RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter »

Interesting fact I discovered just now.

The undead script makes it so the game thinks you take no damage while it's activated, despite you taking actual damage. I tested this out after noticing that RE.net's current gameplay data shows I took damage 3 times so far in the run, and after turning it on, it stopped registering damage taken.

This might also be related to something I brought up earlier - Where bosses like Birkin and Tyrant can no longer hit you at all once you get hit once. (They just strike through you as if you're a ghost). This only happens while the script is on as well.


On an unrelated note to the undead script - has anyone figured out a way yet to make the damage multiplier not affect enemy damage done to you as well?

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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HylianZ
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by HylianZ »

Nope, but I did find out you can "upgrade" the infinite SMG to be silenced, with a table.

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Ownsin
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Ownsin »

Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.

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gir489
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by gir489 »

Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.

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Ownsin
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Ownsin »

gir489 wrote:
Sun Jan 27, 2019 7:15 pm
Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
If you iterate the addresses, they're in a linked list. So find the address next to a known item and add 0x10.
As I'm new to cheat engine. Can you elaborate in layman terms if possible with a screenshot? I would greatly appreciate it.

Where can I find this address exactly where are they linked in the list.


Thank you for responding.

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter »

Cyphanix wrote:
Sun Jan 27, 2019 7:08 pm
Is there a way to create an item/weapon without having to highlight an item your inventory to replace it? as in just spawn it in an empty space of your inventory.
CursedToast posted a table that lets you modify inventory slots. You just have to change it so it shows as hex, and set it to be an AoB type (length 17). The reason why I say 17 is because the last byte in the AoB is the value for an item. So you can modify that value to have more than 1 of it. (ammo inside a gun, or the boards that you can use to cover up windows, etc).

Image

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Cielos
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Cielos »

@all
Update6
- added game player time mod. made based on the info CJBok shared.
- added LUA to register 3 custom types for the game player time mod temperately (will be removed on next CE start). you have to allow CE to run the LUA for easy time setting via game player time mod.
- added additional scripts/pointers shared by CJBok and gir489.
- changed the default key combination for theslow motion script.
- removed a useless structure.
remember to say thanks and/or rep them!

Sakurarozu
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Sakurarozu »

anyone know how unlock the classic costumes?

DarkFearless
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by DarkFearless »

HylianZ wrote:
Sun Jan 27, 2019 6:15 pm
Nope, but I did find out you can "upgrade" the infinite SMG to be silenced, with a table.
Do you mind sharing with us how this is done? =O.

Okay, now I'm sounding like a needy child. Lol.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Eguzky »

I'm probably going to get laughed at but:

I'm a wuss a horror games, trying to play RE2 (It was a gift).

I have found I'm mostly okay...Except Mr X really, REALLY creeps me out for some reason. (I think I know why, but that's RL and TMI and I'll just stop there)

I just can't do the cat & mouse stuff. Even knowing I can down him in one hit; if I can't see him, I just stress too much. x.x

That said..Could someone make a Table (or add to this one) to either lock Mr X in place (disable his AI?), or prevent him from standing up once he's knocked down?
I assume his standing up is either timer based (when downed, stay down for 30 seconds or some such)
Or it's an invisible health bar (when empty: play staggered animation. Refill at <x> hp/s. When full: get back up)

If anyone tries: Thank you!

If not: Ah well, sucks to be me.

Either way, thanks for reading this :)

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HylianZ
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by HylianZ »

DarkFearless wrote:
Sun Jan 27, 2019 11:33 pm
SNIPPED
Use the table here: viewtopic.php?f=4&t=8539&start=255#p76443
Select infinite SMG in inventory, with the item viewer thing in the table then set upgrade to level 1.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by DarkFearless »

HylianZ wrote:
Sun Jan 27, 2019 11:39 pm
DarkFearless wrote:
Sun Jan 27, 2019 11:33 pm
SNIPPED
Use the table here: viewtopic.php?f=4&t=8539&start=255#p76443
Select infinite SMG in inventory, with the item viewer thing in the table then set upgrade to level 1.
Thanks!!

I noticed it changes the SMG's picture on inventory to a shotgun picture XD.

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HylianZ
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by HylianZ »

It does, but oh well.

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headshot0052
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by headshot0052 »

pls,update the table and add round handle id to ct inventory swap in "highlighted item (no aobscan"

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gir489
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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by gir489 »

DarkFearless wrote:
Sun Jan 27, 2019 11:50 pm
I noticed it changes the SMG's picture on inventory to a shotgun picture XD.
I believe that's because it's HUNK's SMG during the tapes (they're rendered in-engine, that's how the game keeps track of that internally.

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