Page 2 of 21

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 1:18 am
by muccmaster
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.

Re: Bloodstained: Ritual of the Night +2 (table Update.2)

Posted: Wed Jun 19, 2019 2:09 am
by KS212
Cielos wrote:
Tue Jun 18, 2019 8:55 pm
thanks guys for the analog input info. save me some time... :)

done. re-download and test~
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.

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 3:44 am
by SophiaCup
I do MpRecoverRateMultier and ExpMultier,I see your table not its.

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>

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 3:46 am
by GamerCare
Mine:
- Godmode
- OHK
- Inf Mana
- Inf Gold
- Max Level

Not too many options like others xD

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 4:14 am
by mrfatso
is this for the steam version or for gog?

max gold doesnt seems to be working for me

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 4:51 am
by KS212
@Cielos

Your Highlighted Item option has an unintended (but EXTREMELY welcome!) side effect. It also works for shard count! Changing the quantity to 9 gives instant Grade 9.

No more shard farming :D

Also found the final MP drain that your Ignore MP doesn't work: Transformation (blue shard)

First one you'll get is when you get to the Bridge of Evil, you can kill a bunny girl (Lili) for her shard. This lets you transform into her. While transformed your MP drains at a tick rate. Once empty you de-transform.

Re: Bloodstained: Ritual of the Night +1

Posted: Wed Jun 19, 2019 5:00 am
by ZATO-1
AlexWong wrote:
Tue Jun 18, 2019 3:32 pm
Wow! Nice!
Hello, U are the man from A9VG ???

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 5:04 am
by GamerCare
mrfatso wrote:
Wed Jun 19, 2019 4:14 am
is this for the steam version or for gog?

max gold doesnt seems to be working for me
Both.

I actually didnt test the max gold, i'll fix it later.

Edit: Fixed. Check my previous post above.

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 5:50 am
by Sauce
Gold seems to default to Byte, which is fine for the early parts of the game, but probably needs to be switched to a 4 bytes for anything past the intro section.

Stats seem permanent during gameplay (leveling up doesn't reset), however they don't save, you'll have to re-add them next time you launch, to answer someone's question, not a trainer bug.

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 10:59 am
by Anglican
Guys increasing your luck affects the drop rate. Just give it a ridiculous number and item just drop like flies.

Re: Bloodstained: Ritual of the Night +2 (table Update.2)

Posted: Wed Jun 19, 2019 12:44 pm
by Kikokage
Cielos wrote:
Tue Jun 18, 2019 8:55 pm
thanks guys for the analog input info. save me some time... :)
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.
[...]
done. re-download and test~

///////////
Kikokage wrote:
Tue Jun 18, 2019 7:11 pm
it doesn't work with GoG Version ;)
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~
Works perfectly now with GoG Version. Thanks!!!

Re: Bloodstained: Ritual of the Night +5 (table Update2)

Posted: Wed Jun 19, 2019 12:56 pm
by Xelriel
Keep going man! I want to see a GIANt Table by the end of the next month or two :D!!!

One thing if your able to find is give yourself CERTAIN items, OR all items. :D!

Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Posted: Wed Jun 19, 2019 2:54 pm
by Pontifice
FYI

If you add another pointer in pointer -> stats with +13e4 (type 4 bytes) , you will get the double jump counter and freezing it gives infinite double jumps

Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Posted: Wed Jun 19, 2019 3:32 pm
by Disillusioned
KS212 wrote:
Wed Jun 19, 2019 4:51 am
@Cielos

Your Highlighted Item option has an unintended (but EXTREMELY welcome!) side effect. It also works for shard count! Changing the quantity to 9 gives instant Grade 9.

No more shard farming :D
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.

Edit: Yup, just manually grinded a level for a passive and an active, and the difference is there, but not by just increasing the quantity, sadly. So still need a drop rate increase or another way to improve shards!

Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Posted: Wed Jun 19, 2019 4:28 pm
by ign1z
here a small simple script to allow 1 time shard upgdare directly to lvl 9.

please only activate on the shop, at least that what i was doing to raise level... and turn off after upgrading.
sorry for bad english