[COMPLETED] [Request] Rune Factory 5
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- Noobzor
- Posts: 5
- Joined: Sun Jul 24, 2022 4:29 pm
- Reputation: 0
Re: [COMPLETED] [Request] Rune Factory 5
Is there an option for changing the weather?
Re: [COMPLETED] [Request] Rune Factory 5
So I'll post here because I think this code needs some work, and I hope someone else makes a better one... The weather changes... but the graphics most time won't... the code still works though... here it is
Just copy and paste on CE
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>39895</ID>
<Description>"Weather - May not show graphically, but still in effect"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>39894</ID>
<Description>"Sunny"</Description>
<LastState/>
<Color>4080FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],1
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39903</ID>
<Description>"Cloudy"</Description>
<LastState/>
<Color>808080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],2
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39902</ID>
<Description>"Rainny"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],3
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39901</ID>
<Description>"Snowy"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],4
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39900</ID>
<Description>"Typhoon"</Description>
<LastState/>
<Color>000080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],5
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39899</ID>
<Description>"Blizzard"</Description>
<LastState/>
<Color>000080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],6
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39898</ID>
<Description>"Runey"</Description>
<LastState/>
<Color>408000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],7
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>39897</ID>
<Description>"Starfall"</Description>
<LastState/>
<Color>008080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Rune Factory 5.exe
Version:
Date : 2022-07-24
Author : pongo
This script does blah blah blah
}
define(address,"GameAssembly.dll"+DF4222)
define(bytes,8B 44 83 20 48 83 C4 20)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,"GameAssembly.dll"+DF4222)
globalalloc(_wea,4)
label(code)
label(return)
newmem:
mov [rbx+rax*4+20],8
code:
mov eax,[rbx+rax*4+20]
add rsp,20
jmp return
address:
jmp newmem
nop 3
return:
[DISABLE]
address:
db bytes
// mov eax,[rbx+rax*4+20]
// add rsp,20
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22
TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20
TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18]
TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d
TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01]
TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex
TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx
TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C
TimeManager:get_Weather+1B: 48 98 - cdqe
TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18]
TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32
// ---------- INJECTING HERE ----------
TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20]
// ---------- DONE INJECTING ----------
TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20
TimeManager:get_Weather+2A: 5B - pop rbx
TimeManager:get_Weather+2B: C3 - ret
TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890
TimeManager:get_Weather+31: CC - int 3
TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0
TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax
TimeManager:get_Weather+3A: 33 D2 - xor edx,edx
TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860
TimeManager:get_Weather+41: CC - int 3
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
-
- Noobzor
- Posts: 5
- Joined: Sun Jul 24, 2022 4:29 pm
- Reputation: 0
Re: [COMPLETED] [Request] Rune Factory 5
I tested it out, and it works instantly. The graphic changes as well. It even overrode a typhoon I was supposed to getting the next day.Pongozila wrote: ↑Sun Jul 24, 2022 11:13 pmSo I'll post here because I think this code needs some work, and I hope someone else makes a better one... The weather changes... but the graphics most time won't... the code still works though... here it is
Just copy and paste on CE
Please let me know if it's working fine. I'll add to the main table later...Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>39895</ID> <Description>"Weather - May not show graphically, but still in effect"</Description> <Options moHideChildren="1"/> <LastState Value="" RealAddress="00000000"/> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>39894</ID> <Description>"Sunny"</Description> <LastState/> <Color>4080FF</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],1 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39903</ID> <Description>"Cloudy"</Description> <LastState/> <Color>808080</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],2 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39902</ID> <Description>"Rainny"</Description> <LastState/> <Color>FF0000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],3 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39901</ID> <Description>"Snowy"</Description> <LastState/> <Color>FF0000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],4 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39900</ID> <Description>"Typhoon"</Description> <LastState/> <Color>000080</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],5 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39899</ID> <Description>"Blizzard"</Description> <LastState/> <Color>000080</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],6 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39898</ID> <Description>"Runey"</Description> <LastState/> <Color>408000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],7 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39897</ID> <Description>"Starfall"</Description> <LastState/> <Color>008080</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-24 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+DF4222) define(bytes,8B 44 83 20 48 83 C4 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+DF4222) globalalloc(_wea,4) label(code) label(return) newmem: mov [rbx+rax*4+20],8 code: mov eax,[rbx+rax*4+20] add rsp,20 jmp return address: jmp newmem nop 3 return: [DISABLE] address: db bytes // mov eax,[rbx+rax*4+20] // add rsp,20 dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: TimeManager:get_Weather+22 TimeManager:get_Weather+2: 48 83 EC 20 - sub rsp,20 TimeManager:get_Weather+6: 48 8B 59 18 - mov rbx,[rcx+18] TimeManager:get_Weather+A: 45 33 C0 - xor r8d,r8d TimeManager:get_Weather+D: 41 8D 50 FF - lea edx,[r8-01] TimeManager:get_Weather+11: E8 2A CD FF FF - call TimeManager:GetWeatherHourIndex TimeManager:get_Weather+16: 48 85 DB - test rbx,rbx TimeManager:get_Weather+19: 74 11 - je TimeManager:get_Weather+2C TimeManager:get_Weather+1B: 48 98 - cdqe TimeManager:get_Weather+1D: 3B 43 18 - cmp eax,[rbx+18] TimeManager:get_Weather+20: 73 10 - jae TimeManager:get_Weather+32 // ---------- INJECTING HERE ---------- TimeManager:get_Weather+22: 8B 44 83 20 - mov eax,[rbx+rax*4+20] // ---------- DONE INJECTING ---------- TimeManager:get_Weather+26: 48 83 C4 20 - add rsp,20 TimeManager:get_Weather+2A: 5B - pop rbx TimeManager:get_Weather+2B: C3 - ret TimeManager:get_Weather+2C: E8 5F C6 36 FF - call GameAssembly.dll+160890 TimeManager:get_Weather+31: CC - int 3 TimeManager:get_Weather+32: E8 69 C4 36 FF - call GameAssembly.dll+1606A0 TimeManager:get_Weather+37: 48 8B C8 - mov rcx,rax TimeManager:get_Weather+3A: 33 D2 - xor edx,edx TimeManager:get_Weather+3C: E8 1F C6 36 FF - call GameAssembly.dll+160860 TimeManager:get_Weather+41: CC - int 3 } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
I did some more testing. When I decide to turn the weather off (in my case rain), eventually the weather will try to return back to what it was originally meant to be, which was typhoon in my case. It did it on the next hour after I turned off the weather code. When I turned it back on, the typhoon went away again.
One other thing is that I thought that the weather appeared to change, but it's just like you said. It doesn't. It's just that the effects of the weather match what the cheat engine wants it to be.
Re: [COMPLETED] [Request] Rune Factory 5
hi looked at the trainer but no matter what i do number 4 wont work so i cant use cheat
- FictionOnes
- Noobzor
- Posts: 9
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Re: [COMPLETED] [Request] Rune Factory 5
In my case with the trainer, I need to enable on-screen keyboard if I do not have numpad part of the keyboard
- SmokeyJuan
- Noobzor
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Re: [COMPLETED] [Request] Rune Factory 5
Is there any way to duplicate gear you've crafted with these cheats?
If someone has figured out a way that would be nice. Rather than crafting so many gear pieces (I'm just lazy and usually suck with dealing RNG)
If someone has figured out a way that would be nice. Rather than crafting so many gear pieces (I'm just lazy and usually suck with dealing RNG)
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- Novice Cheater
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Re: [COMPLETED] [Request] Rune Factory 5
Dear table makers you do great work to create this awesome tables. But many of very useful functions separated between many of this tables. And because some of this options in this tables require mono, it is very hard to use: one table conflict with another. So please, if it possible merge this tables in one table. Great respect to yours hard work.
Re: [COMPLETED] [Request] Rune Factory 5
is that possible add "inf item usage" for stackable and for non-stackable items? thx in advance
Re: [COMPLETED] [Request] Rune Factory 5
ok I tried to integrate most of the cheats found in this thread into this table I also have the codelist for the calc drop rate part
- Attachments
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- Rune Factory 5.CT
- Battle Constants is inside Mono Script Toggle from Cake-San's table
- (831.36 KiB) Downloaded 1119 times
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- Rune Factory 5.CT
- most of the functional tables I tried and fixed for 1 table
- (824.87 KiB) Downloaded 1746 times
Last edited by Algester on Thu Jul 28, 2022 2:03 pm, edited 2 times in total.
Re: [COMPLETED] [Request] Rune Factory 5
The codes are buggy, will repost if I make them work properly.
Please let me know if it works fine, I tested a little and worked great, I'll update it to my table latter if all is well.
Hey there, I'm fine with the table and all, but try to make sure with all the table makers before merging tables, some might not like it.
Last edited by Pongozila on Wed Jul 27, 2022 7:15 pm, edited 2 times in total.
Re: [COMPLETED] [Request] Rune Factory 5
Anyone got a working love point multiplier? There's one in khayman's multiplier table, but it throws an error whenever i activate it. The trainer has it, but I can't even see what the multiplier value is, nor whether the cheat is activated, so the trainer is pretty useless.
Re: [COMPLETED] [Request] Rune Factory 5
to begin with I'm not sure why Khyman's table doesnt work when copy pasted so I just recreated his table ontop of Cake-San's Table and your table even then it requires mono inject to work which means I may need something else to make it work with Cake-San's table even though the mono hook script is already available on Cake-San's tablePongozila wrote: ↑Wed Jul 27, 2022 12:55 pmFor Stackables:
Please let me know if it works fine, I tested a little and worked great, I'll update it to my table latter if all is well.Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>39914</ID> <Description>"lvl 10 - Stackables Items ONLY"</Description> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-27 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+15C5C67) define(bytes,42 8B 4C 89 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+15C5C67) label(code) label(return) newmem: cmp [rcx+r9*4+20],0 je code cmp [rcx+r9*4+20],A jg code mov [rcx+r9*4+20],A jmp code code: mov ecx,[rcx+r9*4+20] jmp return address: jmp newmem return: [DISABLE] address: db bytes // mov ecx,[rcx+r9*4+20] dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+15C5C67 GameAssembly.dll+15C5C49: 39 41 0C - cmp [rcx+0C],eax GameAssembly.dll+15C5C4C: 75 30 - jne GameAssembly.dll+15C5C7E GameAssembly.dll+15C5C4E: 4C 63 49 08 - movsxd r9,dword ptr [rcx+08] GameAssembly.dll+15C5C52: 45 3B 48 18 - cmp r9d,[r8+18] GameAssembly.dll+15C5C56: 73 26 - jae GameAssembly.dll+15C5C7E GameAssembly.dll+15C5C58: 49 8B 48 10 - mov rcx,[r8+10] GameAssembly.dll+15C5C5C: 48 85 C9 - test rcx,rcx GameAssembly.dll+15C5C5F: 74 66 - je GameAssembly.dll+15C5CC7 GameAssembly.dll+15C5C61: 44 3B 49 18 - cmp r9d,[rcx+18] GameAssembly.dll+15C5C65: 73 66 - jae GameAssembly.dll+15C5CCD // ---------- INJECTING HERE ---------- GameAssembly.dll+15C5C67: 42 8B 4C 89 20 - mov ecx,[rcx+r9*4+20] // ---------- DONE INJECTING ---------- GameAssembly.dll+15C5C6C: 41 8D 41 01 - lea eax,[r9+01] GameAssembly.dll+15C5C70: 89 43 08 - mov [rbx+08],eax GameAssembly.dll+15C5C73: B0 01 - mov al,01 GameAssembly.dll+15C5C75: 89 4B 10 - mov [rbx+10],ecx GameAssembly.dll+15C5C78: 48 83 C4 20 - add rsp,20 GameAssembly.dll+15C5C7C: 5B - pop rbx GameAssembly.dll+15C5C7D: C3 - ret GameAssembly.dll+15C5C7E: 48 8B 4A 18 - mov rcx,[rdx+18] GameAssembly.dll+15C5C82: F6 81 2E 01 00 00 01 - test byte ptr [rcx+0000012E],01 GameAssembly.dll+15C5C89: 75 08 - jne GameAssembly.dll+15C5C93 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39916</ID> <Description>"Items won't decrease - Stackables Items ONLY"</Description> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-27 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+1539B64) define(bytes,29 7B 18 8B 43 18) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+1539B64) label(code) label(return) newmem: mov edi,0 code: sub [rbx+18],edi mov eax,[rbx+18] jmp return address: jmp newmem nop return: [DISABLE] address: db bytes // sub [rbx+18],edi // mov eax,[rbx+18] dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1539B64 GameAssembly.dll+1539B48: E8 23 9E 47 FF - call System:ThrowHelper:ThrowArgumentOutOfRangeException3 GameAssembly.dll+1539B4D: 8B 43 18 - mov eax,[rbx+18] GameAssembly.dll+1539B50: 2B C6 - sub eax,esi GameAssembly.dll+1539B52: 3B C7 - cmp eax,edi GameAssembly.dll+1539B54: 7D 0A - jnl GameAssembly.dll+1539B60 GameAssembly.dll+1539B56: 33 D2 - xor edx,edx GameAssembly.dll+1539B58: 8D 4A 17 - lea ecx,[rdx+17] GameAssembly.dll+1539B5B: E8 60 9D 47 FF - call System:ThrowHelper:ThrowArgumentException GameAssembly.dll+1539B60: 85 FF - test edi,edi GameAssembly.dll+1539B62: 7E 42 - jle GameAssembly.dll+1539BA6 // ---------- INJECTING HERE ---------- GameAssembly.dll+1539B64: 29 7B 18 - sub [rbx+18],edi // ---------- DONE INJECTING ---------- GameAssembly.dll+1539B67: 8B 43 18 - mov eax,[rbx+18] GameAssembly.dll+1539B6A: 3B F0 - cmp esi,eax GameAssembly.dll+1539B6C: 7D 24 - jnl GameAssembly.dll+1539B92 GameAssembly.dll+1539B6E: 48 8B 4B 10 - mov rcx,[rbx+10] GameAssembly.dll+1539B72: 8D 14 3E - lea edx,[rsi+rdi] GameAssembly.dll+1539B75: 2B C6 - sub eax,esi GameAssembly.dll+1539B77: 48 C7 44 24 28 00 00 00 00 - mov qword ptr [rsp+28],00000000 GameAssembly.dll+1539B80: 4C 8B C1 - mov r8,rcx GameAssembly.dll+1539B83: 89 44 24 20 - mov [rsp+20],eax GameAssembly.dll+1539B87: 44 8B CE - mov r9d,esi } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatTable>
Hey there, I'm fine with the table and all, but try to make sure with all the table makers before merging tables, some might not like it.
Re: [COMPLETED] [Request] Rune Factory 5
I'm very sorry my friend, but IDK how to merge table. so i can't test it out. currently for stackable item i using ƒLìng trainerPongozila wrote: ↑Wed Jul 27, 2022 12:55 pmFor Stackables:
Please let me know if it works fine, I tested a little and worked great, I'll update it to my table latter if all is well.Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>39914</ID> <Description>"lvl 10 - Stackables Items ONLY"</Description> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-27 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+15C5C67) define(bytes,42 8B 4C 89 20) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+15C5C67) label(code) label(return) newmem: cmp [rcx+r9*4+20],0 je code cmp [rcx+r9*4+20],A jg code mov [rcx+r9*4+20],A jmp code code: mov ecx,[rcx+r9*4+20] jmp return address: jmp newmem return: [DISABLE] address: db bytes // mov ecx,[rcx+r9*4+20] dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+15C5C67 GameAssembly.dll+15C5C49: 39 41 0C - cmp [rcx+0C],eax GameAssembly.dll+15C5C4C: 75 30 - jne GameAssembly.dll+15C5C7E GameAssembly.dll+15C5C4E: 4C 63 49 08 - movsxd r9,dword ptr [rcx+08] GameAssembly.dll+15C5C52: 45 3B 48 18 - cmp r9d,[r8+18] GameAssembly.dll+15C5C56: 73 26 - jae GameAssembly.dll+15C5C7E GameAssembly.dll+15C5C58: 49 8B 48 10 - mov rcx,[r8+10] GameAssembly.dll+15C5C5C: 48 85 C9 - test rcx,rcx GameAssembly.dll+15C5C5F: 74 66 - je GameAssembly.dll+15C5CC7 GameAssembly.dll+15C5C61: 44 3B 49 18 - cmp r9d,[rcx+18] GameAssembly.dll+15C5C65: 73 66 - jae GameAssembly.dll+15C5CCD // ---------- INJECTING HERE ---------- GameAssembly.dll+15C5C67: 42 8B 4C 89 20 - mov ecx,[rcx+r9*4+20] // ---------- DONE INJECTING ---------- GameAssembly.dll+15C5C6C: 41 8D 41 01 - lea eax,[r9+01] GameAssembly.dll+15C5C70: 89 43 08 - mov [rbx+08],eax GameAssembly.dll+15C5C73: B0 01 - mov al,01 GameAssembly.dll+15C5C75: 89 4B 10 - mov [rbx+10],ecx GameAssembly.dll+15C5C78: 48 83 C4 20 - add rsp,20 GameAssembly.dll+15C5C7C: 5B - pop rbx GameAssembly.dll+15C5C7D: C3 - ret GameAssembly.dll+15C5C7E: 48 8B 4A 18 - mov rcx,[rdx+18] GameAssembly.dll+15C5C82: F6 81 2E 01 00 00 01 - test byte ptr [rcx+0000012E],01 GameAssembly.dll+15C5C89: 75 08 - jne GameAssembly.dll+15C5C93 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>39916</ID> <Description>"Items won't decrease - Stackables Items ONLY"</Description> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Rune Factory 5.exe Version: Date : 2022-07-27 Author : pongo This script does blah blah blah } define(address,"GameAssembly.dll"+1539B64) define(bytes,29 7B 18 8B 43 18) [ENABLE] assert(address,bytes) alloc(newmem,$1000,"GameAssembly.dll"+1539B64) label(code) label(return) newmem: mov edi,0 code: sub [rbx+18],edi mov eax,[rbx+18] jmp return address: jmp newmem nop return: [DISABLE] address: db bytes // sub [rbx+18],edi // mov eax,[rbx+18] dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1539B64 GameAssembly.dll+1539B48: E8 23 9E 47 FF - call System:ThrowHelper:ThrowArgumentOutOfRangeException3 GameAssembly.dll+1539B4D: 8B 43 18 - mov eax,[rbx+18] GameAssembly.dll+1539B50: 2B C6 - sub eax,esi GameAssembly.dll+1539B52: 3B C7 - cmp eax,edi GameAssembly.dll+1539B54: 7D 0A - jnl GameAssembly.dll+1539B60 GameAssembly.dll+1539B56: 33 D2 - xor edx,edx GameAssembly.dll+1539B58: 8D 4A 17 - lea ecx,[rdx+17] GameAssembly.dll+1539B5B: E8 60 9D 47 FF - call System:ThrowHelper:ThrowArgumentException GameAssembly.dll+1539B60: 85 FF - test edi,edi GameAssembly.dll+1539B62: 7E 42 - jle GameAssembly.dll+1539BA6 // ---------- INJECTING HERE ---------- GameAssembly.dll+1539B64: 29 7B 18 - sub [rbx+18],edi // ---------- DONE INJECTING ---------- GameAssembly.dll+1539B67: 8B 43 18 - mov eax,[rbx+18] GameAssembly.dll+1539B6A: 3B F0 - cmp esi,eax GameAssembly.dll+1539B6C: 7D 24 - jnl GameAssembly.dll+1539B92 GameAssembly.dll+1539B6E: 48 8B 4B 10 - mov rcx,[rbx+10] GameAssembly.dll+1539B72: 8D 14 3E - lea edx,[rsi+rdi] GameAssembly.dll+1539B75: 2B C6 - sub eax,esi GameAssembly.dll+1539B77: 48 C7 44 24 28 00 00 00 00 - mov qword ptr [rsp+28],00000000 GameAssembly.dll+1539B80: 4C 8B C1 - mov r8,rcx GameAssembly.dll+1539B83: 89 44 24 20 - mov [rsp+20],eax GameAssembly.dll+1539B87: 44 8B CE - mov r9d,esi } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatTable>
but he only make for stackable items, i searching for non-stackable items too if possible.
Re: [COMPLETED] [Request] Rune Factory 5
Table updates
viewtopic.php?p=258815#p258815
viewtopic.php?p=258815#p258815
I do not know.Algester wrote: ↑Wed Jul 27, 2022 4:38 pmto begin with I'm not sure why Khyman's table doesnt work when copy pasted so I just recreated his table ontop of Cake-San's Table and your table even then it requires mono inject to work which means I may need something else to make it work with Cake-San's table even though the mono hook script is already available on Cake-San's table
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