Skul: The Hero Slayer (Early Access) +5 (table Update1)

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Cielos
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Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by Cielos »


Update1
- added damage multiplier and no swap cooldown.
undead
- health still drop when being hit but Skul won't be killed.

damage multiplier
- damage your enemies suffered would be multiplied by the specified multiplier.
- x? default: x3, can be changed via the entry.

inf. air jump
- as title says

ignore dash/skills cooldown
- you can dash continuously by mashing the dash key/button.
- you can use skills again right away without the need to wait for it to cooldown.

no swap cooldown.
- as title says.

///
** you may need to activate the enable script twice for it to be activated.
latest::
Skul.CT
Skul: The Hero Slayer, Early Access, +5, table Update1
(689.71 KiB) Downloaded 2042 times
backups::
Skul.CT
Skul: The Hero Slayer, Early Access, +3
(473.88 KiB) Downloaded 286 times


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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cfemen
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by cfemen »

hi, my small contribution :)

Always Legendary Drops:

Code: Select all

[ENABLE]
RarityPossibilities:Evaluate:
db B8 03 00 00 00 C3
 
[DISABLE]
RarityPossibilities:Evaluate:
db 55 48 8B EC 48 83
00 = common
01 = rare
02 = unique
03 = legendary

-

Ignore Currency (Gold/DarkQuartz):

Code: Select all

[ENABLE]

aobscanregion(aobWitch,UI.Witch:Option:Update,UI.Witch:Option:Update+200,48 8B F1 85 C0 0F)
aobscanregion(aobConsume,Currency:Consume,Currency:Consume+100,85 C0 75)
aobscanregion(aobGearSlot,CollectorGearSlot:Update,CollectorGearSlot:Update+200,85 C0 75)
aobscanregion(aobBlackMarket,Level.BlackMarket:Chef:Update,Level.BlackMarket:Chef:Update+200,85 C0 75)
aobscanregion(aobQuinMaster,Level.BlackMarket:QuintessenceMaster:Update,Level.BlackMarket:QuintessenceMaster:Update+200,85 C0 75)

aobWitch+3:
  db 39 D8
aobConsume:
  db 39 D8
aobGearSlot:
  db 39 D8
aobBlackMarket:
  db 39 D8
aobQuinMaster:
  db 39 D8

registersymbol(aobWitch)
registersymbol(aobConsume)
registersymbol(aobGearSlot)
registersymbol(aobBlackMarket)
registersymbol(aobQuinMaster)

aobscanregion(aobSetBalance,Currency:set_balance,Currency:set_balance+50,41 FF D3) // should be unique
alloc(newmem,$1000,aobSetBalance)

alloc(BalanceOrig,7)
registersymbol(BalanceOrig)

BalanceOrig:
readmem(aobSetBalance,7)

label(code)
label(return)

newmem:

code:
  cmp edx,0
  jnl @f
  xor edx,edx
  @@:
  readmem(aobSetBalance,7)
  jmp return

aobSetBalance:
  jmp newmem
  db 90 90
return:
registersymbol(aobSetBalance)

[DISABLE]

aobWitch+3:
  db 85 C0
aobConsume:
  db 85 C0
aobGearSlot:
  db 85 C0
aobBlackMarket:
  db 85 C0
aobQuinMaster:
  db 85 C0

aobSetBalance:
  readmem(BalanceOrig,7)

unregistersymbol(aobSetBalance)
dealloc(newmem)

skyblack
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by skyblack »

cfemen wrote:
Sat Feb 22, 2020 5:04 am
hi, my small contribution :)

Always Legendary Drops:

Code: Select all

[ENABLE]
RarityPossibilities:Evaluate:
db B8 03 00 00 00 C3
 
[DISABLE]
RarityPossibilities:Evaluate:
db 55 48 8B EC 48 83
00 = common
01 = rare
02 = unique
03 = legendary

-

Ignore Currency (Gold/DarkQuartz):

Code: Select all

[ENABLE]

aobscanregion(aobWitch,UI.Witch:Option:Update,UI.Witch:Option:Update+200,48 8B F1 85 C0 0F)
aobscanregion(aobConsume,Currency:Consume,Currency:Consume+100,85 C0 75)
aobscanregion(aobGearSlot,CollectorGearSlot:Update,CollectorGearSlot:Update+200,85 C0 75)
aobscanregion(aobBlackMarket,Level.BlackMarket:Chef:Update,Level.BlackMarket:Chef:Update+200,85 C0 75)
aobscanregion(aobQuinMaster,Level.BlackMarket:QuintessenceMaster:Update,Level.BlackMarket:QuintessenceMaster:Update+200,85 C0 75)

aobWitch+3:
  db 39 D8
aobConsume:
  db 39 D8
aobGearSlot:
  db 39 D8
aobBlackMarket:
  db 39 D8
aobQuinMaster:
  db 39 D8

registersymbol(aobWitch)
registersymbol(aobConsume)
registersymbol(aobGearSlot)
registersymbol(aobBlackMarket)
registersymbol(aobQuinMaster)

aobscanregion(aobSetBalance,Currency:set_balance,Currency:set_balance+50,41 FF D3) // should be unique
alloc(newmem,$1000,aobSetBalance)

alloc(BalanceOrig,7)
registersymbol(BalanceOrig)

BalanceOrig:
readmem(aobSetBalance,7)

label(code)
label(return)

newmem:

code:
  cmp edx,0
  jnl @f
  xor edx,edx
  @@:
  readmem(aobSetBalance,7)
  jmp return

aobSetBalance:
  jmp newmem
  db 90 90
return:
registersymbol(aobSetBalance)

[DISABLE]

aobWitch+3:
  db 85 C0
aobConsume:
  db 85 C0
aobGearSlot:
  db 85 C0
aobBlackMarket:
  db 85 C0
aobQuinMaster:
  db 85 C0

aobSetBalance:
  readmem(BalanceOrig,7)

unregistersymbol(aobSetBalance)
dealloc(newmem)
i used your script but couldn't find the value
Can you upload .CT file please
Thanks

Re=L
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by Re=L »

cfemen wrote:
Sat Feb 22, 2020 5:04 am
hi, my small contribution :)

Always Legendary Drops:

Code: Select all

[ENABLE]
RarityPossibilities:Evaluate:
db B8 03 00 00 00 C3
 
[DISABLE]
RarityPossibilities:Evaluate:
db 55 48 8B EC 48 83
00 = common
01 = rare
02 = unique
03 = legendary

-

Ignore Currency (Gold/DarkQuartz):

Code: Select all

[ENABLE]

aobscanregion(aobWitch,UI.Witch:Option:Update,UI.Witch:Option:Update+200,48 8B F1 85 C0 0F)
aobscanregion(aobConsume,Currency:Consume,Currency:Consume+100,85 C0 75)
aobscanregion(aobGearSlot,CollectorGearSlot:Update,CollectorGearSlot:Update+200,85 C0 75)
aobscanregion(aobBlackMarket,Level.BlackMarket:Chef:Update,Level.BlackMarket:Chef:Update+200,85 C0 75)
aobscanregion(aobQuinMaster,Level.BlackMarket:QuintessenceMaster:Update,Level.BlackMarket:QuintessenceMaster:Update+200,85 C0 75)

aobWitch+3:
  db 39 D8
aobConsume:
  db 39 D8
aobGearSlot:
  db 39 D8
aobBlackMarket:
  db 39 D8
aobQuinMaster:
  db 39 D8

registersymbol(aobWitch)
registersymbol(aobConsume)
registersymbol(aobGearSlot)
registersymbol(aobBlackMarket)
registersymbol(aobQuinMaster)

aobscanregion(aobSetBalance,Currency:set_balance,Currency:set_balance+50,41 FF D3) // should be unique
alloc(newmem,$1000,aobSetBalance)

alloc(BalanceOrig,7)
registersymbol(BalanceOrig)

BalanceOrig:
readmem(aobSetBalance,7)

label(code)
label(return)

newmem:

code:
  cmp edx,0
  jnl @f
  xor edx,edx
  @@:
  readmem(aobSetBalance,7)
  jmp return

aobSetBalance:
  jmp newmem
  db 90 90
return:
registersymbol(aobSetBalance)

[DISABLE]

aobWitch+3:
  db 85 C0
aobConsume:
  db 85 C0
aobGearSlot:
  db 85 C0
aobBlackMarket:
  db 85 C0
aobQuinMaster:
  db 85 C0

aobSetBalance:
  readmem(BalanceOrig,7)

unregistersymbol(aobSetBalance)
dealloc(newmem)
um i'm pretty new to this how do i use this code?

devCAT
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by devCAT »

d
Skul.CT
(690.11 KiB) Downloaded 914 times
Here is CT include cfemen's script

skyblack
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by skyblack »

thank you, it works

jackyko200047
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by jackyko200047 »

I am new here, can someone tell me what's the next step after creating a script on the Cheat engine? The drop rate one.

zenzenzen
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by zenzenzen »

Im kinda new to this, can you please tell me how do you enable the scripts?

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MBRKiNG
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by MBRKiNG »

zenzenzen wrote:
Sat Mar 21, 2020 3:51 am
Im kinda new to this, can you please tell me how do you enable the scripts?
skul has a build in trainer made by the devs, press F2 ingame.

godmode, stage select, inf currency, spawn each item ...

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Lord Blade
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Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by Lord Blade »

F2 doesn't do anything for me.

Metazoxan
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Re: Skul: The Hero Slayer (Early Access) +5 (table Update1)

Post by Metazoxan »

Undead appears to not be working for me

Actually most of them seem broken besides ignore currency.

Dammage multiplier sorta works but dammage against me ALSO seems to be multiplied and since undead doesn't work that's just making the game harder

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