Re: Bloodstained: Ritual of the Night +4 (table Update1.1)
Posted: Wed Jun 19, 2019 1:18 am
Shard and item drop multiplier options would be amazing. Yeah you can edit luck, but then the game becomes too easy because you crit so often.
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Tested, working with spamspamspam weapon type now. Hopefully that's it... I expect there may be a 'hold button' type but we'll see. Majority of special moves are 'one shot one move' so far.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>16</ID>
<Description>"MpRecoveryRateMultiplier"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(INJECT,BloodstainedRotN-Win64-Shipping.exe,F3 0F 58 8B 9C 02 00 00 0F)
alloc(newmem,$1000,"BloodstainedRotN-Win64-Shipping.exe"+861AC7)
label(code)
label(return)
label(MpRecoveryRateMultiplier)
registersymbol(MpRecoveryRateMultiplier)
newmem:
code:
mulss xmm1, [MpRecoveryRateMultiplier]
addss xmm1,dword ptr [rbx+0000029C]
jmp return
MpRecoveryRateMultiplier:
dq (float)2
INJECT:
jmp newmem
nop
nop
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db F3 0F 58 8B 9C 02 00 00
unregistersymbol(INJECT)
unregistersymbol(MpRecoveryRateMultiplier)
dealloc(newmem)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>17</ID>
<Description>"Multiplier"</Description>
<VariableType>Float</VariableType>
<Address>MpRecoveryRateMultiplier</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>8</ID>
<Description>"ExpMultiplier"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(INJECT,BloodstainedRotN-Win64-Shipping.exe,48 8B 4F 30 44 03 C3)
alloc(newmem,$1000,"BloodstainedRotN-Win64-Shipping.exe"+86165C)
label(code)
label(return)
label(ExpMultiplier)
registersymbol(ExpMultiplier)
newmem:
code:
mov rcx,[rdi+30]
imul ebx, [ExpMultiplier]
add r8d,ebx
jmp return
ExpMultiplier:
dq #2
INJECT:
jmp newmem
nop
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db 48 8B 4F 30 44 03 C3
unregistersymbol(INJECT)
unregistersymbol(ExpMultiplier)
dealloc(newmem)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>9</ID>
<Description>"Multiplier"</Description>
<VariableType>4 Bytes</VariableType>
<Address>ExpMultiplier</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Works perfectly now with GoG Version. Thanks!!!Cielos wrote: ↑Tue Jun 18, 2019 8:55 pmthanks guys for the analog input info. save me some time...
done. re-download and test~KS212 wrote: ↑Tue Jun 18, 2019 6:45 pm[...]
Tested. The ignore MP works for any special move now that is a single attack type ie perform input = get one move. It doesn't work for Rapier type... That one is triggered by Attack 3x then mash Attack... mashing will cause the special move to activate and it will drain MP slowly and finish the attack when MP runs out... currently because it considers MP as empty it just performs one stab then finishes the move.
You can test this by buying a rapier type with the actual name 'Rapier' (its a basic/base level weapon) and just mash attack.
[...]
///////////table updated with aobscans. see if it works on GOG now.
///////////
I'll call it a day now.
no more frequent update for at least 18 hours~
I'm not sure if changing the quantity actually works -- it shows the higher grade in the stat sheet, but so far from testing with a few different passives and actives, it didn't actually seem to affect their effectiveness in any way.