Children of Morta +21 (table Update5)

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shuiko
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Re: Children of Morta +21 (table Update5)

Post by shuiko » Thu Sep 19, 2019 12:08 am

the latest table doesn't work for me on the latest game version 1.07. But the older ones do sooooooooooooo <shurg>

axellslade
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Re: Children of Morta +21 (table Update5)

Post by axellslade » Sun Sep 22, 2019 3:17 pm

shuiko wrote:
Thu Sep 19, 2019 12:08 am
the latest table doesn't work for me on the latest game version 1.07. But the older ones do sooooooooooooo <shurg>
Same here. v4 works fine on 1.07, v5 doesn't even enable.

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Re: Children of Morta +21 (table Update5)

Post by Cielos » Mon Sep 23, 2019 6:31 pm

game exe became x64 when I updated my game to v1.0.6 (35309c), so the latest table can only be activated for x64.
and I just checked the system requirement on steam and it says x64 as well. I don't even know why my game was in x86 before v1.0.6 (35309c).
I'll check later to see if it for reverted back to x86 again on x1.07.. and you can check if your game is in x86 or x64 by viewing the "Processes" in the Windows Task Manager. if the exe is in x86. you would see *32 at the end of the Image Name.
in the mean time, just use table Update4 for now. you didn't miss much anyway, one of the options added for Update5 doesn't even cover all scenarios..
having a financial crisis! if you used and liked my tables, please consider becoming my Patreon.

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Re: Children of Morta +21 (table Update5)

Post by _sona9_ » Sat Oct 19, 2019 1:48 pm

please update the tables. the tables not work on CoM v1. 0.18 ...

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Cielos
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Re: Children of Morta +21 (table Update5)

Post by Cielos » Sun Oct 20, 2019 2:13 pm

_sona9_ wrote:
Sat Oct 19, 2019 1:48 pm
please update the tables. the tables not work on CoM v1. 0.18 ...
yup, just checked, the game exe just got reverted back to x86.
just use back table Update4 for now, all script can be activated on my game. (you'll need to activate the enable script twice, as I didn't initialise the mono from the script.)
function-wise, there's only one new but in-complete script added on table Update5, you aren't missing much.
having a financial crisis! if you used and liked my tables, please consider becoming my Patreon.

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Re: Children of Morta +21 (table Update5)

Post by psycho » Wed Nov 06, 2019 7:49 pm

What type to hack skill points byte, float or double???

Pur
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Re: Children of Morta +21 (table Update5)

Post by Pur » Thu Jan 16, 2020 5:46 pm

Does this work for the Game Pass version of the game?

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Re: Children of Morta +21 (table Update5)

Post by rhark » Thu Jan 16, 2020 6:49 pm

Pur wrote:
Thu Jan 16, 2020 5:46 pm
Does this work for the Game Pass version of the game?
no.

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Re: Children of Morta +21 (table Update5)

Post by ctl3d32 » Sun Jan 19, 2020 1:57 am

These Auto Assemble scripts are for the Game Pass version of the game (v1.0.1.0)

One Hit Kill

Code: Select all

{ Game   : Children of Morta.exe
  Version: 
  Date   : 2020-01-18
  Author : ctl3d

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(OneHitKill,GameAssembly.dll,F3 0F 10 49 60 0F 57 C0 0F 2F C8 0F 97) // should be unique
alloc(newmem,$1000,"GameAssembly.dll"+48DFE0)

label(code)
label(return)

newmem:
  cmp [rcx+58],0
  jne  code
  cmp [rcx+60],(float)1.0 //current health
  jle code
  mov [rcx+60],(float)1.0

code:
  movss xmm1,[rcx+60]
  jmp return

OneHitKill:
  jmp newmem
return:
registersymbol(OneHitKill)

[DISABLE]

OneHitKill:
  db F3 0F 10 49 60

unregistersymbol(OneHitKill)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+48DFE0

"GameAssembly.dll"+48DFD6: CC                    -  int 3 
"GameAssembly.dll"+48DFD7: CC                    -  int 3 
"GameAssembly.dll"+48DFD8: CC                    -  int 3 
"GameAssembly.dll"+48DFD9: CC                    -  int 3 
"GameAssembly.dll"+48DFDA: CC                    -  int 3 
"GameAssembly.dll"+48DFDB: CC                    -  int 3 
"GameAssembly.dll"+48DFDC: CC                    -  int 3 
"GameAssembly.dll"+48DFDD: CC                    -  int 3 
"GameAssembly.dll"+48DFDE: CC                    -  int 3 
"GameAssembly.dll"+48DFDF: CC                    -  int 3 
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+48DFE0: F3 0F 10 49 60        -  movss xmm1,[rcx+60]
// ---------- DONE INJECTING  ----------
"GameAssembly.dll"+48DFE5: 0F 57 C0              -  xorps xmm0,xmm0
"GameAssembly.dll"+48DFE8: 0F 2F C8              -  comiss xmm1,xmm0
"GameAssembly.dll"+48DFEB: 0F 97 C0              -  seta al
"GameAssembly.dll"+48DFEE: C3                    -  ret 
"GameAssembly.dll"+48DFEF: CC                    -  int 3 
"GameAssembly.dll"+48DFF0: 40 53                 -  push rbx
"GameAssembly.dll"+48DFF2: 48 83 EC 20           -  sub rsp,20
"GameAssembly.dll"+48DFF6: 80 3D 63 69 A3 02 00  -  cmp byte ptr [GameAssembly.dll+2EC4960],00
"GameAssembly.dll"+48DFFD: 48 8B D9              -  mov rbx,rcx
"GameAssembly.dll"+48E000: 75 12                 -  jne GameAssembly.dll+48E014
}
Attack Range (John character only)

Code: Select all

{ Game   : Children of Morta.exe
  Version: 
  Date   : 2020-01-18
  Author : ctl3d

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Attack,GameAssembly.dll,48 8B 88 D8 00 00 00 48 85 C9 74 5E) // should be unique
alloc(newmem,$1000,"GameAssembly.dll"+C79E5)

label(code)
label(return)

newmem:
  mov rcx,[rax+448]
  mov [rcx+78],(float)20.0 //attack range


code:
  mov rcx,[rax+000000D8]
  jmp return

Attack:
  jmp newmem
  nop 2
return:
registersymbol(Attack)

[DISABLE]

Attack:
  db 48 8B 88 D8 00 00 00

unregistersymbol(Attack)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+C79E5

"GameAssembly.dll"+C79C2: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79C5: 0F 84 84 00 00 00     -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79CB: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79CD: 48 8B C8              -  mov rcx,rax
"GameAssembly.dll"+C79D0: E8 3B DF 15 00        -  call GameAssembly.dll+225910
"GameAssembly.dll"+C79D5: 84 C0                 -  test al,al
"GameAssembly.dll"+C79D7: 74 70                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79D9: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C79E0: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79E3: 74 6A                 -  je GameAssembly.dll+C7A4F
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+C79E5: 48 8B 88 D8 00 00 00  -  mov rcx,[rax+000000D8]
// ---------- DONE INJECTING  ----------
"GameAssembly.dll"+C79EC: 48 85 C9              -  test rcx,rcx
"GameAssembly.dll"+C79EF: 74 5E                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79F1: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79F3: E8 E8 65 3C 00        -  call GameAssembly.dll+48DFE0
"GameAssembly.dll"+C79F8: 84 C0                 -  test al,al
"GameAssembly.dll"+C79FA: 74 4D                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79FC: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C7A03: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C7A06: 74 47                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C7A08: 80 B8 60 03 00 00 00  -  cmp byte ptr [rax+00000360],00
}
Attack Range (Kevin character only)

Code: Select all

{ Game   : Children of Morta.exe
  Version: 
  Date   : 2020-01-18
  Author : ctl3d

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Attack,GameAssembly.dll,48 8B 88 D8 00 00 00 48 85 C9 74 5E) // should be unique
alloc(newmem,$1000,"GameAssembly.dll"+C79E5)

label(code)
label(return)

newmem:
  mov rcx,[rax+470]
  mov [rcx+78],(float)20.0 //attack range


code:
  mov rcx,[rax+000000D8]
  jmp return

Attack:
  jmp newmem
  nop 2
return:
registersymbol(Attack)

[DISABLE]

Attack:
  db 48 8B 88 D8 00 00 00

unregistersymbol(Attack)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+C79E5

"GameAssembly.dll"+C79C2: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79C5: 0F 84 84 00 00 00     -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79CB: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79CD: 48 8B C8              -  mov rcx,rax
"GameAssembly.dll"+C79D0: E8 3B DF 15 00        -  call GameAssembly.dll+225910
"GameAssembly.dll"+C79D5: 84 C0                 -  test al,al
"GameAssembly.dll"+C79D7: 74 70                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79D9: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C79E0: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79E3: 74 6A                 -  je GameAssembly.dll+C7A4F
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+C79E5: 48 8B 88 D8 00 00 00  -  mov rcx,[rax+000000D8]
// ---------- DONE INJECTING  ----------
"GameAssembly.dll"+C79EC: 48 85 C9              -  test rcx,rcx
"GameAssembly.dll"+C79EF: 74 5E                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79F1: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79F3: E8 E8 65 3C 00        -  call GameAssembly.dll+48DFE0
"GameAssembly.dll"+C79F8: 84 C0                 -  test al,al
"GameAssembly.dll"+C79FA: 74 4D                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79FC: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C7A03: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C7A06: 74 47                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C7A08: 80 B8 60 03 00 00 00  -  cmp byte ptr [rax+00000360],00
}
Attack Range (Joey character only)

Code: Select all

{ Game   : Children of Morta.exe
  Version: 
  Date   : 2020-01-18
  Author : ctl3d

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Attack,GameAssembly.dll,48 8B 88 D8 00 00 00 48 85 C9 74 5E) // should be unique
alloc(newmem,$1000,"GameAssembly.dll"+C79E5)

label(code)
label(return)

newmem:
  mov rcx,[rax+410]
  mov [rcx+78],(float)20.0 //attack range


code:
  mov rcx,[rax+000000D8]
  jmp return

Attack:
  jmp newmem
  nop 2
return:
registersymbol(Attack)

[DISABLE]

Attack:
  db 48 8B 88 D8 00 00 00

unregistersymbol(Attack)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+C79E5

"GameAssembly.dll"+C79C2: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79C5: 0F 84 84 00 00 00     -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79CB: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79CD: 48 8B C8              -  mov rcx,rax
"GameAssembly.dll"+C79D0: E8 3B DF 15 00        -  call GameAssembly.dll+225910
"GameAssembly.dll"+C79D5: 84 C0                 -  test al,al
"GameAssembly.dll"+C79D7: 74 70                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79D9: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C79E0: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C79E3: 74 6A                 -  je GameAssembly.dll+C7A4F
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+C79E5: 48 8B 88 D8 00 00 00  -  mov rcx,[rax+000000D8]
// ---------- DONE INJECTING  ----------
"GameAssembly.dll"+C79EC: 48 85 C9              -  test rcx,rcx
"GameAssembly.dll"+C79EF: 74 5E                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C79F1: 33 D2                 -  xor edx,edx
"GameAssembly.dll"+C79F3: E8 E8 65 3C 00        -  call GameAssembly.dll+48DFE0
"GameAssembly.dll"+C79F8: 84 C0                 -  test al,al
"GameAssembly.dll"+C79FA: 74 4D                 -  je GameAssembly.dll+C7A49
"GameAssembly.dll"+C79FC: 48 8B 83 88 00 00 00  -  mov rax,[rbx+00000088]
"GameAssembly.dll"+C7A03: 48 85 C0              -  test rax,rax
"GameAssembly.dll"+C7A06: 74 47                 -  je GameAssembly.dll+C7A4F
"GameAssembly.dll"+C7A08: 80 B8 60 03 00 00 00  -  cmp byte ptr [rax+00000360],00
}

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