Sleeping Dogs Definitive Edition

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Floydandsome
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Re: Sleeping Dogs Definitive Edition

Post by Floydandsome »

Can you clarify which features are not enabling? There should not be a limit on hotkeys. If you are using PageUp to freeze values or set values that are not active until a script is activated, then that will be handled differently. A simple way to circumvent this would be to simply hit PageUp twice. That is what I do to freeze and set my outfit colors.
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.

EDIT: btw
I just found out there's some problem in the One-hit-kill function. The character seems to be consider alive in the game even they are motionless and when I aim at their health bar if seems there still one slot left.

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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++METHOS
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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Floydandsome wrote:
Sun Feb 13, 2022 10:52 am
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.
-It sounds like you may have the hotkey set up to 'toggle' instead of 'enable'. I have mine set up so that PageUp enables what I want, and PageDown disables what I want. That way, there are no issues with scripts toggling on/off when I do not want them to.
Floydandsome wrote:
Sun Feb 13, 2022 10:52 am
I just found out there's some problem in the One-hit-kill function. The character seems to be consider alive in the game even they are motionless and when I aim at their health bar if seems there still one slot left.
-Yes. It should be fixed already and will be released in the next update. I was experimenting with a new approach because I noticed that some special characters will automatically die with the old routine. But, I discovered when testing, as you say, that with the new method, characters are not actually dead. I decided to revert back to the old method. The downside is that you might have to disable one-hit kills from time-to-time, but at least all of the features should work as intended.

Thanks.

Floydandsome
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Re: Sleeping Dogs Definitive Edition

Post by Floydandsome »

++METHOS wrote:
Sun Feb 13, 2022 3:03 pm
Floydandsome wrote:
Sun Feb 13, 2022 10:52 am
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.
-It sounds like you may have the hotkey set up to 'toggle' instead of 'enable'. I have mine set up so that PageUp enables what I want, and PageDown disables what I want. That way, there are no issues with scripts toggling on/off when I do not want them to.

Oh I think you're right, I did set my hotkey to toggle instead of enable the script. I think this should be a fix now.
Yes. It should be fixed already and will be released in the next update. I was experimenting with a new approach because I noticed that some special characters will automatically die with the old routine. But, I discovered when testing, as you say, that with the new method, characters are not actually dead. I decided to revert back to the old method. The downside is that you might have to disable one-hit kills from time-to-time, but at least all of the features should work as intended.
Glad to know it is part of the update, I thought there is sth wrong on my ends

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++METHOS
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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Just to update everyone...

I took a few days off. I hope to release another update within the next week or so.

Thanks.

Floydandsome
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Re: Sleeping Dogs Definitive Edition

Post by Floydandsome »

++METHOS wrote:
Fri Feb 18, 2022 11:13 pm
Just to update everyone...

I took a few days off. I hope to release another update within the next week or so.

Thanks.
No problem man
Please take as much as you need :D

Ukotas
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Re: Sleeping Dogs Definitive Edition

Post by Ukotas »

++METHOS wrote:
Fri Feb 18, 2022 11:13 pm
Just to update everyone...

I took a few days off. I hope to release another update within the next week or so.

Thanks.
Take care. You definitely deserved a good rest after all these work.

insus100
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Re: Sleeping Dogs Definitive Edition

Post by insus100 »

Hello. I'm trying to mess with Sleeping Dogs but when I attach CE's veh debugger it just crashes. I tried to use Page exceptions in debugger options but I can't use the "Find what addresses this function writes/reads to", nothing shows up. Any advice?
Thanks

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++METHOS
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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Are you running the same version as referenced in the original post?

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++METHOS
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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Table has been updated.
Update #7
Changes in this update:

1. Fixed Teleport to Reticle so that player does not fall through the map.
2. Fixed Vehicle Teleport to Map Marker so that vehicle does not collide with objects so much.
3. Fixed Vehicle Teleport to Map Marker so that newly-entered vehicles no longer teleport shortly after teleporting player.
4. Added Auto-Block feature.
5. Added Animation Speed with speed modifiers for player and enemies.
6. Added Disable Arrest Grab.
7. Added Weapon Changer (***work in-progress***).
8. Added Disable Mission Timer.
9. Added Free Storefront Items (e.g. clothes and vehicles).
10. Added Collision Mode for player and enemies.

Thanks.
I have been sitting on this for a few weeks now and have not worked on this much during that time. I apologize for that. I think that this table is pretty well-rounded now, though, and I am pretty happy with how it has turned out. That being said, I will probably slow down on the updates going forward.

I did not want to publish this yet, but I do not know when I will be able to invest more time and I wanted you guys to be able to test the new features out.

The weapon changer feature is not finished! It may never get finished. That being said, feel free to expand on the weapon ID's and share them here, and I will incorporate them into the table, as I only have a few of them included so far.

Although this update has not been finalized, it is definitely worth downloading, especially as the fixed teleport features are a big improvement.

As per usual, I have not had much time to test these features properly, so please report any issues.

Thanks.

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Tahtawy
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Re: Sleeping Dogs Definitive Edition

Post by Tahtawy »

++METHOS wrote:
Fri Mar 04, 2022 12:29 pm
Table has been updated...
I wanted to thank you for the Auto-Block feature, it's awesome!

I still don't quite understand what the collision feature does so far.

The weapon changer feature is working but it does not change the weapon model, but that's okay, it's still functioning as the desired weapon.

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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Tahtawy wrote:
Sat Mar 05, 2022 11:29 am
I still don't quite understand what the collision feature does so far.
-Inside the script, there are different collision types that can be assigned. You can use the values that are listed inside of the script to set them. Most of them are useless in my opinion. However, the collision type for DEAD is useful since it can disable collision for vehicles so that you do not get hit by a vehicle (it will also allow you to access some special areas). You can also set DISABLED for enemies and they will fall through the map. Probably, most people will not use this feature, to be honest.
Tahtawy wrote:
Sat Mar 05, 2022 11:29 am
The weapon changer feature is working but it does not change the weapon model, but that's okay, it's still functioning as the desired weapon.
-Yes, the weapon feature is a work in-progress and is not finished. I may finish it some day but things like this can be really tedious and it can be difficult to get back into the mood to work on them.

Thanks for your feedback, I appreciate it!

Floydandsome
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Re: Sleeping Dogs Definitive Edition

Post by Floydandsome »

Thank you for implementing the animation speed function. Unfortunately the punching mechanics doesn't seem to match the animation speed. I tired to modified the spee value to just 2, even when the punch did land on the target, the npc doesn't seem to react on it. But it is still fun to run around with it, it has way better control than before :D

The weapon changer is working for me, but sometimes the game will freeze for awhile, not sure why is that happening

There's so much great functions in this cheat table. Thank you once again for investing so much time for this game. Will get back to you once I test it more

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++METHOS
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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Floydandsome wrote:
Sun Mar 06, 2022 8:06 am
Unfortunately the punching mechanics doesn't seem to match the animation speed. I tired to modified the spee value to just 2, even when the punch did land on the target, the npc doesn't seem to react on it.
-Yes, this is the result of how the game handles this sort of thing, as there are checks and timers for things like this that make it kind of limiting. It can be fixed, but I do not know if I will ever bother with it. Frankly, I only incorporated this feature as a request and am not really interested in it. :D (sorry)
Floydandsome wrote:
Sun Mar 06, 2022 8:06 am
The weapon changer is working for me, but sometimes the game will freeze for awhile, not sure why is that happening
-I have not experienced this problem. Do you have any hotkeys or other features that might be interfering? Unless someone else reports this issue, I have to assume that the problem is local to your machine.
Floydandsome wrote:
Sun Mar 06, 2022 8:06 am
Will get back to you once I test it more
-Great. Thank you for the feedback. I appreciate it.

Ukotas
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Re: Sleeping Dogs Definitive Edition

Post by Ukotas »

++METHOS wrote:
Fri Mar 04, 2022 12:29 pm
The weapon changer feature is not finished! It may never get finished. That being said, feel free to expand on the weapon ID's and share them here, and I will incorporate them into the table, as I only have a few of them included so far.
Thank you so much for this feature! Even if it is a work-in-progress it is the closest we ever had to a weapon selector since the game launched. You are awesome for going further with this game than any of us managed.

Out of curiosity, may I ask just how you managed to discover those ids for the weapons within the game?

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Re: Sleeping Dogs Definitive Edition

Post by ++METHOS »

Ukotas wrote:
Sun Mar 06, 2022 1:20 pm
Out of curiosity, may I ask just how you managed to discover those ids for the weapons within the game?
-Once we have the instruction that handles that data, it becomes easy; just pick up a different weapon and you will see the value change in the cheat table. The reason that the list is not complete is because I did not have access to other weapons at the time.

As far as possible items (for anyone that is interested):
Spoiler
eINVENTORY_ITEM_INVALID = 0
eINVENTORY_ITEM_EMPTY_POP_CAN = 1
eINVENTORY_ITEM_BOTTLED_SODA = 2
eINVENTORY_ITEM_EMPTY_BEER_BOTTLE = 3
eINVENTORY_ITEM_BATON = 4
eINVENTORY_ITEM_POLICE_BATON = 5
eINVENTORY_ITEM_PICKET_SIGN = 6
eINVENTORY_ITEM_BROOM_FULL = 7
eINVENTORY_ITEM_CLEAVER = 8
eINVENTORY_ITEM_KNIFE = 9
eINVENTORY_ITEM_STORM_SWORD = 0Ah
eINVENTORY_ITEM_PEACHWOOD_SWORD = 0Bh
eINVENTORY_ITEM_BROOM_PUSH = 0Ch
eINVENTORY_ITEM_PARKINGCOMPUTER = 0Dh
eINVENTORY_ITEM_UMBRELLA = 0Eh
eINVENTORY_ITEM_LIONHEAD = 0Fh
eINVENTORY_ITEM_NEWSPAPER = 10h
eINVENTORY_ITEM_SHOPPING_BAG = 11h
eINVENTORY_ITEM_PORK_BUN = 12h
eINVENTORY_ITEM_FOODONSTICK_A = 13h
eINVENTORY_ITEM_FOODONSTICK_B = 14h
eINVENTORY_ITEM_NOODLE_BOWL = 15h
eINVENTORY_ITEM_NOODLE_BOX = 16h
eINVENTORY_ITEM_FISH_BALLS = 17h
eINVENTORY_ITEM_SPICY_SQUID = 18h
eINVENTORY_ITEM_DIM_SUM = 19h
eINVENTORY_ITEM_ICE_CREAM = 1Ah
eINVENTORY_ITEM_ENERGY_DRINK = 1Bh
eINVENTORY_ITEM_HAPPY_ENDING = 1Ch
eINVENTORY_ITEM_HAPPY_ENDING_2 = 1Dh
eINVENTORY_ITEM_HAPPY_ENDING_3 = 1Eh
eINVENTORY_ITEM_HERBAL_TEA = 1Fh
eINVENTORY_ITEM_PISTOL_9MM = 20h
eINVENTORY_ITEM_PISTOL_9MM_AMMO = 21h
eINVENTORY_ITEM_PISTOL_SERVICE = 22h
eINVENTORY_ITEM_PISTOL_SERVICE_AMMO = 23h
eINVENTORY_ITEM_PISTOL_45CAL = 24h
eINVENTORY_ITEM_PISTOL_45CAL_TAC = 25h
eINVENTORY_ITEM_PISTOL_45CAL_AMMO = 26h
eINVENTORY_ITEM_PISTOL_HITMAN = 27h
eINVENTORY_ITEM_PISTOL_JUST_CAUSE = 28h
eINVENTORY_ITEM_RIFLE_ASSAUL_TAC = 29h
eINVENTORY_ITEM_RIFLE_ASSAULT = 2Ah
eINVENTORY_ITEM_RIFLE_ASSAULT_DLC = 2Bh
eINVENTORY_ITEM_RIFLE_ASSAULT_AMMO = 2Ch
eINVENTORY_ITEM_RIFLE_DEUS_EX = 2Dh
eINVENTORY_ITEM_RIFLE_GRENADE = 2Eh
eINVENTORY_ITEM_RIFLE_GRENADE_AMMO = 2Fh
eINVENTORY_ITEM_RIFLE_GRENADE_AMMO_GRENADE = 30h
eINVENTORY_ITEM_RIFLE_TEAR_GAS = 31h
eINVENTORY_ITEM_SHOTGUN_PUMP = 32h
eINVENTORY_ITEM_SHOTGUN_PUMP_AMMO = 33h
eINVENTORY_ITEM_SHOTGUN_ANTI_TAC = 34h
eINVENTORY_ITEM_SHOTGUN_ANTIRIOT = 35h
eINVENTORY_ITEM_SHOTGUN_ANTIRIOT_AMMO = 36h
eINVENTORY_ITEM_SMG_MACHINE_PISTOL = 37h
eINVENTORY_ITEM_SMG_MACHINE_PISTOL_AMMO = 38h
eINVENTORY_ITEM_SMG_45CAL_TACLIG = 39h
eINVENTORY_ITEM_SMG_45CAL_GOLD = 3Ah
eINVENTORY_ITEM_SMG_45CAL = 3Bh
eINVENTORY_ITEM_SMG_45CAL_AMMO = 3Ch
eINVENTORY_ITEM_ELECTRO_SHOCK = 3Dh
eINVENTORY_ITEM_CAR_TURRET = 3Eh
eINVENTORY_ITEM_MONKEY_KING_STAFF = 3Fh
eINVENTORY_ITEM_TEAPOT = 40h
eINVENTORY_ITEM_CROWBAR = 41h
eINVENTORY_ITEM_TIREIRON = 42h
eINVENTORY_ITEM_WOODENCLUB = 43h
eINVENTORY_ITEM_MONEY = 44h
eINVENTORY_ITEM_DRUG_PACKET = 45h
eINVENTORY_ITEM_GROCERYBAG = 46h
eINVENTORY_ITEM_CONTACTCARD = 47h
eINVENTORY_ITEM_GAMEGUITAR = 48h
eINVENTORY_ITEM_SHOVEL = 49h
eINVENTORY_ITEM_DEED_AB_01 = 4Ah
eINVENTORY_ITEM_DEED_KT_01 = 4Bh
eINVENTORY_ITEM_DEED_CN_01 = 4Ch
eINVENTORY_ITEM_PURSE = 4Dh
eINVENTORY_ITEM_PURSEHAND = 4Eh
eINVENTORY_ITEM_BRIEFCASE = 4Fh
eINVENTORY_ITEM_BRIBE_CHEAP = 50h
eINVENTORY_ITEM_BRIBE_AVERAGE = 51h
eINVENTORY_ITEM_BRIBE_EXPENSIVE = 52h
eINVENTORY_ITEM_COCKTAIL = 53h
eINVENTORY_ITEM_TAXI_RIDE = 54h
eINVENTORY_ITEM_M_DEER_ANTLERS = 55h
eINVENTORY_ITEM_M_PIT_VIPER = 56h
eINVENTORY_ITEM_M_DBP = 57h
eINVENTORY_ITEM_M_SHIRT = 58h
eINVENTORY_ITEM_M_GOWN = 59h
eINVENTORY_ITEM_M_NECKLACE = 5Ah
eINVENTORY_ITEM_M_PURSE = 5Bh
eINVENTORY_ITEM_M_PURSEHAND = 5Ch
eINVENTORY_ITEM_M_DRUGS_ILLEGAL = 5Dh
eINVENTORY_ITEM_M_DRUGS_PRESC = 5Eh
eINVENTORY_ITEM_M_BEER = 5Fh
eINVENTORY_ITEM_M_VIRILITY = 60h
eINVENTORY_ITEM_M_APT_CENTRAL = 61h
eINVENTORY_ITEM_M_APT_ABERDEEN = 62h
eINVENTORY_ITEM_M_APT_KENNEDY = 63h
eINVENTORY_ITEM_M_CAMBRIA_WATCH = 64h
eINVENTORY_ITEM_EXTORT_CHEAP = 65h
eINVENTORY_ITEM_EXTORT_AVERAGE = 66h
eINVENTORY_ITEM_EXTORT_EXPENSIVE = 67h
eINVENTORY_ITEM_HIJACKED_VEHICLE = 68h
eINVENTORY_ITEM_RAGWIPING = 69h
eINVENTORY_ITEM_CAMERA = 6Ah
eINVENTORY_ITEM_CIGARETTE = 6Bh
eINVENTORY_ITEM_CLIPBOARD = 6Ch
eINVENTORY_ITEM_LOCKTOOL = 6Dh
eINVENTORY_ITEM_HAT = 6Eh
eINVENTORY_ITEM_HELMET = 6Fh
eINVENTORY_ITEM_GLASSES = 70h
eINVENTORY_ITEM_PAINTCAN = 71h
eINVENTORY_ITEM_HAMMER = 72h
eINVENTORY_ITEM_WINEBOTTLE = 73h
eINVENTORY_ITEM_INCENSE = 74h
eINVENTORY_ITEM_FLOWERS = 75h
eINVENTORY_ITEM_BROCHURE = 76h
eINVENTORY_ITEM_BROCHURESTACK = 77h
eINVENTORY_ITEM_RAKE = 78h
eINVENTORY_ITEM_CANEWALKING = 79h
eINVENTORY_ITEM_SCRUBBRUSH = 7Ah
eINVENTORY_ITEM_SQUEEGEE = 7Bh
eINVENTORY_ITEM_STICKTREE = 7Ch
eINVENTORY_ITEM_STICKBAMBOO = 7Dh
eINVENTORY_ITEM_DRINKINGGLASS = 7Eh
eINVENTORY_ITEM_BIGHAT = 7Fh
eINVENTORY_ITEM_SUNGLASSES = 80h
eINVENTORY_ITEM_HEADSETBOUNCER = 81h
eINVENTORY_ITEM_BAR_BILL = 82h
eINVENTORY_ITEM_FERRY_TICKET = 83h
eINVENTORY_ITEM_TRANSIT_TICKET = 84h
eINVENTORY_ITEM_COOKINGPAN = 85h
eINVENTORY_ITEM_COOKINGPOT = 86h
eINVENTORY_ITEM_WRENCH = 87h
eINVENTORY_ITEM_BET_LOW = 88h
eINVENTORY_ITEM_BET_STANDARD = 89h
eINVENTORY_ITEM_BET_HIGH = 8Ah
eINVENTORY_ITEM_BROOMWEAPON = 8Bh
eINVENTORY_ITEM_BOX = 8Ch
eINVENTORY_ITEM_FISH_BOX = 8Dh
eINVENTORY_ITEM_FRUIT_BOX = 8Eh
eINVENTORY_ITEM_FLIERS = 8Fh
eINVENTORY_ITEM_MACHETETONG = 90h
eINVENTORY_ITEM_CELLPHONE = 91h
eINVENTORY_ITEM_COOKINGSPOON = 92h
eINVENTORY_ITEM_COOKINGWOK = 93h
eINVENTORY_ITEM_BULLPENIS = 94h
eINVENTORY_ITEM_HANDGRINDER = 95h
eINVENTORY_ITEM_PARAMEDICBAG = 96h
eINVENTORY_ITEM_FISHWRAPPED = 97h
eINVENTORY_ITEM_MEATWRAPPED = 98h
eINVENTORY_ITEM_CYMBAL = 99h
eINVENTORY_ITEM_FIREEXTINGUISHER = 9Ah
eINVENTORY_ITEM_PISTOL_50CAL_GOL = 9Bh
eINVENTORY_ITEM_PISTOL_50CAL_SIL = 9Ch
eINVENTORY_ITEM_PISTOL_50CAL_AMMO = 9Dh
eINVENTORY_ITEM_PUNCHINGPAD_L = 9Eh
eINVENTORY_ITEM_PUNCHINGPAD_R = 9Fh
eINVENTORY_ITEM_DUFFLEBAG = 0A0h
eINVENTORY_ITEM_GARBAGEBAG = 0A1h
eINVENTORY_ITEM_FISHTUNA = 0A2h
eINVENTORY_ITEM_NP_SAFEHOUSEITEM_01 = 0A3h
eINVENTORY_ITEM_NP_SAFEHOUSEITEM_02 = 0A4h
eINVENTORY_ITEM_NP_SAFEHOUSEITEM_03 = 0A5h
eINVENTORY_ITEM_NP_SAFEHOUSEITEM_04 = 0A6h
eINVENTORY_ITEM_NP_SAFEHOUSEITEM_05 = 0A7h
eINVENTORY_ITEM_CN_SAFEHOUSEITEM_01 = 0A8h
eINVENTORY_ITEM_CN_SAFEHOUSEITEM_02 = 0A9h
eINVENTORY_ITEM_CN_SAFEHOUSEITEM_03 = 0AAh
eINVENTORY_ITEM_CN_SAFEHOUSEITEM_04 = 0ABh
eINVENTORY_ITEM_CN_SAFEHOUSEITEM_05 = 0ACh
eINVENTORY_ITEM_AB_SAFEHOUSEITEM_01 = 0ADh
eINVENTORY_ITEM_AB_SAFEHOUSEITEM_02 = 0AEh
eINVENTORY_ITEM_AB_SAFEHOUSEITEM_03 = 0AFh
eINVENTORY_ITEM_AB_SAFEHOUSEITEM_04 = 0B0h
eINVENTORY_ITEM_AB_SAFEHOUSEITEM_05 = 0B1h
eINVENTORY_ITEM_KT_SAFEHOUSEITEM_01 = 0B2h
eINVENTORY_ITEM_KT_SAFEHOUSEITEM_02 = 0B3h
eINVENTORY_ITEM_KT_SAFEHOUSEITEM_03 = 0B4h
eINVENTORY_ITEM_KT_SAFEHOUSEITEM_04 = 0B5h
eINVENTORY_ITEM_KT_SAFEHOUSEITEM_05 = 0B6h
eINVENTORY_ITEM_PACKAGE_PAPER = 0B7h
eINVENTORY_ITEM_DLC_01 = 0B8h
eINVENTORY_ITEM_DLC_02 = 0B9h
eINVENTORY_ITEM_DLC_03 = 0BAh
eINVENTORY_ITEM_DLC_04 = 0BBh
eINVENTORY_ITEM_DLC_05 = 0BCh
eINVENTORY_ITEM_DLC_06 = 0BDh
eINVENTORY_ITEM_DLC_07 = 0BEh
eINVENTORY_ITEM_DLC_08 = 0BFh
eINVENTORY_ITEM_DLC_09 = 0C0h
eINVENTORY_ITEM_DLC_10 = 0C1h
eINVENTORY_ITEM_DLC_11 = 0C2h
eINVENTORY_ITEM_DLC_12 = 0C3h
eINVENTORY_ITEM_DLC_13 = 0C4h
eINVENTORY_ITEM_DLC_14 = 0C5h
eINVENTORY_ITEM_DLC_15 = 0C6h
eINVENTORY_ITEM_DLC_16 = 0C7h
eINVENTORY_ITEM_DLC_17 = 0C8h
eINVENTORY_ITEM_DLC_18 = 0C9h
eINVENTORY_ITEM_DLC_19 = 0CAh
eINVENTORY_ITEM_DLC_20 = 0CBh
eINVENTORY_ITEM_DLC_21 = 0CCh
eINVENTORY_ITEM_DLC_22 = 0CDh
eINVENTORY_ITEM_DLC_23 = 0CEh
eINVENTORY_ITEM_DLC_24 = 0CFh
eINVENTORY_ITEM_DLC_25 = 0D0h
Corresponding hex values can be used to update the item icon.

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