most of the scripts.

most important one : debug menu works!

seboschan
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Re: Moonlighter +11 (table Update5)

Post by seboschan »

sadly there is no working table right?

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