[Request] Nexomon: Extinction
Re: [Request] Nexomon: Extinction
it would be nice if someone could create this table
Infinite health
Infinite stamina
Infinite Exp (all on Team)
100% capture rate
Infinite Münzen
One Hit Kill
Infinite Items (99)
Infinite health
Infinite stamina
Infinite Exp (all on Team)
100% capture rate
Infinite Münzen
One Hit Kill
Infinite Items (99)
Re: [Request] Nexomon: Extinction
You probably did something wrong, try to beat a wild Nexomon, with the table loaded, because it's working here.JannaSnow wrote: ↑Sat Aug 29, 2020 5:16 pmIt doesn't seem to work, i keep clicking on it but it doesn't get checkedastor wrote: ↑Sat Aug 29, 2020 4:53 pm- added exp boost/multiplier, 1 battle = 1 lvlup.quang.billy.79 wrote: ↑Sat Aug 29, 2020 2:51 pmNow we only need Exp mutiplier and everything is good to go
tip: use the last/bottom pet in nexomon team so the rest pets will get the exp.
Re: [Request] Nexomon: Extinction
I don't think i did something wrong. Downloaded the table, double clicked it, it asked me if i want to run this "lua script" i pressed yes, and when i try to tick the "exp boost" box on the table, it freezes for a second but it doesn't get checked. inf currency gets checked with no issues
- Noire Blackheart
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Re: [Request] Nexomon: Extinction
It runs fine for me, what version of CE are you using, might be related to that?
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Re: [Request] Nexomon: Extinction
Here. A table to get the first Nexomon of your team, and change its stats. I was going to make it so you can get the entire team, but I got tired and left it like that. It's easily editable, so if anyone wants to do it, here's the template.
So, to make it work:
Enable the script, go to the team option in the menu, and the stats will show. Then, change any stat that you want to edit, double click the value of the 'SET CHANGES' address, and change it to 'Set Stats'. Then go back to the menu, and get back in the Team menu. The stats will be changed.
Skills don't need to use 'SET CHANGES' to be changed.
REMEMBER TO ALWAYS GET THE STATS FIRST, AND DON'T LEAVE OLD ONES FROM ANOTHER NEXOMON. I'M NOT RESPONSIBLE FOR ANY KIND OF SAVE CORRUPTION DUE TO YOU NOT DOING THAT.
So, to make it work:
Enable the script, go to the team option in the menu, and the stats will show. Then, change any stat that you want to edit, double click the value of the 'SET CHANGES' address, and change it to 'Set Stats'. Then go back to the menu, and get back in the Team menu. The stats will be changed.
Skills don't need to use 'SET CHANGES' to be changed.
REMEMBER TO ALWAYS GET THE STATS FIRST, AND DON'T LEAVE OLD ONES FROM ANOTHER NEXOMON. I'M NOT RESPONSIBLE FOR ANY KIND OF SAVE CORRUPTION DUE TO YOU NOT DOING THAT.
- Attachments
-
- Nexomon Extinction.CT
- Nexomon Stat Editor
- (62.26 KiB) Downloaded 192 times
Last edited by GreenHouse on Sun Aug 30, 2020 8:21 pm, edited 1 time in total.
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Re: [Request] Nexomon: Extinction
Can anyone make a cheat to increase the rate encounter mega or ultra rare nexaom ??
Re: [Request] Nexomon: Extinction
Im using the newer version, 7.1 i also tried with 7.0 and same thingNoire Blackheart wrote: ↑Sat Aug 29, 2020 7:57 pmIt runs fine for me, what version of CE are you using, might be related to that?
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Re: [Request] Nexomon: Extinction
Great it better then exp share , you can lv up any nexomon in team, now just use stat script and modify lv of any low lv nexomon , then use exp script ( that level up 1 level after one battle) ,and you can level up any lv , and catch any nexomon
the max lv is 99 , so chang level to 98 and one battle and swap hole your teams in that battle , all lv99
you can change stat of all nexomonto 999, just battle and take some damage then win , and save game,close cheats engine , restart game , enjoy
note : i don't thing any save with corrupted because game use gem boost stats so even you make them same it doesn't matter
tips:when you use stat change for one pokemon , just swap with first without doing hole procedure
example it you get first nexomon and change his lv to 30 , just swap place with another nexomon and it lv becomre 30
the max lv is 99 , so chang level to 98 and one battle and swap hole your teams in that battle , all lv99
you can change stat of all nexomonto 999, just battle and take some damage then win , and save game,close cheats engine , restart game , enjoy
note : i don't thing any save with corrupted because game use gem boost stats so even you make them same it doesn't matter
tips:when you use stat change for one pokemon , just swap with first without doing hole procedure
example it you get first nexomon and change his lv to 30 , just swap place with another nexomon and it lv becomre 30
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Re: [Request] Nexomon: Extinction
Added skills to the Stat Editor. It includes a dropdown menu with all the skills. Just choose the one you want, and it will be changed: viewtopic.php?p=150609#p150609
Re: [Request] Nexomon: Extinction
- Add EXP Multiplier
viewtopic.php?p=150525#p150525
viewtopic.php?p=150525#p150525
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Re: [Request] Nexomon: Extinction
Undead and ignore stamina are not working cant enable it
Re: [Request] Nexomon: Extinction
Can you right click script and tell me what written on error info?evil_befall wrote: ↑Mon Aug 31, 2020 9:16 amUndead and ignore stamina are not working cant enable it
Is there a game update recently?
Last edited by ajip2 on Mon Aug 31, 2020 10:05 am, edited 1 time in total.
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Re: [Request] Nexomon: Extinction
This is the script { Game : Nexomon Extinction.exe
Version:
Date : 2020-08-29
Author : Gavin
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Undead_AOB,GameAssembly.dll,8B 51 44 03 D0 45 33 C0 33 C9 E8) // should be unique
alloc(newmem,$1000,Undead_AOB)
label(code)
label(return)
newmem:
cmp dword ptr [rcx+44],#0
jge code
cmp byte ptr [rcx+6A],#1
je code
cmp edx,#0
jg code
mov edx,#1
code:
xor r8d,r8d
xor ecx,ecx
jmp return
Undead_AOB+5:
jmp newmem
return:
registersymbol(Undead_AOB)
aobscanmodule(UndeadPE_AOB,GameAssembly.dll,41 2B F6 45 33 C0 33 D2 8B CE E8) // should be unique
alloc(newmem2,$1000,UndeadPE_AOB)
label(code2)
label(return2)
newmem2:
cmp rbx,[pPlayer]
jne code2
cmp esi,#0
jg code2
mov esi,#1
code2:
xor r8d,r8d
xor edx,edx
jmp return2
UndeadPE_AOB+3:
jmp newmem2
return2:
registersymbol(UndeadPE_AOB)
aobscanmodule(UndeadSE_AOB,GameAssembly.dll,45 33 C0 33 D2 8B C8) // should be unique
alloc(newmem5,$1000,UndeadSE_AOB)
label(code5)
label(return5)
newmem5:
cmp rbx,[pPlayer]
jne code5
cmp eax,#0
jg code5
mov eax,#1
code5:
xor r8d,r8d
xor edx,edx
jmp return5
UndeadSE_AOB:
jmp newmem5
return5:
registersymbol(UndeadSE_AOB)
aobscanmodule(UndeadBE_AOB,GameAssembly.dll,41 2B DE 45 33 C0 33 D2 8B CB E8 * * * * 45 33 C0 8B D0 48 8D 8D A0 08 00 00) // should be unique
alloc(newmem9,$1000,UndeadBE_AOB)
label(code9)
label(return9)
newmem9:
cmp rsi,[pPlayer]
jne code9
cmp ebx,#0
jg code9
mov ebx,#1
code9:
xor r8d,r8d
xor edx,edx
jmp return9
UndeadBE_AOB+3:
jmp newmem9
return9:
registersymbol(UndeadBE_AOB)
[DISABLE]
Undead_AOB+5:
db 45 33 C0 33 C9
UndeadPE_AOB+3:
db 45 33 C0 33 D2
UndeadSE_AOB:
db 45 33 C0 33 D2
UndeadBE_AOB+3:
db 45 33 C0 33 D2
unregistersymbol(Undead_AOB)
unregistersymbol(UndeadPE_AOB)
unregistersymbol(UndeadSE_AOB)
unregistersymbol(UndeadBE_AOB)
dealloc(newmem)
dealloc(newmem2)
dealloc(newmem5)
dealloc(newmem9)
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+240C3D
"GameAssembly.dll"+240C14: 8B 48 10 - mov ecx,[rax+10]
"GameAssembly.dll"+240C17: 89 8D A0 02 00 00 - mov [rbp+000002A0],ecx
"GameAssembly.dll"+240C1D: 33 D2 - xor edx,edx
"GameAssembly.dll"+240C1F: 48 8D 8D 90 02 00 00 - lea rcx,[rbp+00000290]
"GameAssembly.dll"+240C26: E8 F5 07 B9 00 - call GameAssembly.dll+DD1420
"GameAssembly.dll"+240C2B: 48 8B 4E 30 - mov rcx,[rsi+30]
"GameAssembly.dll"+240C2F: 48 85 C9 - test rcx,rcx
"GameAssembly.dll"+240C32: 0F 84 DA 31 00 00 - je GameAssembly.dll+243E12
"GameAssembly.dll"+240C38: 8B 51 44 - mov edx,[rcx+44]
"GameAssembly.dll"+240C3B: 03 D0 - add edx,eax
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+240C3D: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C40: 33 C9 - xor ecx,ecx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+240C42: E8 69 16 D6 00 - call GameAssembly.dll+FA22B0
"GameAssembly.dll"+240C47: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C4A: 8B D0 - mov edx,eax
"GameAssembly.dll"+240C4C: 8B CF - mov ecx,edi
"GameAssembly.dll"+240C4E: E8 ED 16 D6 00 - call GameAssembly.dll+FA2340
"GameAssembly.dll"+240C53: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C56: 8B D0 - mov edx,eax
"GameAssembly.dll"+240C58: 48 8D 8D A0 05 00 00 - lea rcx,[rbp+000005A0]
"GameAssembly.dll"+240C5F: E8 BC 06 B9 00 - call GameAssembly.dll+DD1320
"GameAssembly.dll"+240C64: 48 85 DB - test rbx,rbx
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+2419E8
"GameAssembly.dll"+2419BC: E8 5F FA B8 00 - call GameAssembly.dll+DD1420
"GameAssembly.dll"+2419C1: 8B F0 - mov esi,eax
"GameAssembly.dll"+2419C3: 44 8B 77 10 - mov r14d,[rdi+10]
"GameAssembly.dll"+2419C7: 48 8B 0D C2 43 F8 01 - mov rcx,[GameAssembly.dll+21C5D90]
"GameAssembly.dll"+2419CE: F6 81 2F 01 00 00 02 - test byte ptr [rcx+0000012F],02
"GameAssembly.dll"+2419D5: 74 0E - je GameAssembly.dll+2419E5
"GameAssembly.dll"+2419D7: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00
"GameAssembly.dll"+2419DE: 75 05 - jne GameAssembly.dll+2419E5
"GameAssembly.dll"+2419E0: E8 EB 8D F3 FF - call GameAssembly.dll+17A7D0
"GameAssembly.dll"+2419E5: 41 2B F6 - sub esi,r14d
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+2419E8: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2419EB: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+2419ED: 8B CE - mov ecx,esi
"GameAssembly.dll"+2419EF: E8 BC 08 D6 00 - call GameAssembly.dll+FA22B0
"GameAssembly.dll"+2419F4: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2419F7: 8B D0 - mov edx,eax
"GameAssembly.dll"+2419F9: 48 8D 8D 08 07 00 00 - lea rcx,[rbp+00000708]
"GameAssembly.dll"+241A00: E8 1B F9 B8 00 - call GameAssembly.dll+DD1320
"GameAssembly.dll"+241A05: 48 85 DB - test rbx,rbx
"GameAssembly.dll"+241A08: 0F 84 DA 25 00 00 - je GameAssembly.dll+243FE8
"GameAssembly.dll"+241A0E: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+241A11: 0F 11 43 34 - movups [rbx+34],xmm0
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+2410E3
"GameAssembly.dll"+2410B2: 48 8D 8D 10 05 00 00 - lea rcx,[rbp+00000510]
"GameAssembly.dll"+2410B9: E8 C2 FC 41 00 - call GameAssembly.dll+660D80
"GameAssembly.dll"+2410BE: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+2410C1: 0F 29 85 F0 01 00 00 - movaps [rbp+000001F0],xmm0
"GameAssembly.dll"+2410C8: 8B 40 10 - mov eax,[rax+10]
"GameAssembly.dll"+2410CB: 89 85 00 02 00 00 - mov [rbp+00000200],eax
"GameAssembly.dll"+2410D1: 33 D2 - xor edx,edx
"GameAssembly.dll"+2410D3: 48 8D 8D F0 01 00 00 - lea rcx,[rbp+000001F0]
"GameAssembly.dll"+2410DA: E8 51 38 BE 00 - call GameAssembly.dll+E24930
"GameAssembly.dll"+2410DF: 41 2B 46 10 - sub eax,[r14+10]
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+2410E3: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2410E6: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+2410E8: 8B C8 - mov ecx,eax
"GameAssembly.dll"+2410EA: E8 81 46 DB 00 - call GameAssembly.dll+FF5770
"GameAssembly.dll"+2410EF: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2410F2: 8B D0 - mov edx,eax
"GameAssembly.dll"+2410F4: 48 8D 8D 28 05 00 00 - lea rcx,[rbp+00000528]
"GameAssembly.dll"+2410FB: E8 30 37 BE 00 - call GameAssembly.dll+E24830
"GameAssembly.dll"+241100: 48 85 DB - test rbx,rbx
"GameAssembly.dll"+241103: 0F 84 A4 35 00 00 - je GameAssembly.dll+2446AD
"GameAssembly.dll"+241109: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+24110C: 0F 11 43 34 - movups [rbx+34],xmm0
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+242F00
"GameAssembly.dll"+242ED4: E8 67 51 BB 00 - call GameAssembly.dll+DF8040
"GameAssembly.dll"+242ED9: 8B D8 - mov ebx,eax
"GameAssembly.dll"+242EDB: 44 8B 77 10 - mov r14d,[rdi+10]
"GameAssembly.dll"+242EDF: 48 8B 0D AA A0 F8 01 - mov rcx,[GameAssembly.dll+21CCF90]
"GameAssembly.dll"+242EE6: F6 81 2F 01 00 00 02 - test byte ptr [rcx+0000012F],02
"GameAssembly.dll"+242EED: 74 0E - je GameAssembly.dll+242EFD
"GameAssembly.dll"+242EEF: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00
"GameAssembly.dll"+242EF6: 75 05 - jne GameAssembly.dll+242EFD
"GameAssembly.dll"+242EF8: E8 A3 79 F3 FF - call GameAssembly.dll+17A8A0
"GameAssembly.dll"+242EFD: 41 2B DE - sub ebx,r14d
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+242F00: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+242F03: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+242F05: 8B CB - mov ecx,ebx
"GameAssembly.dll"+242F07: E8 74 5F D8 00 - call GameAssembly.dll+FC8E80
"GameAssembly.dll"+242F0C: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+242F0F: 8B D0 - mov edx,eax
"GameAssembly.dll"+242F11: 48 8D 8D A0 08 00 00 - lea rcx,[rbp+000008A0]
"GameAssembly.dll"+242F18: E8 23 50 BB 00 - call GameAssembly.dll+DF7F40
"GameAssembly.dll"+242F1D: 48 85 F6 - test rsi,rsi
"GameAssembly.dll"+242F20: 0F 84 E5 1B 00 00 - je GameAssembly.dll+244B0B
"GameAssembly.dll"+242F26: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+242F29: 0F 11 46 34 - movups [rsi+34],xmm0
}
Version:
Date : 2020-08-29
Author : Gavin
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Undead_AOB,GameAssembly.dll,8B 51 44 03 D0 45 33 C0 33 C9 E8) // should be unique
alloc(newmem,$1000,Undead_AOB)
label(code)
label(return)
newmem:
cmp dword ptr [rcx+44],#0
jge code
cmp byte ptr [rcx+6A],#1
je code
cmp edx,#0
jg code
mov edx,#1
code:
xor r8d,r8d
xor ecx,ecx
jmp return
Undead_AOB+5:
jmp newmem
return:
registersymbol(Undead_AOB)
aobscanmodule(UndeadPE_AOB,GameAssembly.dll,41 2B F6 45 33 C0 33 D2 8B CE E8) // should be unique
alloc(newmem2,$1000,UndeadPE_AOB)
label(code2)
label(return2)
newmem2:
cmp rbx,[pPlayer]
jne code2
cmp esi,#0
jg code2
mov esi,#1
code2:
xor r8d,r8d
xor edx,edx
jmp return2
UndeadPE_AOB+3:
jmp newmem2
return2:
registersymbol(UndeadPE_AOB)
aobscanmodule(UndeadSE_AOB,GameAssembly.dll,45 33 C0 33 D2 8B C8) // should be unique
alloc(newmem5,$1000,UndeadSE_AOB)
label(code5)
label(return5)
newmem5:
cmp rbx,[pPlayer]
jne code5
cmp eax,#0
jg code5
mov eax,#1
code5:
xor r8d,r8d
xor edx,edx
jmp return5
UndeadSE_AOB:
jmp newmem5
return5:
registersymbol(UndeadSE_AOB)
aobscanmodule(UndeadBE_AOB,GameAssembly.dll,41 2B DE 45 33 C0 33 D2 8B CB E8 * * * * 45 33 C0 8B D0 48 8D 8D A0 08 00 00) // should be unique
alloc(newmem9,$1000,UndeadBE_AOB)
label(code9)
label(return9)
newmem9:
cmp rsi,[pPlayer]
jne code9
cmp ebx,#0
jg code9
mov ebx,#1
code9:
xor r8d,r8d
xor edx,edx
jmp return9
UndeadBE_AOB+3:
jmp newmem9
return9:
registersymbol(UndeadBE_AOB)
[DISABLE]
Undead_AOB+5:
db 45 33 C0 33 C9
UndeadPE_AOB+3:
db 45 33 C0 33 D2
UndeadSE_AOB:
db 45 33 C0 33 D2
UndeadBE_AOB+3:
db 45 33 C0 33 D2
unregistersymbol(Undead_AOB)
unregistersymbol(UndeadPE_AOB)
unregistersymbol(UndeadSE_AOB)
unregistersymbol(UndeadBE_AOB)
dealloc(newmem)
dealloc(newmem2)
dealloc(newmem5)
dealloc(newmem9)
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+240C3D
"GameAssembly.dll"+240C14: 8B 48 10 - mov ecx,[rax+10]
"GameAssembly.dll"+240C17: 89 8D A0 02 00 00 - mov [rbp+000002A0],ecx
"GameAssembly.dll"+240C1D: 33 D2 - xor edx,edx
"GameAssembly.dll"+240C1F: 48 8D 8D 90 02 00 00 - lea rcx,[rbp+00000290]
"GameAssembly.dll"+240C26: E8 F5 07 B9 00 - call GameAssembly.dll+DD1420
"GameAssembly.dll"+240C2B: 48 8B 4E 30 - mov rcx,[rsi+30]
"GameAssembly.dll"+240C2F: 48 85 C9 - test rcx,rcx
"GameAssembly.dll"+240C32: 0F 84 DA 31 00 00 - je GameAssembly.dll+243E12
"GameAssembly.dll"+240C38: 8B 51 44 - mov edx,[rcx+44]
"GameAssembly.dll"+240C3B: 03 D0 - add edx,eax
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+240C3D: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C40: 33 C9 - xor ecx,ecx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+240C42: E8 69 16 D6 00 - call GameAssembly.dll+FA22B0
"GameAssembly.dll"+240C47: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C4A: 8B D0 - mov edx,eax
"GameAssembly.dll"+240C4C: 8B CF - mov ecx,edi
"GameAssembly.dll"+240C4E: E8 ED 16 D6 00 - call GameAssembly.dll+FA2340
"GameAssembly.dll"+240C53: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+240C56: 8B D0 - mov edx,eax
"GameAssembly.dll"+240C58: 48 8D 8D A0 05 00 00 - lea rcx,[rbp+000005A0]
"GameAssembly.dll"+240C5F: E8 BC 06 B9 00 - call GameAssembly.dll+DD1320
"GameAssembly.dll"+240C64: 48 85 DB - test rbx,rbx
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+2419E8
"GameAssembly.dll"+2419BC: E8 5F FA B8 00 - call GameAssembly.dll+DD1420
"GameAssembly.dll"+2419C1: 8B F0 - mov esi,eax
"GameAssembly.dll"+2419C3: 44 8B 77 10 - mov r14d,[rdi+10]
"GameAssembly.dll"+2419C7: 48 8B 0D C2 43 F8 01 - mov rcx,[GameAssembly.dll+21C5D90]
"GameAssembly.dll"+2419CE: F6 81 2F 01 00 00 02 - test byte ptr [rcx+0000012F],02
"GameAssembly.dll"+2419D5: 74 0E - je GameAssembly.dll+2419E5
"GameAssembly.dll"+2419D7: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00
"GameAssembly.dll"+2419DE: 75 05 - jne GameAssembly.dll+2419E5
"GameAssembly.dll"+2419E0: E8 EB 8D F3 FF - call GameAssembly.dll+17A7D0
"GameAssembly.dll"+2419E5: 41 2B F6 - sub esi,r14d
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+2419E8: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2419EB: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+2419ED: 8B CE - mov ecx,esi
"GameAssembly.dll"+2419EF: E8 BC 08 D6 00 - call GameAssembly.dll+FA22B0
"GameAssembly.dll"+2419F4: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2419F7: 8B D0 - mov edx,eax
"GameAssembly.dll"+2419F9: 48 8D 8D 08 07 00 00 - lea rcx,[rbp+00000708]
"GameAssembly.dll"+241A00: E8 1B F9 B8 00 - call GameAssembly.dll+DD1320
"GameAssembly.dll"+241A05: 48 85 DB - test rbx,rbx
"GameAssembly.dll"+241A08: 0F 84 DA 25 00 00 - je GameAssembly.dll+243FE8
"GameAssembly.dll"+241A0E: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+241A11: 0F 11 43 34 - movups [rbx+34],xmm0
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+2410E3
"GameAssembly.dll"+2410B2: 48 8D 8D 10 05 00 00 - lea rcx,[rbp+00000510]
"GameAssembly.dll"+2410B9: E8 C2 FC 41 00 - call GameAssembly.dll+660D80
"GameAssembly.dll"+2410BE: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+2410C1: 0F 29 85 F0 01 00 00 - movaps [rbp+000001F0],xmm0
"GameAssembly.dll"+2410C8: 8B 40 10 - mov eax,[rax+10]
"GameAssembly.dll"+2410CB: 89 85 00 02 00 00 - mov [rbp+00000200],eax
"GameAssembly.dll"+2410D1: 33 D2 - xor edx,edx
"GameAssembly.dll"+2410D3: 48 8D 8D F0 01 00 00 - lea rcx,[rbp+000001F0]
"GameAssembly.dll"+2410DA: E8 51 38 BE 00 - call GameAssembly.dll+E24930
"GameAssembly.dll"+2410DF: 41 2B 46 10 - sub eax,[r14+10]
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+2410E3: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2410E6: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+2410E8: 8B C8 - mov ecx,eax
"GameAssembly.dll"+2410EA: E8 81 46 DB 00 - call GameAssembly.dll+FF5770
"GameAssembly.dll"+2410EF: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+2410F2: 8B D0 - mov edx,eax
"GameAssembly.dll"+2410F4: 48 8D 8D 28 05 00 00 - lea rcx,[rbp+00000528]
"GameAssembly.dll"+2410FB: E8 30 37 BE 00 - call GameAssembly.dll+E24830
"GameAssembly.dll"+241100: 48 85 DB - test rbx,rbx
"GameAssembly.dll"+241103: 0F 84 A4 35 00 00 - je GameAssembly.dll+2446AD
"GameAssembly.dll"+241109: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+24110C: 0F 11 43 34 - movups [rbx+34],xmm0
}
{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+242F00
"GameAssembly.dll"+242ED4: E8 67 51 BB 00 - call GameAssembly.dll+DF8040
"GameAssembly.dll"+242ED9: 8B D8 - mov ebx,eax
"GameAssembly.dll"+242EDB: 44 8B 77 10 - mov r14d,[rdi+10]
"GameAssembly.dll"+242EDF: 48 8B 0D AA A0 F8 01 - mov rcx,[GameAssembly.dll+21CCF90]
"GameAssembly.dll"+242EE6: F6 81 2F 01 00 00 02 - test byte ptr [rcx+0000012F],02
"GameAssembly.dll"+242EED: 74 0E - je GameAssembly.dll+242EFD
"GameAssembly.dll"+242EEF: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00
"GameAssembly.dll"+242EF6: 75 05 - jne GameAssembly.dll+242EFD
"GameAssembly.dll"+242EF8: E8 A3 79 F3 FF - call GameAssembly.dll+17A8A0
"GameAssembly.dll"+242EFD: 41 2B DE - sub ebx,r14d
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+242F00: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+242F03: 33 D2 - xor edx,edx
// ---------- DONE INJECTING ----------
"GameAssembly.dll"+242F05: 8B CB - mov ecx,ebx
"GameAssembly.dll"+242F07: E8 74 5F D8 00 - call GameAssembly.dll+FC8E80
"GameAssembly.dll"+242F0C: 45 33 C0 - xor r8d,r8d
"GameAssembly.dll"+242F0F: 8B D0 - mov edx,eax
"GameAssembly.dll"+242F11: 48 8D 8D A0 08 00 00 - lea rcx,[rbp+000008A0]
"GameAssembly.dll"+242F18: E8 23 50 BB 00 - call GameAssembly.dll+DF7F40
"GameAssembly.dll"+242F1D: 48 85 F6 - test rsi,rsi
"GameAssembly.dll"+242F20: 0F 84 E5 1B 00 00 - je GameAssembly.dll+244B0B
"GameAssembly.dll"+242F26: 0F 10 00 - movups xmm0,[rax]
"GameAssembly.dll"+242F29: 0F 11 46 34 - movups [rsi+34],xmm0
}
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Re: [Request] Nexomon: Extinction
Only things that are not working are
undead
ignore stamina
inf items
The other scripts work fine for me
undead
ignore stamina
inf items
The other scripts work fine for me
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