Children of Morta 1.1.37 (414ad0) +? (table Update6)

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

Post by shuiko »

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

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

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

Post by axellslade »

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

Post by Cielos »

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..

_sona9_
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Re: Children of Morta +21 (table Update5)

Post by _sona9_ »

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 »

_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.

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

Post by psycho »

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 »

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

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

Post by Rhark »

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

ctl3d32
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Re: Children of Morta +21 (table Update5)

Post by ctl3d32 »

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
}

Pur
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Reputation: 7

Re: Children of Morta +21 (table Update5)

Post by Pur »

ctl3d32 wrote:
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
}
Umh, how exactly can I use those?

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

Post by Pur »

Just a warning: the codes for the Game Pass version of the game work but they will bug the game out preventing to save your game, meaning you need to beat the whole thing in one setting otherwise you will start from the scratch every single time.

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

Post by MatthewD »

Hey could you please update this to the 1.1.37 version of the game?

jesjames79
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Re: Children of Morta +21 (table Update5)

Post by jesjames79 »

Needs update I think!

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

Post by aerioth »

An update would be much appreciated please.

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SovietWristwatch.jpg
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Re: Children of Morta +21 (table Update5)

Post by SovietWristwatch.jpg »

Pur wrote:
Mon Jan 27, 2020 4:04 pm
Just a warning: the codes for the Game Pass version of the game work but they will bug the game out preventing to save your game, meaning you need to beat the whole thing in one setting otherwise you will start from the scratch every single time.
Try my table. I got about halfway through the game and it didn't break my save.

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