RESIDENT EVIL 2 +19 +1 (table Update14.3)

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Blanketghost
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Blanketghost » Sun Jan 27, 2019 1:29 pm

Can anyone please make a script for Sherry's escape sequence? I suck real bad at hiding.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CursedToast » Sun Jan 27, 2019 1:30 pm

CJBok wrote:
Sun Jan 27, 2019 1:25 pm
I've made a small change to my Game Time table you are now able to set the Game Time easily in minutes.

Table here: viewtopic.php?p=76389#p76389
I've got a question for you actually, CJBok, is there any way to see the "live" value if you leave the game unpaused?
Have you by chance been able to find any value that indicates whether the timer should "run" or not (for example, the timer doesn't run during cutscenes)?

Good work on this, by the way!
Exeter wrote:
Sun Jan 27, 2019 1:23 pm
Ah right, it's set to decimal, derp.

And yup you're correct, I was in the clock tower at the time.
Awesome, glad that they're at least working for you. For some reason, it seems that most of the time one of the values shows a completely incorrect value on game load. 255 is the most common number in my experience (which isn't a valid item ID). I have a feeling my pointer is just off.

I started over on rescanning and am just looking for individual pointers that don't bug out. I can find a good base address and just increase one of the offsets by 8 bytes to access the next item slot, but doing it this way leads to one of them being "bugged" at random times. So I've just been slowly finding other pointers for each individual slot as a work around (I plan to write a program that monitors the players inventory and does certain actions when certain items are picked up, so I need the values to be reliable).

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok » Sun Jan 27, 2019 3:35 pm

CursedToast wrote:
Sun Jan 27, 2019 1:30 pm
I've got a question for you actually, CJBok, is there any way to see the "live" value if you leave the game unpaused?
Have you by chance been able to find any value that indicates whether the timer should "run" or not (for example, the timer doesn't run during cutscenes)?

Good work on this, by the way!
The Game Duration time only increases during gameplay. Cutscenes and pause state are not added to the Game Duration time.
So when you are browsing through your inventory / map / files Game Duration time is still increasing.

Game Duration time is NOT stored in memory but is calculated by 3 values stored as microseconds in 8 byte.

8 Byte Current Time: Increases always!
8 Byte Start Time: Increases during cutscene unless cutscene is paused.
8 Byte Pause Time: Increases when game is in paused state even when cutscene is paused.

Game Duration Time in seconds = (Current Time - Start Time - Pause Time) / 1000000

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HylianZ
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by HylianZ » Sun Jan 27, 2019 5:35 pm

Looks like they planned on adding infinite versions of all the weapons at some point, but removed them (mostly) from the game. Maybe we'll see it as DLC at some point. https://gyazo.com/9a6ac24e5595e5f32aeee53fe753b376

KS212
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by KS212 » Sun Jan 27, 2019 5:44 pm

HylianZ wrote:
Sun Jan 27, 2019 5:35 pm
Looks like they planned on adding infinite versions of all the weapons at some point, but removed them (mostly) from the game. Maybe we'll see it as DLC at some point. https://gyazo.com/9a6ac24e5595e5f32aeee53fe753b376
Sad that they removed those... In a way though I can kind of see why. The infinite Minigun moots EVERYTHING. It has the impact power of the Magnum, fire rate of the SMG and knockback power of the RPG... all in one, and can be fired nonstop w/o loading. You really don't 'need' anything else.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by shaun12500 » Sun Jan 27, 2019 5:48 pm

Not sure if anyone else is having this issue but CE wont activate the enable script so I can activate any of the scripts

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gir489
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by gir489 » Sun Jan 27, 2019 5:49 pm

Here's CJBok's table, but he forgot to add the upgrade field to it on the inventory editor.
Attachments
re2.CT
(65.92 KiB) Downloaded 830 times

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter » Sun Jan 27, 2019 6:12 pm

Interesting fact I discovered just now.

The undead script makes it so the game thinks you take no damage while it's activated, despite you taking actual damage. I tested this out after noticing that RE.net's current gameplay data shows I took damage 3 times so far in the run, and after turning it on, it stopped registering damage taken.

This might also be related to something I brought up earlier - Where bosses like Birkin and Tyrant can no longer hit you at all once you get hit once. (They just strike through you as if you're a ghost). This only happens while the script is on as well.


On an unrelated note to the undead script - has anyone figured out a way yet to make the damage multiplier not affect enemy damage done to you as well?

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HylianZ
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by HylianZ » Sun Jan 27, 2019 6:15 pm

Nope, but I did find out you can "upgrade" the infinite SMG to be silenced, with a table.

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Ownsin
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Ownsin » Sun Jan 27, 2019 7:08 pm

Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.

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gir489
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by gir489 » Sun Jan 27, 2019 7:15 pm

Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.

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Ownsin
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Ownsin » Sun Jan 27, 2019 7:25 pm

gir489 wrote:
Sun Jan 27, 2019 7:15 pm
Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.
As I'm new to cheat engine. Can you elaborate in layman terms if possible with a screenshot? I would greatly appreciate it.

Where can I find this address exactly where are they linked in the list.


Thank you for responding.

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter » Sun Jan 27, 2019 8:03 pm

Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
CursedToast posted a table that lets you modify inventory slots. You just have to change it so it shows as hex, and set it to be an AoB type (length 17). The reason why I say 17 is because the last byte in the AoB is the value for an item. So you can modify that value to have more than 1 of it. (ammo inside a gun, or the boards that you can use to cover up windows, etc).

Image

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Cielos
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Cielos » Sun Jan 27, 2019 8:33 pm

@all
Update6
- added game player time mod. made based on the info CJBok shared.
- added LUA to register 3 custom types for the game player time mod temperately (will be removed on next CE start). you have to allow CE to run the LUA for easy time setting via game player time mod.
- added additional scripts/pointers shared by CJBok and gir489.
- changed the default key combination for theslow motion script.
- removed a useless structure.
remember to say thanks and/or rep them!

Sakurarozu
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Sakurarozu » Sun Jan 27, 2019 8:33 pm

anyone know how unlock the classic costumes?

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