Zengeon | 神明在上
Posted: Tue Jun 25, 2019 11:20 pm
Cheats:
- Godmode
- Gold Coin
- EXP
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>21</ID>
<Description>"Speed Controller"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalRunSpeed+19)
label(returnhere)
label(originalcode)
label(exit)
label(Speed)
registersymbol(Speed)
label(compare)
label(compare2)
label(compare3)
label(x10)
label(x50)
label(x100)
newmem:
cmp [Speed],0
je originalcode
jmp compare
originalcode:
mov [rax+18],(float)5
movss xmm0,[rax+18]
jmp exit
compare:
cmp [Speed],1
je x10
jmp compare2
compare2:
cmp [Speed],2
je x50
jmp compare3
compare3:
cmp [Speed],3
je x100
jmp exit
x100:
mov [rax+18],(float)100
movss xmm0,[rax+18]
jmp exit
x50:
mov [rax+18],(float)50
movss xmm0,[rax+18]
jmp exit
x10:
mov [rax+18],(float)10
movss xmm0,[rax+18]
jmp exit
exit:
jmp returnhere
Speed:
dq 0
Zen:Hero:GetFinalRunSpeed+19:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Zen:Hero:GetFinalRunSpeed+19:
movss xmm0,[rax+18]
//Alt: db F3 0F 10 40 18
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>22</ID>
<Description>"Speed Modifier"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal(5)
1:Speed(10)
2:Speed(50)
3:Speed(100)
</DropDownList>
<VariableType>Byte</VariableType>
<Address>Speed</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="28">
<CheatEntries>
<CheatEntry>
<ID>24</ID>
<Description>"MissChance Controller"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Zen:Hero:GetFinalMissChance+15)
label(returnhere)
label(originalcode)
label(exit)
label(0x)
label(Chance)
label(compare)
registersymbol(Chance)
newmem:
cmp [Chance],0
je originalcode
jmp compare
originalcode:
mov [rax+D8],(float)0.01999999955
movss xmm0,[rax+000000D8]
jmp exit
compare:
cmp [Chance],1
je 0x
jmp exit
0x:
mov [rax+d8],(float)0
movss xmm0,[rax+000000D8]
exit:
jmp returnhere
Chance:
dq 0
Zen:Hero:GetFinalMissChance+15:
jmp newmem
nop
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
unregistersymbol(Chance)
Zen:Hero:GetFinalMissChance+15:
movss xmm0,[rax+000000D8]
//Alt: db F3 0F 10 80 D8 00 00 00
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>25</ID>
<Description>"MissChance"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal MissChance
1:(0) MissChance
</DropDownList>
<VariableType>Byte</VariableType>
<Address>Chance</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e)
define(bytes,49 63 4E 40 41 2B CF)
[ENABLE]
assert(infhp1hk,bytes)
alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e)
label(code)
label(return)
label(player)
label(ai)
newmem:
//cmp [r14+14C],#518
cmp [r14+168],#1
je player
//cmp [r14+14C],#518
cmp [r14+168],#1
jne ai
jmp code
ai:
mov [r14+48],#1
mov [r14+4C],#1
jmp return
player:
movsxd rcx,dword ptr [r14+40]
sub r15d,ecx
jmp return
code:
movsxd rcx,dword ptr [r14+40]
sub ecx,r15d
jmp return
infhp1hk:
jmp newmem
nop
nop
return:
[DISABLE]
infhp1hk:
db bytes
dealloc(newmem)
cant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work okMBRKiNG wrote: ↑Thu Jun 27, 2019 4:18 pminf hp + 1hk
dont need to freeze the value every hit heals you
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e) define(bytes,49 63 4E 40 41 2B CF) [ENABLE] assert(infhp1hk,bytes) alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e) label(code) label(return) label(player) label(ai) newmem: //cmp [r14+14C],#518 cmp [r14+168],#1 je player //cmp [r14+14C],#518 cmp [r14+168],#1 jne ai jmp code ai: mov [r14+48],#1 mov [r14+4C],#1 jmp return player: movsxd rcx,dword ptr [r14+40] sub r15d,ecx jmp return code: movsxd rcx,dword ptr [r14+40] sub ecx,r15d jmp return infhp1hk: jmp newmem nop nop return: [DISABLE] infhp1hk: db bytes dealloc(newmem)
(Activate Mono Feature)demorest wrote: ↑Sat Jun 29, 2019 12:58 pmcant make it to work... Just copypasted in CE like always but doesnt work. Scripts above work okMBRKiNG wrote: ↑Thu Jun 27, 2019 4:18 pminf hp + 1hk
dont need to freeze the value every hit heals you
Code: Select all
define(infhp1hk,Zen:ActorHealth:ReduceHp+1e) define(bytes,49 63 4E 40 41 2B CF) [ENABLE] assert(infhp1hk,bytes) alloc(newmem,$100,Zen:ActorHealth:ReduceHp+1e) label(code) label(return) label(player) label(ai) newmem: //cmp [r14+14C],#518 cmp [r14+168],#1 je player //cmp [r14+14C],#518 cmp [r14+168],#1 jne ai jmp code ai: mov [r14+48],#1 mov [r14+4C],#1 jmp return player: movsxd rcx,dword ptr [r14+40] sub r15d,ecx jmp return code: movsxd rcx,dword ptr [r14+40] sub ecx,r15d jmp return infhp1hk: jmp newmem nop nop return: [DISABLE] infhp1hk: db bytes dealloc(newmem)