Resident Evil: Village

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aSwedishMagyar
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Resident Evil: Village

Post by aSwedishMagyar »

Update 4: Finally managed to get the right (I hope) structure sequence for pointers so I've added a bunch. Also have a better way of doing Godmode now that will definitely only affect the player and basically works by disabling the player hitbox collision (this is also how I do the walk through walls but that one is a bit buggy). Added in some Mercenary Mode scripts (thanks Caliber, demo timer stopper works for the mercenary mode timer as well), an Ignore CP cost script, No Tank Gun Cooldown and a freeze enemies script (thanks Mr Modification).

Update 3: Added in a FOV pointer, affects only your normal FOV so it won't mess with aiming values.

Update 2: Added in a Force Flashlight Script and an Item Mouseover script (thanks to Zachillios for finding the function). The item mouseover has both item ID and quantity. I dunno if it's a static hash or dynamic but I'm sure you guys will let me know if it's the latter. No change to the Inf Lockpicks since I haven't found a good compare out for it yet, if you care about not cluttering your inventory for quest items then only enable it when lockpicking for now. Also fixed a naming error I had with the Enable where multiple things had the same name (oops). Shouldn't be any more issues now.

Update 1.5: Not really adding anything just a QOL update where I use my AOB saver so you don't have to wait for scans to complete every time you open the table.

Update 1: Broke Inf Ammo and Items into three scripts (Ammo, Explosives, and Lockpicks). Added a No Recipe Check script and a Show Items Everywhere script that allows you to see every item currently loaded in and interact with it (obviously for boxes you need to be in melee range to break them).

Current Table:
re8.CT
13-05-2021
(75.46 KiB) Downloaded 28947 times


Current Options:
  • Player Base
    • Lei
    • FOV
    • Movement Speed
    • Health
    • Coordinates
  • Inf Health
  • Inf Ammo
  • Inf Explosives
  • Inf Lockpicks
  • Walk Through Walls (Buggy Use at Own Risk)
  • No Tank Gun Cooldown
  • Modify Weapon Power (Do not set any higher than 50 since it affects physics and will stop you from being able to affect the hanging torches)
  • Modify Fire Rate
  • Fast Reload
  • Max out Lei
  • Ignore CP Cost
  • No Craft Check
  • No Recipe Check
  • Show Items Everywhere (Can Also Interact)
  • Get Mouseover Item
  • Force Flashlight On (Ctrl+PgUp)
  • Freeze Enemies
  • Teleport Scripts
    • Save Location
    • Recall Location
  • Mercenary Mode
    • Modify Score Gain
    • Inf Mercenary Timer
Previous Files
re8.CT
08-05-2021
(59.09 KiB) Downloaded 2319 times
re8.CT
08-05-2021
(58.15 KiB) Downloaded 305 times
re8.CT
07-05-2021
(50.3 KiB) Downloaded 226 times
re8.CT
07-05-2021
(43.91 KiB) Downloaded 275 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
Last edited by aSwedishMagyar on Thu May 13, 2021 11:10 pm, edited 9 times in total.

blaque_czar
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Re: Resident Evil: Village

Post by blaque_czar »

Thank you, I'll try this out!

chrisreddot3
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Re: Resident Evil: Village

Post by chrisreddot3 »

aSwedishMagyar wrote:
Fri May 07, 2021 3:00 pm
...
if is possible,pls,make differents cheats,inf ammo and inf items,to separate both to those ppl that dont want inf ammo and just items like lockpick or vice versa

and if is possible,make cheat no requirements for duke's recipes
Last edited by chrisreddot3 on Fri May 07, 2021 6:56 pm, edited 1 time in total.

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Chrisfearless
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Re: Resident Evil: Village

Post by Chrisfearless »

Great table as always, Sir! Thank you!

aSwedishMagyar
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Re: Resident Evil: Village

Post by aSwedishMagyar »

chrisreddot3 wrote:
Fri May 07, 2021 4:52 pm
aSwedishMagyar wrote:
Fri May 07, 2021 3:00 pm
...
if is possible,pls,make differents cheats,inf ammo and inf items,to separate both to those ppl that dont want inf ammo and just items like lockpick or vice versa

and if is possible,make cheat no requirements for duke's recipes
Done and done.

Klaes Ashford
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Re: Resident Evil: Village

Post by Klaes Ashford »

For some reason my cheat engine keeps crashing, everytime I try to activate something. Probably my fault :roll:, but can someone help?

Chavasfs13
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Re: Resident Evil: Village

Post by Chavasfs13 »

Hi! How can I deactivate these cheats? can you help me please

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gir489
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Re: Resident Evil: Village

Post by gir489 »

Infinite Lockpicks causes quest items to be stuck in your inventory after using them.

aSwedishMagyar
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Re: Resident Evil: Village

Post by aSwedishMagyar »

gir489 wrote:
Sat May 08, 2021 2:24 am
Infinite Lockpicks causes quest items to be stuck in your inventory after using them.
I noticed, though I haven't seen anything bad come of it yet? Guess I should change it anyways.

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Cielos
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Re: Resident Evil: Village

Post by Cielos »

ignore ammo pouch
- allows you to reload your guns without any ammo pouch.
- ammo pouch amount still drop until they drop to zero and removed when you reload your guns.
- tested on handgun and shotgun only. should works on all guns in theory.
- press F10 to enable the script.

copy & paste the following ONto your table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>122</ID>
      <Description>"Ignore Ammo Pouch"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoPouchReadCallerForReloadFlagFetchCAOB,re8.exe,4C ** ** ** 48 ** ** E8 ** ** ** ** 0F B6 C8 48 ** ** ** 48 ** ** ** 00 0F 85 ** ** ** ** 48 ** ** ** ** 85 ** 48)
registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)

alloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB+c) //"re8.exe"+2D12FB1)
label(returnhere)
label(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
registersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp cl,01  //cl holds fullClip flag if true
je @f
mov al,1   //al hold canReload flag

originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB:
readmem(ammoPouchReadCallerForReloadFlagFetchCAOB+c,7)
//movzx ecx,al
//mov rax,[rbx+50]

exit:
jmp returnhere

///

ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
jmp newmem
nop 2
returnhere:

///**********************************///
aobscanmodule(reloadAmountCalOnReloadCallerAOB,re8.exe,48 ** ** 48 ** ** E8 ** ** ** ** 48 ** ** ** 8B ** 4C ** ** ** 0F 85 ** ** ** ** 48)
registersymbol(reloadAmountCalOnReloadCallerAOB)

alloc(newmem2,2048,reloadAmountCalOnReloadCallerAOB+b) //"re8.exe"+2DF07EA)
label(returnhere2)
label(originalcode2_reloadAmountCalOnReloadCallerAOB)
registersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp eax,esi   //esi holds full clip amount
cmovl eax,esi

originalcode2_reloadAmountCalOnReloadCallerAOB:
readmem(reloadAmountCalOnReloadCallerAOB+b,6)
//mov rcx,[rbx+50]
//mov ebp,eax

exit2:
jmp returnhere2

///

reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
jmp newmem2
nop
returnhere2:

///**********************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
readmem(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)

///**********************************///
dealloc(newmem2)
reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
readmem(originalcode2_reloadAmountCalOnReloadCallerAOB,6)
//db 48 8B 4B 50 8B E8
//Alt: mov rcx,[rbx+50]
//Alt: mov ebp,eax
unregistersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)

///**********************************///
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Activate</Action>
          <Keys>
            <Key>121</Key>
          </Keys>
          <ID>0</ID>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
ignore ammo clip
- allows you to fire your guns with empty clips.
- ammo clips still drop until they reach zero when you fire your guns.
- tested on handgun, shotgun and rifle only. may not work on other guns.
- press F10 to enable the script.

copy & paste the following ONto your table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>663</ID>
      <Description>"Ignore Ammo Clip"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoClipChkZeroForAutoReloadAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 45)
registersymbol(ammoClipChkZeroForAutoReloadAOB)

ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkForFireAnimationAOB,re8.exe,EB 07 44 ** ** ** 0F 9E C1 48 ** ** ** 4C ** ** ** 0F85 ** ** ** ** 84)
registersymbol(ammoClipChkForFireAnimationAOB)

ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZeroForIdleEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 40)
registersymbol(ammoClipChkZeroForIdleEmptyClipAppearanceAOB)

ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 48)
registersymbol(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB)

ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 4C)
registersymbol(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB)

ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZeroForBulletProjectileTriggerAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 75)
registersymbol(ammoClipChkZeroForBulletProjectileTriggerAOB)

ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 90 30 C9

///******************************************///
aobscanmodule(virAmmoClipSubOnFireAOB,re8.exe,C3 44 ** ** ** 48 ** ** ** 48 ** ** ** 00 75 ** 45)
registersymbol(virAmmoClipSubOnFireAOB)

alloc(newmem12,2048,virAmmoClipSubOnFireAOB+5) //"re8.exe"+245F909)
label(returnhere12)
label(originalcode12_virAmmoClipSubOnFireAOB)
registersymbol(originalcode12_virAmmoClipSubOnFireAOB)
label(exit12)

newmem12: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor eax,eax
db 89 46
readmem(virAmmoClipSubOnFireAOB+4,1)
//mov [rsi+4c],eax

originalcode12_virAmmoClipSubOnFireAOB:
readmem(virAmmoClipSubOnFireAOB+5,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00

exit12:
jmp returnhere12

///

virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
jmp newmem12
nop 4
returnhere12:

///******************************************///
aobscanmodule(ammoClipSubOnFireAOB,re8.exe,74 0F 44 ** ** ** 48 ** ** ** 48 ** ** ** 00)
registersymbol(ammoClipSubOnFireAOB)

alloc(newmem13,2048,ammoClipSubOnFireAOB+6) //"re8.exe"+245F93C)
label(returnhere13)
label(originalcode13_ammoClipSubOnFireAOB)
registersymbol(originalcode13_ammoClipSubOnFireAOB)
label(exit13)

newmem13: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor r14d,r14d
readmem(ammoClipSubOnFireAOB+2,1)
db 89
readmem(ammoClipSubOnFireAOB+4,2)
//mov [rax+58],r14d

originalcode13_ammoClipSubOnFireAOB:
readmem(ammoClipSubOnFireAOB+6,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00

exit13:
jmp returnhere13

///

ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
jmp newmem13
nop 4
returnhere13:

///******************************************///
aobscanmodule(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,re8.exe,48 ** ** ** 00 0F 85 ** ** ** ** 83 ** ** 00 0F 8F ** ** ** ** 45)
registersymbol(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

alloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,16,virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f)
registersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB:
readmem(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f,2)

///

virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
db 90 E9

///******************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 0F 9E C1
//Alt: setle cl

///******************************************///
dealloc(newmem12)
virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
readmem(originalcode12_virAmmoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(virAmmoClipSubOnFireAOB)

unregistersymbol(originalcode12_virAmmoClipSubOnFireAOB)

///******************************************///
dealloc(newmem13)
ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
readmem(originalcode13_ammoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(ammoClipSubOnFireAOB)

unregistersymbol(originalcode13_ammoClipSubOnFireAOB)

///******************************************///
virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
readmem(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,2)
//db 0F 8F
//Alt: jg
dealloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
unregistersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

///******************************************///
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Activate</Action>
          <Keys>
            <Key>121</Key>
          </Keys>
          <ID>0</ID>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Last edited by Cielos on Sun May 09, 2021 8:16 am, edited 2 times in total.

Aki454
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Re: Resident Evil: Village

Post by Aki454 »

Please can you make
SHOW ALL: ANYTHING you CAN INTERACT with WILL be SHOWN, Allowing you to INTERACT with it EVEN at the GREAT DISTANCE.

bloodaxis
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Re: Resident Evil: Village

Post by bloodaxis »

Aki454 wrote:
Sat May 08, 2021 12:27 pm
Please can you make
It's in the table already, did you even read the first post?

Mrs-R0SALY
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Re: Resident Evil: Village

Post by Mrs-R0SALY »

can you do INTERACT with any object on the inventary?

kodoku
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Re: Resident Evil: Village

Post by kodoku »

I honestly have no idea which cheat did it, but at some point my playtime got set to 260 hours. I'd really like to set it back to something reasonable, if someone could make a cheat for that I'd be really appreciative.

zachillios
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Re: Resident Evil: Village

Post by zachillios »

Here's an item quantity editor. Just highlight it in your inventory and you can mess with it:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>21</ID>
      <Description>"Item Quantity Editor"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re8.exe
  Version: 
  Date   : 2021-05-07
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Item_CHN,re8.exe,8B 40 4C 89 44 24 40 48 83) // should be unique
alloc(newmem,$1000,"re8.exe"+2628CF5)
globalalloc(ItemCHN,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rax+4C]
mov [ItemCHN],rax
pop rax
code:
  mov eax,[rax+4C]
  mov [rsp+40],eax
  jmp return

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

[DISABLE]

Item_CHN:
  db 8B 40 4C 89 44 24 40

unregistersymbol(Item_CHN)
dealloc(newmem)
dealloc(ItemCHN)
{
// ORIGINAL CODE - INJECTION POINT: "re8.exe"+2628CF5

"re8.exe"+2628CD0: 48 8B CB              -  mov rcx,rbx
"re8.exe"+2628CD3: 48 85 D2              -  test rdx,rdx
"re8.exe"+2628CD6: 74 81                 -  je re8.exe+2628C59
"re8.exe"+2628CD8: E8 D3 0B 28 00        -  call re8.exe+28A98B0
"re8.exe"+2628CDD: 48 8B 4B 50           -  mov rcx,[rbx+50]
"re8.exe"+2628CE1: 48 83 79 18 00        -  cmp qword ptr [rcx+18],00
"re8.exe"+2628CE6: 0F 85 A4 00 00 00     -  jne re8.exe+2628D90
"re8.exe"+2628CEC: 48 8B 47 58           -  mov rax,[rdi+58]
"re8.exe"+2628CF0: 48 85 C0              -  test rax,rax
"re8.exe"+2628CF3: 74 77                 -  je re8.exe+2628D6C
// ---------- INJECTING HERE ----------
"re8.exe"+2628CF5: 8B 40 4C              -  mov eax,[rax+4C]
"re8.exe"+2628CF8: 89 44 24 40           -  mov [rsp+40],eax
// ---------- DONE INJECTING  ----------
"re8.exe"+2628CFC: 48 83 79 18 00        -  cmp qword ptr [rcx+18],00
"re8.exe"+2628D01: 48 8B 47 30           -  mov rax,[rdi+30]
"re8.exe"+2628D05: 0F 85 85 00 00 00     -  jne re8.exe+2628D90
"re8.exe"+2628D0B: 48 85 C0              -  test rax,rax
"re8.exe"+2628D0E: 74 5C                 -  je re8.exe+2628D6C
"re8.exe"+2628D10: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re8.exe"+2628D15: 48 8B CB              -  mov rcx,rbx
"re8.exe"+2628D18: 0F 84 3B FF FF FF     -  je re8.exe+2628C59
"re8.exe"+2628D1E: 48 8B 05 93 13 BA 07  -  mov rax,[re8.exe+A1CA0B8]
"re8.exe"+2628D25: 48 8D 54 24 40        -  lea rdx,[rsp+40]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>22</ID>
          <Description>"Quantity"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>ItemCHN</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Also, here's something for CP points:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>24</ID>
      <Description>"CP Points"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : re8.exe
  Version: 
  Date   : 2021-05-08
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(CC_SC,re8.exe,8B 49 18 48 8B 43 50 4C 39 60 18 0F 85 11) // should be unique
alloc(newmem,$1000,"re8.exe"+300EC75)
globalalloc(CCSC,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rcx+18]
mov [CCSC],rax
pop rax
code:
  mov ecx,[rcx+18]
  mov rax,[rbx+50]
  jmp return

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

[DISABLE]

CC_SC:
  db 8B 49 18 48 8B 43 50

unregistersymbol(CC_SC)
dealloc(newmem)
dealloc(CCSC)
{
// ORIGINAL CODE - INJECTION POINT: "re8.exe"+300EC75

"re8.exe"+300EC53: 0F 84 71 04 00 00              -  je re8.exe+300F0CA
"re8.exe"+300EC59: 48 8B 48 60                    -  mov rcx,[rax+60]
"re8.exe"+300EC5D: 48 85 C9                       -  test rcx,rcx
"re8.exe"+300EC60: 75 13                          -  jne re8.exe+300EC75
"re8.exe"+300EC62: 8D 51 38                       -  lea edx,[rcx+38]
"re8.exe"+300EC65: 45 33 C0                       -  xor r8d,r8d
"re8.exe"+300EC68: 48 8B CB                       -  mov rcx,rbx
"re8.exe"+300EC6B: E8 C0 9B 37 00                 -  call re8.exe+3388830
"re8.exe"+300EC70: 41 8B CC                       -  mov ecx,r12d
"re8.exe"+300EC73: EB 03                          -  jmp re8.exe+300EC78
// ---------- INJECTING HERE ----------
"re8.exe"+300EC75: 8B 49 18                       -  mov ecx,[rcx+18]
"re8.exe"+300EC78: 48 8B 43 50                    -  mov rax,[rbx+50]
// ---------- DONE INJECTING  ----------
"re8.exe"+300EC7C: 4C 39 60 18                    -  cmp [rax+18],r12
"re8.exe"+300EC80: 0F 85 11 04 00 00              -  jne re8.exe+300F097
"re8.exe"+300EC86: 4C 8B 05 2B B4 1B 07           -  mov r8,[re8.exe+A1CA0B8]
"re8.exe"+300EC8D: 41 3B 4D 20                    -  cmp ecx,[r13+20]
"re8.exe"+300EC91: 7C 09                          -  jl re8.exe+300EC9C
"re8.exe"+300EC93: 4D 8B 80 70 FC 00 00           -  mov r8,[r8+0000FC70]
"re8.exe"+300EC9A: EB 07                          -  jmp re8.exe+300ECA3
"re8.exe"+300EC9C: 4D 8B 80 00 FD 00 00           -  mov r8,[r8+0000FD00]
"re8.exe"+300ECA3: 45 33 C9                       -  xor r9d,r9d
"re8.exe"+300ECA6: 48 8B D7                       -  mov rdx,rdi
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>25</ID>
          <Description>"No description"</Description>
          <LastState Value="160000" RealAddress="2061BE38"/>
          <VariableType>4 Bytes</VariableType>
          <Address>CCSC</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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