The Slormancer

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SakakiChizuru
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Re: The Slormancer

Post by SakakiChizuru »

Chindopopito wrote:
Sat Oct 12, 2024 9:55 pm
This is a good to know info, thank you for sharing. This will help me understand how lua and CT work, faster. Right now, I'm finishing a huge list of what most pointers do (at least the most important ones), it'll be easier for anyone that use this CT to know what some pointers do and changing them to their liking.

Thank you, again.
In our Chinese's word: We make progress together :D .
I'm now do customizing of Loot pointers, like when Enable Loot Pointers will automatic lock some setting and binding keys(WIP).

Lua Engine output here:
[Fix] Pure Chance / Legendary Start Found : Legendary Artifact Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Epic Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Magic Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Normal Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Rare Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance epic ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance legendary ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance magic ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance normal ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance rare ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Slorm Anomaly Chance ... Locking with 1000


I try to figure out what effect every Pure Stat's upperbound's randomize, I tried lock "Pure Slorm Anomaly Chance" with a very high value(100000000) but it seems nothing happens.

And because of the official translation, our Chinese player thought those translations very sh*tty. So I can't understand those Loot Settings' real meaning very well. I may waiting for your work. :D :D

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

SakakiChizuru wrote:
Sat Oct 12, 2024 10:08 pm
Chindopopito wrote:
Sat Oct 12, 2024 9:55 pm
This is a good to know info, thank you for sharing. This will help me understand how lua and CT work, faster. Right now, I'm finishing a huge list of what most pointers do (at least the most important ones), it'll be easier for anyone that use this CT to know what some pointers do and changing them to their liking.

Thank you, again.
In our Chinese's word: We make progress together :D .
I'm now do customizing of Loot pointers, like when Enable Loot Pointers will automatic lock some setting and binding keys(WIP).

Lua Engine output here:
[Fix] Pure Chance / Legendary Start Found : Legendary Artifact Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Epic Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Magic Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Normal Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Legendary Rare Start ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance epic ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance legendary ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance magic ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance normal ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Chance rare ... Locking with 1000
[Fix] Pure Chance / Legendary Start Found : Pure Slorm Anomaly Chance ... Locking with 1000


I try to figure out what effect every Pure Stat's upperbound's randomize, I tried lock "Pure Slorm Anomaly Chance" with a very high value(100000000) but it seems nothing happens.

And because of the official translation, our Chinese player thought those translations very sh*tty. So I can't understand those Loot Settings' real meaning very well. I may waiting for your work. :D :D
Yeah, I haven't found a consistent way to make pure stats to always roll with the max stat possible. The only way, right now, is increasing the Temple Store Upgrade 4 from 0.45 (the default 90% increase) to something higher. The issue here, is that as you increase this value, the max pure stat goes up to ridiculous amounts, like: 10000%, 12345%. They always roll as "!!!" but with these insanely high score values.

I don't know if that particular code/function is embedded in the actual game exe. This game is compiled with the YoYo compiler, so there's no way to decompile that.

P.S. The pointers that say:
Legendary Start Normal/Magic/Rare/Epic, means the chances of a legendary item that drops of having one of those stats. In this case what I do is set the "Legendary Start Epic" to 100, so every time a Legendary item drops, will have Normal+Defensive+Magic+Rare+Epic (at least 1 epic stat) all the time.

And for the "Pure Chance *item tier*" a 100 value is enough. This pointer means the chance an item of that specific tier to roll pure stats. So what I use is:
Legendary Chance->100
Legendary Start Epic->100
Pure Chance Legendary->100
This set up gives you legendary items with all the rolled stats as pure stats.

SakakiChizuru
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Re: The Slormancer

Post by SakakiChizuru »

Chindopopito wrote:
Wed Oct 16, 2024 6:49 pm
Yeah, I haven't found a consistent way to make pure stats to always roll with the max stat possible. The only way, right now, is increasing the Temple Store Upgrade 4 from 0.45 (the default 90% increase) to something higher. The issue here, is that as you increase this value, the max pure stat goes up to ridiculous amounts, like: 10000%, 12345%. They always roll as "!!!" but with these insanely high score values.

I don't know if that particular code/function is embedded in the actual game exe. This game is compiled with the YoYo compiler, so there's no way to decompile that.

P.S. The pointers that say:
Legendary Start Normal/Magic/Rare/Epic, means the chances of a legendary item that drops of having one of those stats. In this case what I do is set the "Legendary Start Epic" to 100, so every time a Legendary item drops, will have Normal+Defensive+Magic+Rare+Epic (at least 1 epic stat) all the time.

And for the "Pure Chance *item tier*" a 100 value is enough. This pointer means the chance an item of that specific tier to roll pure stats. So what I use is:
Legendary Chance->100
Legendary Start Epic->100
Pure Chance Legendary->100
This set up gives you legendary items with all the rolled stats as pure stats.
Yep I'm also found the game complied with YYC. And as your remind I think there MUST be an embedded calculating function in "The Slormancer.exe" and it MUST have to read the value from "Temple Store Upgrade 4"(before you say, I don't even know what the heck it does).
The key is how to find out that function entry in memory everytime it changed location in memory and patch/inject calculating variables with ASM, but I'm same as you - New to make tables, and also not good at ASM/reverse engine.

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

SakakiChizuru wrote:
Thu Oct 17, 2024 9:43 am
Yep I'm also found the game complied with YYC. And as your remind I think there MUST be an embedded calculating function in "The Slormancer.exe" and it MUST have to read the value from "Temple Store Upgrade 4"(before you say, I don't even know what the heck it does).
The key is how to find out that function entry in memory everytime it changed location in memory and patch/inject calculating variables with ASM, but I'm same as you - New to make tables, and also not good at ASM/reverse engine.
One of the first tables that @aSwedishMagyar uploaded, had more options to manipulate pure stats. But devs changed the way pure stats work or are calculated on drop. I'm still looking for the process that calculates the score values of pure stats, and the ones that are linked to enhancement, and make it that score values have no diminishing returns after +15 enhancement.

kenthuza
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Re: The Slormancer

Post by kenthuza »

hello this is the first time im using cheat engine, just wanna level up fast, what should i choose to gain XP fast

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

I think that tomorrow this game will receive the final update as an Open Beta that will run for 2 weeks. The game gets released on May 13th. I'll check if the table runs with tomorrow's update. I mean, it should work, we just need to check if something breaks.

d2lover
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Re: The Slormancer

Post by d2lover »

Hey there.
I was curious, when I change the traits via the table, the values of the traits go back to what it was before when I restart the game.
Is there any way to permanently change the traits/other stats without needing cheat engine again?

guggelhupf
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Re: The Slormancer

Post by guggelhupf »

hey, trying to understand the table, but im a bit lost tbh. how can i change these resource numbers? playing on the 1.0 beta btw
Spoiler
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chrisreddot3
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Re: The Slormancer

Post by chrisreddot3 »

1.0 is out,update pls

apollo1
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Re: The Slormancer

Post by apollo1 »

FYI! The Slormancer.CT 05-08-2024 0.9.2f - EXP, STILL WORKS PERFECTLY! for 1.0 release!. Zero errors on my end, oh and dont freeze any options, you will get CTD.

Sleepsheep
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Re: The Slormancer

Post by Sleepsheep »

Chindopopito wrote:
Mon Apr 28, 2025 9:17 pm
I think that tomorrow this game will receive the final update as an Open Beta that will run for 2 weeks. The game gets released on May 13th. I'll check if the table runs with tomorrow's update. I mean, it should work, we just need to check if something breaks.
Is there a way to increase the drop rate for neither equipment?

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Wraithspectr3
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Re: The Slormancer

Post by Wraithspectr3 »

the scripts still seem to work. but i cant get to populate the adresses like "obj_parent_hero" or "Global Variables". when i click enable i get these errors:

Sucessfully Hooked: get_gml_CScriptList
Sucessfully Hooked: get_gml_ObjectArray
Sucessfully Hooked: get_gml_GlobalVariables
Sucessfully Hooked: get_gml_StringsList
Sucessfully Hooked: get_gml_SettingsList
Sucessfully Hooked: modifyXPGain
Sucessfully Hooked: attackSpeed
Error in thread called Unnamed::[string "---------------------------------------------..."]:219: attempt to perform arithmetic on a nil value (local 'cAddr')
stack traceback:
[string "---------------------------------------------..."]:219: in function 'parseCompiledStrings'
[string "---------------------------------------------..."]:445: in function <[string "---------------------------------------------..."]:445>
Objects Table Parsed
CScript Table Parsed
i think i read in the patchnotes that the dev changed attackspeed and cooldown stats to be separate, maybe that is causing an error now. :?

Stazz
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Re: The Slormancer

Post by Stazz »

Hi, anyone know how to make infinite ancestral stones?

Scheimann
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Re: The Slormancer

Post by Scheimann »

guggelhupf wrote:
Tue Apr 29, 2025 2:44 pm
hey, trying to understand the table, but im a bit lost tbh. how can i change these resource numbers? playing on the 1.0 beta btw
Spoiler
Image
I just want to know how to edit those too

Edit: anyone know how to fix this?

Image

This happens after "no slormite cost" hav checked

lenewbie
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Re: The Slormancer

Post by lenewbie »

@Scheimann
yea i encountered that situation. i believe it happens when the numer of mats is too big. check your mats screen if the material has no number under it.
i just dropped the mat on the ground and crafted some new ones and that fixed it.

Image

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