World War Z CODEX +2 (table Update 2)

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acecel
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Re: World War Z CODEX +2 (table Update 2)

Post by acecel » Sat Apr 20, 2019 5:52 pm

Cielos wrote:
Sat Apr 20, 2019 4:57 pm
acecel wrote:
Sat Apr 20, 2019 3:04 pm
Did anyone test all theses cheats for the 1.02 version ?

I tried, the "inf health + one shoot kill" doesn't work, and the "ignore currency" crash the game, the rest seems to work ok.
for ignore currency, just activate it when you need to buy stuff, instead of keeping it activated at all time. after you bought what you need, de-activate it and on with the game.
I've un-installed the game, so....
Yeah i know, i don't use it anymore since i edited my credit amount, i just tried it to give the info if it works or not on this topic, that's all.

kohryu
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Re: World War Z CODEX +2 (table Update 2)

Post by kohryu » Sat Apr 20, 2019 8:28 pm

l0wb1t wrote:
Fri Apr 19, 2019 8:21 pm
Can someone test !?

Inf Health + One Hit Kills

Code: Select all

[ENABLE]

aobscanmodule(_HealthOHK,wwz_server_dllRetailEgs.dll,4C 8B 71 18 49 8B 56 60) // should be unique
alloc(HealthOHKMem,$1000,"wwz_server_dllRetailEgs.dll"+E31F9C)
alloc(_enableOneHitKills,8)
alloc(_enableInfiniteHealth,8)
registersymbol(_enableOneHitKills)
registersymbol(_enableInfiniteHealth)
registersymbol(_HealthOHK)

HealthOHKMem:
push rbx
cmp rbx,4
jne codeHealthOHK
cmp rax,20
jne codeHealthOHK
cmp r15,2
jne codeHealthOHK
mov rbx,[rcx+18]
test rbx,rbx
je codeHealthOHK
cmp [rbx+68],(int)24
jne codeHealthOHK
cmp [rcx+8],4 // Enemy
je OneHitKills
cmp [rcx+8],5 // Player/Allies
jne codeHealthOHK
cmp [_enableInfiniteHealth],1
jne codeHealthOHK
mov [rcx+A8],(float)9999
codeHealthOHK:
pop rbx
  mov r14,[rcx+18]
  mov rdx,[r14+60]
  jmp returnHealthOHK

OneHitKills:
cmp [_enableOneHitKills],1
jne codeHealthOHK
mov [rcx+A8],(float)0
jmp codeHealthOHK

_HealthOHK:
  jmp HealthOHKMem
  nop
  nop
  nop
returnHealthOHK:

_enableInfiniteHealth:
dd 1
_enableOneHitKills:
dd 1

[DISABLE]

_HealthOHK:
  db 4C 8B 71 18 49 8B 56 60

unregistersymbol(_HealthOHK)
unregistersymbol(_enableInfiniteHealth)
unregistersymbol(_enableOneHitKills)
dealloc(_enableInfiniteHealth)
dealloc(_enableOneHitKills)
dealloc(HealthOHKMem)
Works well but can act strange if left on between missions. For example I had an instance where the zombies could OHK the player character, while the AI were still invincible. Also can act funny with enemy turrets that will wipe out a full team in an instant.

acecel
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Re: World War Z CODEX +2 (table Update 2)

Post by acecel » Sat Apr 20, 2019 9:00 pm

kohryu wrote:
Sat Apr 20, 2019 8:28 pm
l0wb1t wrote:
Fri Apr 19, 2019 8:21 pm
Can someone test !?

Inf Health + One Hit Kills

Code: Select all

[ENABLE]

aobscanmodule(_HealthOHK,wwz_server_dllRetailEgs.dll,4C 8B 71 18 49 8B 56 60) // should be unique
alloc(HealthOHKMem,$1000,"wwz_server_dllRetailEgs.dll"+E31F9C)
alloc(_enableOneHitKills,8)
alloc(_enableInfiniteHealth,8)
registersymbol(_enableOneHitKills)
registersymbol(_enableInfiniteHealth)
registersymbol(_HealthOHK)

HealthOHKMem:
push rbx
cmp rbx,4
jne codeHealthOHK
cmp rax,20
jne codeHealthOHK
cmp r15,2
jne codeHealthOHK
mov rbx,[rcx+18]
test rbx,rbx
je codeHealthOHK
cmp [rbx+68],(int)24
jne codeHealthOHK
cmp [rcx+8],4 // Enemy
je OneHitKills
cmp [rcx+8],5 // Player/Allies
jne codeHealthOHK
cmp [_enableInfiniteHealth],1
jne codeHealthOHK
mov [rcx+A8],(float)9999
codeHealthOHK:
pop rbx
  mov r14,[rcx+18]
  mov rdx,[r14+60]
  jmp returnHealthOHK

OneHitKills:
cmp [_enableOneHitKills],1
jne codeHealthOHK
mov [rcx+A8],(float)0
jmp codeHealthOHK

_HealthOHK:
  jmp HealthOHKMem
  nop
  nop
  nop
returnHealthOHK:

_enableInfiniteHealth:
dd 1
_enableOneHitKills:
dd 1

[DISABLE]

_HealthOHK:
  db 4C 8B 71 18 49 8B 56 60

unregistersymbol(_HealthOHK)
unregistersymbol(_enableInfiniteHealth)
unregistersymbol(_enableOneHitKills)
dealloc(_enableInfiniteHealth)
dealloc(_enableOneHitKills)
dealloc(HealthOHKMem)
Works well but can act strange if left on between missions. For example I had an instance where the zombies could OHK the player character, while the AI were still invincible. Also can act funny with enemy turrets that will wipe out a full team in an instant.
Yeah don't use the one shoot kill without the infinite life, i tried it too but i quickly failed :o


Do you think it would be possible to change the class and level of the 3 others bot in our group ?

Apparently they can use classes and skills (if you play online with humans then got dc, the bot take the place of the humans with the same class, level, stats, and weapons).
So if we could do that we could have a really good bot team and kinda less useless than now :mrgreen:

And since we are then also change our class and weapons on the fly :wub:

But the best of the best would be infinite items (turret, charges, ..) and the Infinite XP of course :)

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Re: World War Z CODEX +2 (table Update 2)

Post by Xblade Of Heaven » Sat Apr 20, 2019 10:13 pm

nice work Cielos, and lowb1t this guy rip all yours options only check codes and look 100% rip.

World War Z V1.0 Plus 5 Trainer 64 Update
Image

regards

acecel
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Re: World War Z CODEX +2 (table Update 2)

Post by acecel » Sat Apr 20, 2019 10:35 pm

Xblade Of Heaven wrote:
Sat Apr 20, 2019 10:13 pm
nice work Cielos, and lowb1t this guy rip all yours options only check codes and look 100% rip.

World War Z V1.0 Plus 5 Trainer 64 Update
Image

regards
I had my doubt on this guy for a while now, i have seen many times trainers from him with exact same cheats as table from this forum, they always appear after the table was released, but always dated before...

And i made 2 tables recently, and for both of them he posted a trainer with the same cheats but managed to backdate it on gc* to the day of the release of the game (like he was really fast). And i can confirm without any doubt there was no trainer the day of the release and the next few days because i tried to find one before/while making it, it's exactly the same for both table/trainer. Tss

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Re: World War Z CODEX +2 (table Update 2)

Post by bre1911 » Sun Apr 21, 2019 2:45 am

the ignore currency give me negative money, not froze at 0
but nah, it's good for me tho, negative make it look more handsome.

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Sun Apr 21, 2019 6:07 am

Cielos wrote:
Sat Apr 20, 2019 4:57 pm
rdx is the byte size of the pointer-to-be-tested. it's 64-bit, so we use 8 bytes.
rcx is the pointer-to-be-tested.
it returns eax as 1 if it IS a bad pointer. so a test eax,eax and a jz/jnz will do.
note the [rsp+8] is reserved for the api as well. you may want to sub/add 0x10 to rsp before/after calling it.

if it's a x86, it'd be easier and cleaner to implement as all we need is a pushad & popad. but here we need to push/pop the affected registers one by one.
read the api itself to see which registers are safe and which could be altered by the api and plan the push/pop accordingly.
Thanks for explaining me that a bit. I'm giving it a shot later, but i found a workaround without having to circumvict the Null pointers, by using a code that accesses that class, and there are no NULL Pointers in there then, only valid ones :D
Took me hours but yeah, seems to work flawlessy.
Xblade Of Heaven wrote:
Sat Apr 20, 2019 10:13 pm
nice work Cielos, and lowb1t this guy rip all yours options only check codes and look 100% rip.
Thanks. And yes, this guy is an idiot. I)f he would give Credits it wouldn't be that big problem. Let him do, shit comes, shit goes.
kohryu wrote:
Sat Apr 20, 2019 8:28 pm
Works well but can act strange if left on between missions. For example I had an instance where the zombies could OHK the player character, while the AI were still invincible. Also can act funny with enemy turrets that will wipe out a full team in an instant.
Yeah i noticed that too, when you enable this option while the game loads, or even before you join a game. Activate all the Cheats ingame. In Theory the compare is good. May i find a better one later. :)
This game is very difficult to cheat compared to other games.

And guys, when you quote something, please remove "useless" content out of the quote, like Pictures or, codes, to keep the Topic a bit clean. :)

And to teh 1.02 Update from CODEX, those codex installers are always fucked up. ISDone.dll Error after years of file validating. So yeah i have to wait that someone is uploading the updated files without that stupid Codex installer.

Lol

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Re: World War Z CODEX +2 (table Update 2)

Post by tanchong » Sun Apr 21, 2019 7:58 am

is better to have infinite Defense Systems :-)

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Sun Apr 21, 2019 10:21 pm

Infinite Throwables (Molotovs/Grenades)

Code: Select all

[ENABLE]

aobscanmodule(_Grenades,wwz_server_dllRetailEgs.dll,C7 01 03 00 00 00 C3 C7) // should be unique
alloc(GrenadesMem,$1000,"wwz_server_dllRetailEgs.dll"+5A274D)
alloc(_enableInfiniteThrowables,8)
registersymbol(_enableInfiniteThrowables)
registersymbol(_Grenades)

GrenadesMem:
cmp [_enableInfiniteThrowables],1
jne codeGrenades
cmp r14d,00800013
jne codeGrenades
cmp [rcx+10],'ammo'
jne codeGrenades
mov [rdx+08],(float)500
codeGrenades:
mov [rcx],00000003
jmp returnGrenades

_Grenades:
jmp GrenadesMem
nop
returnGrenades:

_enableInfiniteThrowables:
dd 0
[DISABLE]

_Grenades:
db C7 01 03 00 00 00

unregistersymbol(_Grenades)
unregistersymbol(_enableInfiniteThrowables)
dealloc(_enableInfiniteThrowables)
dealloc(GrenadesMem)
All i got so far
Image

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Re: World War Z CODEX +2 (table Update 2)

Post by iamste » Mon Apr 22, 2019 4:42 am

Hey Lowbit. Im begging you to release that table lol. Watching that vid made me sticky in the knickers with all them table options.

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Mon Apr 22, 2019 11:33 am

Can someone Test that?

Please backup your save files (just in case, something break)

Code: Select all

C:\Users\USERNAME\AppData\Local\Saber\WWZ\client\storage
Disable this after you finished the mission! This is important!!!
See if your Weapon levels up to max level 5. Activate ingame, kill zombie and check.

Credits is also included, activate that then in main menu, went to weapon class tab and go back. it shoudl gives you 99999 Credits. May need 2 tries to work.

Only for 1.02 game version (i'm using CODEX release)

Code: Select all

[ENABLE]
aobscanmodule(_Credits,wwzRetailEgs.exe,8B 42 08 C7 01 01 00 00 00) // should be unique
alloc(newmem,$1000,wwzRetailEgs.exe)
registersymbol(_Credits)

label(code)
label(return)

newmem:
cmp r14d,0080000E
jne ClassLevelUpCheck
cmp [rbp+10],'Nick'
jne ClassLevelUpCheck
cmp [rbp-D8],7FF6C2136212
jne ClassLevelUpCheck
mov [rdx+08],#99999
jmp code

ClassLevelUpCheck:
cmp r14d,00800005
je InstantClassLvlUpCheck1
jmp MaxLevelCheck

InstantClassLvlUpCheck1:
cmp [rbp+30],'Inga'
je InstantClassLvlUp
jmp MaxLevelCheck

InstantClassLvlUp:
{cmp [rdx+0C],7FF6
je code
cmp [rdx+34],7FF6
je code}
cmp [rdx+20],5
je code
mov [rdx+08],#1
jmp code

MaxLevelCheck:
cmp r14d,0080000D
jne code
cmp [rbp-88],7FF6C214EF17
je MaxLevel
cmp [rbp-58],7FF6C1F18701
je MaxLevel
jmp code

MaxLevel:
//mov [rdx+08],#100

code:
  mov eax,[rdx+08]
  mov [rcx],00000001
  jmp return

_Credits:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(_Credits)

[DISABLE]

_Credits:
  db 8B 42 08 C7 01 01 00 00 00

unregistersymbol(_Credits)
dealloc(newmem)
Last edited by l0wb1t on Mon Apr 22, 2019 12:58 pm, edited 1 time in total.

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Re: World War Z CODEX +2 (table Update 2)

Post by jonaaa » Mon Apr 22, 2019 12:38 pm

l0wb1t wrote:
Mon Apr 22, 2019 11:33 am
Can someone Test that?

Please backup your save files (just in case, something break)
~code here~

See if your Weapon levels up to max level 5. Activate ingame, kill zombie and check.

Credits is also included, activate that then in main menu, went to weapon class tab and go back. it shoudl gives you 99999 Credits. May need 2 tries to work.

Only for 1.02 game version (i'm using CODEX release)
~code here~
The script enables but there's no effect inside the game.

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Mon Apr 22, 2019 1:07 pm

jonaaa wrote:
Mon Apr 22, 2019 12:38 pm
The script enables but there's no effect inside the game.
Did nothing happen when you press ALT? The EXP Bar for the current Ammo?
Image

What Game Version are you using?

After ingame activate:
Image
After Killing 2 Zombies:
Image

After finishing Missionm the Guns gets unlocked at level 5 (keep in mind to disable that as soon the level is done, else it gets reset )
Last edited by l0wb1t on Mon Apr 22, 2019 1:18 pm, edited 1 time in total.

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Re: World War Z CODEX +2 (table Update 2)

Post by jonaaa » Mon Apr 22, 2019 1:11 pm

l0wb1t wrote:
Mon Apr 22, 2019 1:07 pm
jonaaa wrote:
Mon Apr 22, 2019 12:38 pm
The script enables but there's no effect inside the game.
Did nothing happen when you press ALT? The EXP Bar for the current Ammo?
Image

What Game Version are you using?
Nope, nothing happens, I will test again here.

I'm using the 1.02 CODEX version.

EDIT:

Tested again, nothing happens, your other codes are working fine, except this one.

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Re: World War Z CODEX +2 (table Update 2)

Post by l0wb1t » Mon Apr 22, 2019 1:22 pm

jonaaa wrote:
Mon Apr 22, 2019 1:11 pm
Nope, nothing happens, I will test again here.
I'm using the 1.02 CODEX version.
EDIT:
Tested again, nothing happens, your other codes are working fine, except this one.

Code: Select all

[ENABLE]
aobscanmodule(_Test,wwzRetailEgs.exe,8B 42 08 C7 01 01 00 00 00) // should be unique
alloc(newmem,$1000,"wwzRetailEgs.exe"+5CE2B8)

label(code)
label(return)

newmem:
cmp r14d,00800005
jne code
cmp [rbp+30],'Inga'
jne code
cmp [rdx+20],5
je code
mov [rdx+08],1
code:
  mov eax,[rdx+08]
  mov [rcx],00000001
  jmp return

_Test:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(_Test)

[DISABLE]

_Test:
  db 8B 42 08 C7 01 01 00 00 00

unregistersymbol(_Test)
dealloc(newmem)
Does something happen with that one?


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