[Requests] Disney Dreamlight Valley

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patjenova
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Re: [Requests] Disney Dreamlight Valley

Post by patjenova »

lmrlmax wrote:
Sun Dec 31, 2023 6:17 am
Rubyelf wrote:
Sat Dec 30, 2023 9:36 pm
I fixed it! The different numbers which the arrows are pointing to needed to be changed too, the AOB numbers were already the same, but the gameassembly.dll was changed.

Now would this work for the crafting table too? I would like to be able to craft the stuff I'm missing!
is it about Craft Data Script?, then:
search = Meta.CraftWithRecipe.GetRelevantInventory
then search = mov rax,[rbx+48]
and same steps for update AOB don't forget to save CE
patjenova wrote:
Sat Dec 30, 2023 9:01 pm
I messed up my save by using the Scramblecoin Chess Piece crafting codes. Now my ranking does not go up because the game thinks that i played everybody. Does anybody know a fix for that?
Sorry about that, for now there no fix, some user experience this too, and in the Spreadsheet there already warning about Scramblecoin Piece and some of items.
and always backup your save game, because you edit some item always expect some error.
Don't create story related Item, majority of them will make your game bugged. if it's item that can go inside your inventory / backpack, I think it's safe.
yeah i created them far before the warnings and i didn't play scramblecoins. Just going to hack the game again till i fix this.

leiaxxx
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Re: [Requests] Disney Dreamlight Valley

Post by leiaxxx »

Hi all!

I'm so grateful for all the instructions and resources here, I've been using the ItemID sheet and the instructions here on how to get the items, I am so so SO thankful to all of you for that. I was looking for the 'Wintery Fancy Shirt and Bow' top and I found the ItemID: 50000373
I wasn't sure if anyone could just add stuff to the spreadsheet so I thought I'd just post it here and maybe the owner/contributors of the spreadsheet could add it. Hope that's alright :)

Cuberdon
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Re: [Requests] Disney Dreamlight Valley

Post by Cuberdon »

we don't have the Red Panda Onesie, the "Friend to the Divers" Crop Jacket, the Pride -- Bright Tee, Pride -- Dazzle Tee, Pride -- Gleam Tee, Pride -- Glow Tee, Pride -- Illuminate Tee, Pride -- Radiate Tee, Pride -- Shimmer Tee, Pride -- Shine Tee, DreamSnaps Long Sleeve Shirt

I would also love if the people who can, study the possibility to delete things like the blue chests on the floor (being offline I can't get rid of them) and who knows, the possibility for the player to enter furniture mode while in a villager's house and other indoors?

Rubyelf
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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

patjenova wrote:
Sun Dec 31, 2023 9:15 am
lmrlmax wrote:
Sun Dec 31, 2023 6:17 am
Rubyelf wrote:
Sat Dec 30, 2023 9:36 pm
I fixed it! The different numbers which the arrows are pointing to needed to be changed too, the AOB numbers were already the same, but the gameassembly.dll was changed.

Now would this work for the crafting table too? I would like to be able to craft the stuff I'm missing!
is it about Craft Data Script?, then:
search = Meta.CraftWithRecipe.GetRelevantInventory
then search = mov rax,[rbx+48]
and same steps for update AOB don't forget to save CE
patjenova wrote:
Sat Dec 30, 2023 9:01 pm
I messed up my save by using the Scramblecoin Chess Piece crafting codes. Now my ranking does not go up because the game thinks that i played everybody. Does anybody know a fix for that?
Sorry about that, for now there no fix, some user experience this too, and in the Spreadsheet there already warning about Scramblecoin Piece and some of items.
and always backup your save game, because you edit some item always expect some error.
Don't create story related Item, majority of them will make your game bugged. if it's item that can go inside your inventory / backpack, I think it's safe.
yeah i created them far before the warnings and i didn't play scramblecoins. Just going to hack the game again till i fix this.
I got it, was trying to craft premium items, got it to work.

Craft Material to Apple doesn't work, so where would I look to fix that?

Anyone got the ID for Rustic Waterpump and Grand Bookshelf?

machine4578
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Re: [Requests] Disney Dreamlight Valley

Post by machine4578 »

great job lmrlmax on this CE table, and thanks alot for sharing!
Rubyelf wrote:
Sun Dec 31, 2023 7:39 pm
Craft Material to Apple doesn't work, so where would I look to fix that?
for current version 1.8.6-62 try this
Spoiler
aobscanmodule(craftIngTypeINJECT,GameAssembly.dll,8B 5B 18 F6 81 33 01 00 00 04 74 0E 83 B9 E0 00 00 00 00 75 05 E8 00 C9)

Rubyelf
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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

machine4578 wrote:
Mon Jan 01, 2024 2:28 am
great job lmrlmax on this CE table, and thanks alot for sharing!
Rubyelf wrote:
Sun Dec 31, 2023 7:39 pm
Craft Material to Apple doesn't work, so where would I look to fix that?
for current version 1.8.6-62 try this
Spoiler
aobscanmodule(craftIngTypeINJECT,GameAssembly.dll,8B 5B 18 F6 81 33 01 00 00 04 74 0E 83 B9 E0 00 00 00 00 75 05 E8 00 C9)
I didn't end up needing it ,I had plenty of iron etc to be able to craft the items just using those haha
Last edited by Rubyelf on Thu Jan 04, 2024 3:21 am, edited 1 time in total.

Cuberdon
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Re: [Requests] Disney Dreamlight Valley

Post by Cuberdon »

Cuberdon wrote:
Fri Dec 29, 2023 8:08 pm
bpx wrote:
Fri Dec 29, 2023 9:46 am
Has anyone found a way to make memory orb stuff work yet? You know, those puzzle pieces you sometimes get when digging, fishing, mining etc and it will result in a peace of an image (or occasionally just coins)
I checked and this seemingly does the same thing as the Vegetated Sand Dune, that is: the game considers it as a "furniture" to be placed, but doesn't display it anywhere in the furniture inventory.

Unrelated but I thought about some quest items I have problems with, named "The Beginner's Guide to Transfiguration", "Conjure Your Cares Away" and "Curses and Hexing 101", they are books that the player is meant to sell to Goofy if they picked up during the related quest, because that's all they are good for. Before I started cheating, those items could be dropped on the floor, but can't be picked up afterwards and don't go above tables so they are shitty decoration and now they're stuck in one of my rooms.
Well I can get their codes and craft more of them, it doesn't solve their problem but that's a thing. I was thinking about dropping tons and tons of these in Merlin's home until there's no free room just for shit and giggles, but at least I'm not doing that in a save file I'll keep playing because it could make future quests impossible.
After a little more search, I think I can safely come to the following conclusions:

1) items like "DreamSnaps Decor Reward" and "DreamSnaps Outfit Reward" generate their content only when you open them, so they function when you craft them.

2) Furniture/Clothing/Motif Pouches and memory puzzle pieces have a secondary data determining what they contain. When you craft one, you didn't set a secondary data, which makes them empty, so the game instantly erases them from your inventory, making it impossible to place or open it since it would be useless anyway. It's kind of like if you crafted a small/medium/large chest, placed it, filled it and then you used the "activities>move furniture data" from the latest cheat engine table to try and craft an identical chest, hoping you'd clone its content

3) That secondary data, I think it can also be used to record the state of furniture. For instance, the Pillars' secondary data says if the pillar has its orb and if the player can interact with it to give it its orb. EDIT: I wouldn't be surprised if that secondary data was what makes fruit trees and bushes actually work, that would explain why we can't craft them so far. Also I bet if you made twice a recipe with different ingredients (say, candies, but once you do with sugar cane, the other with vanilla) that detail would be in the secondary information since it changes its price and energy, and make them unable to stack together.

4) it still doesn't explain why some other things like the Vegetated Sand Dune don't appear anywhere, maybe they count as vegetation like the trees, bushes and water lily and they made it so the players can't use them... I don't know.
Last edited by Cuberdon on Thu Jan 04, 2024 2:52 pm, edited 2 times in total.

Rhori
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Re: [Requests] Disney Dreamlight Valley

Post by Rhori »

Here’s a bunch of items I found while looking for a few specific things that weren’t on the list:
Spoiler

40000048 “An apple a day” bowl
40000049 Tiny Chair
40000050 Checker Board
40000052 Top Cupboard
40000053 Magnet Mania Fridge
40000054 Simple Fridge
40000055 Tea Kettle
40000056 Quirky Table Lamp
40000057 Quirky Floor Lamp
40000058 Stove
40000059 Small Table
40000060 Wooden Side Table
40000061 Rounded Coffee Table
40000062 Basic Dresser
40000063 Wooden End Table
40000064 Cute Nightstand
40000076 Berry Bowl
40000077 Biscuit Bowl
40000078 Enchanted Broom
40000079 Purple Oval Rug
40000080 Red Oval Rug
40000081 Round Rug
40000082 Rectangular Rug
40000083 Mickey Mouse Wall Clock
40000084 Dart Board
40000085 Garb Mannequin
40000086 Cozy Fireplace
40000087 Tall Potted Plant
40000088 Wall Planter
40000089 Counter
40000090 Corner Counter
40000091 Mickey Mouse Mirror
40000092 Vintage Phone
40000093 Mickey Mouse Photo in Small Frame
40000094 Mickey Mouse’s Rounded Photo Frame
40000095 Mickey Mouse’s Photo Frame
40000096 Sink
40000099 Cute Window
40000107 Small Bedside Lamp
40000113 Dustbin
40000114 Rectangular Frame
40000115 Rounded Frame
40000189 Fruit Poster
40000190 Cheese Poster
40000191 Herbes De Provence
40000192 Pan Hanger
40000193 Tiled-Top Counter
40000194 Tiled-Top Corner Counter
40000195 Tiled-Top Cubby Counter
40000196 Sink and Tiled Wall
40000198 Stained Glass Lamp
40000199 Quill and Ink
40000201 Single Bed
40000202 Simple Kitchen Chair
40000203 Small Table
40000204 Small Window
40000211 Arched Window
40000213 Caution Cone
40000214 Vacant Bike Dock
40000216 Rusted Bench
40000217 Large Cooler
40000218 Rusted Trashcan
40000220 Bamboo Shoots
40000221 L-Counter
40000222 Minimalistic Low Couch
40000223 Counter Seat
40000224 Drink Cabinet
40000225 Sack
40000226 Cart
40000227 Stall
40000228 Wooden Table
40000230 Crate
40000231 Right Signpost
40000270 Vintage Television
40000271 Freak Lamp
40000272 Industrial Tree Lamp
40000306 Woven Tapestry
40000307 Wooden Sink
40000308 Hanging Pans
40000309 Bike Seat Stool
40000310 Locker Counter
40000311 Tractor Island
40000312 Suspended Shelf
40000313 Industrial Ceiling Lights
40000314 Pallet Bed
40000315 Sewing Table
40000316 Clothing Hanger
40000317 Jar Lamp
40000318 Wild Coffee Table
40000319 Valise Chair
40000320 Wood Plank Chair
40000321 Clamped Side Table
40000322 Meal in a Cup Dispenser
40000323 Weather Panel
40000324 Leisure Banner
40000325 Sports Banner
40000327 Steward Bot
40000328 Meal in a Cup
40000333 Granite Fire Bowl
40000334 Coconut Beverage
40000335 Canopied Couch
40000336 Tropical Lounge Chair
40000337 Ornamental Palm Fronds
40000338 Hanging Wicker Light
40000339 Wicker Bar Stool
40000340 Stone Sink
40000341 Three Panel Windows
40000342 Island Drawings
40000344 HandWoven Palm Basket
40000345 Rustic Mat
40000346 Fancy Mat
40000347 Tall Torch
40000349 Coconut Setting
40000406 Jubilant Topiary

40000429 Glass Slipper Bed
40000430 Pumpkin Lamp
40000431 Pumpkin Ottoman
40000432 Painted Wardrobe
40000433 Bag of Tricks
40000434 Big Pile of Books
40000435 Round Bottomed Flask and Holder
40000436 Old Armchair
40000438 Book Piles
40000440 Phial Holder
40000441 Potion Cupboard
40000445 Fabric Shelf
40000446 Mannequin
40000447 Craft Desk
40000448 Spool Seat
40000449 Velvet Carpet

40000451 Vine Wall
40000453 Rafiki’s Bowl
40000454 Wide Arched Window
40000455 Helm Bookshelf

40000463 Easel
40000464 Lounge Pillows
40000465 Guitar
40000466 Lantern Garland
40000467 Cozy Couch
40000468 Day & Night Paintings

40000478 Book Pile
40000479 Small Book Pile
40000480 Line of Books
40000482 Open Book
40000483 Round Side Table
40000489 Red Drapery
40000490 Stage Curtain Left
40000491 Stage Curtain Right
40000535 Ice Glazed Couch
40000537 Icy Fountain
40000538 Pillar
40000539 Icicle Dining Table
40000540 Square Dining Table
40000541 Ice Throne
40000542 Icy Window
40000543 Glass Door Bookcase

40001252 Tufted Couch
40001253 Tufted Chair
40001254 Tufted Chaise
40001270 Pub Sign
40001309 Library Side Table
40001308 Wine Colored Loveseat
40001307 Royal Bookshelf with Greenery
40001306 Royal Bookshelf with Bell

40001476 Washer
40001475 Dryer

40001511 Anna’s Picnic Set
40001574 White Gothic Rose Window
40001575 Black Gothic Rose Window
40001576 Beige Gothic Rose Window
40001578 White Gothic Wheel Window
40001579 Black Gothic Wheel Window
40001580 Beige Gothic wheel window

40001938 Vine Flower Lamp
40001939 Pumpkin Vine Shelf
40001943 Circular Rustic Window Frame
40001944 Bellflower Vines

lmrlmax
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Re: [Requests] Disney Dreamlight Valley

Post by lmrlmax »

There address that will force your game to have memory in each Activities, but you can't get the memory and it will disappear after exit.

"DreamSnaps Decor Reward" and "DreamSnaps Outfit Reward" are Chest Type Item that have Loot Table, and Loot Table have list of item that you can got after use. You can edit what item you will get and the amount too.
The best method to get item still Craft Item Swap.

Here is script for Loot Present Data, but it only change to What Loot Table used in your Chest Type Item.
Loot Present Data

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1902</ID>
      <Description>"Loot Present [Activate &gt; Open Chest Reward] [Rec. DreamSnap Chest]"</Description>
      <Options moHideChildren="1"/>
      <Color>0080FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(LootPresentDataINJECT,GameAssembly.dll,41 8B 57 50 E8 F8 07 93 01) // should be unique
alloc(newmem,$1000,LootPresentDataINJECT)

label(code)
label(return)

alloc(LootPresentData,4,LootPresentDataINJECT)
registersymbol(LootPresentData)
newmem:
mov [LootPresentData],r15

code:
  mov edx,[r15+50]
  call GameAssembly.dll+2451EA0
  jmp return

LootPresentDataINJECT:
  jmp newmem
  nop 4
return:
registersymbol(LootPresentDataINJECT LootPresentData)

[DISABLE]

LootPresentDataINJECT:
  db 41 8B 57 50 E8 F8 07 93 01

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+B2169F

GameAssembly.dll+B21671: F6 81 33 01 00 00 04     - test byte ptr [rcx+00000133],04
GameAssembly.dll+B21678: 74 0D                    - je GameAssembly.dll+B21687
GameAssembly.dll+B2167A: 39 B9 E0 00 00 00        - cmp [rcx+000000E0],edi
GameAssembly.dll+B21680: 75 05                    - jne GameAssembly.dll+B21687
GameAssembly.dll+B21682: E8 89 A8 95 FF           - call GameAssembly.dll+47BF10
GameAssembly.dll+B21687: E8 D4 1F A3 FF           - call GameAssembly.dll+553660
GameAssembly.dll+B2168C: 48 85 C0                 - test rax,rax
GameAssembly.dll+B2168F: 0F 84 86 02 00 00        - je GameAssembly.dll+B2191B
GameAssembly.dll+B21695: 4C 8B 05 C4 14 A3 05     - mov r8,[GameAssembly.dll+6552B60]
GameAssembly.dll+B2169C: 48 8B C8                 - mov rcx,rax
// ---------- INJECTING HERE ----------
GameAssembly.dll+B2169F: 41 8B 57 50              - mov edx,[r15+50]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+B216A3: E8 F8 07 93 01           - call GameAssembly.dll+2451EA0
GameAssembly.dll+B216A8: 48 8B 9C 24 A0 00 00 00  - mov rbx,[rsp+000000A0]
GameAssembly.dll+B216B0: 48 8B E8                 - mov rbp,rax
GameAssembly.dll+B216B3: 48 85 C0                 - test rax,rax
GameAssembly.dll+B216B6: 75 22                    - jne GameAssembly.dll+B216DA
GameAssembly.dll+B216B8: 48 85 DB                 - test rbx,rbx
GameAssembly.dll+B216BB: 75 22                    - jne GameAssembly.dll+B216DF
GameAssembly.dll+B216BD: 32 C0                    - xor al,al
GameAssembly.dll+B216BF: 4C 8B 7C 24 40           - mov r15,[rsp+40]
GameAssembly.dll+B216C4: 48 8B AC 24 90 00 00 00  - mov rbp,[rsp+00000090]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1903</ID>
          <Description>"ID"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>LootPresentData</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>1904</ID>
          <Description>"lootTableItemID_"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>00FF00</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>LootPresentData</Address>
          <Offsets>
            <Offset>50</Offset>
          </Offsets>
          <Hotkeys>
            <Hotkey>
              <Action>Increase Value</Action>
              <Keys>
                <Key>17</Key>
                <Key>49</Key>
              </Keys>
              <Value>1</Value>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Decrease Value</Action>
              <Keys>
                <Key>17</Key>
                <Key>50</Key>
              </Keys>
              <Value>1</Value>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>1905</ID>
          <Description>"boxIndex_"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>LootPresentData</Address>
          <Offsets>
            <Offset>54</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Furniture/Clothing/Motif Pouches and memory puzzle pieces are Consumable Item that don't have Loot Table.
Consumable Item have content but I don't know what inside that Content and don't know where to search that Content.
And if you change the Content to right Value, you well get new item.

Memory Piece connected with Memory Shard as consummable Override Item ID and if I correct it does nothing if you change it to other Item ID.

Forgotten's Friendship Memory Shard is consumable item that will got you Quest Memory Shard and have content value.
Memory Piece have content value but it will not work.

Recipe Book with the name of food is consumable item that will got you Recipe of that Food.
Recipe Book have content value but it will not work.

Cuberdon
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Re: [Requests] Disney Dreamlight Valley

Post by Cuberdon »

lmrlmax wrote:
Thu Jan 04, 2024 2:55 pm
Furniture/Clothing/Motif Pouches and memory puzzle pieces are Consumable Item that don't have Loot Table.
Consumable Item have content but I don't know what inside that Content and don't know where to search that Content.
And if you change the Content to right Value, you well get new item.

Memory Piece connected with Memory Shard as consummable Override Item ID and if I correct it does nothing if you change it to other Item ID.

Forgotten's Friendship Memory Shard is consumable item that will got you Quest Memory Shard and have content value.
Memory Piece have content value but it will not work.

Recipe Book with the name of food is consumable item that will got you Recipe of that Food.
Recipe Book have content value but it will not work.
would it help to gather several pouches (and other consumables) without opening them? I have a save file where I kept lots of pouches, I tried the "Moved Item Set to 90" on one and as I expected, they all contained the same item, which explains why the other pouches I legit gathered don't stack together.

Edit: actually if you craft some DreamSnaps Decor Reward and DreamSnaps Outfit Reward, then drop them on the floor instead of opening them, you'll get 3 pouches instead of directly the furniture/outfits.
Last edited by Cuberdon on Thu Jan 04, 2024 9:48 pm, edited 1 time in total.

Cuberdon
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Re: [Requests] Disney Dreamlight Valley

Post by Cuberdon »

lmrlmax wrote:
Thu Dec 28, 2023 3:07 pm
lmrlmax wrote:
Mon Dec 11, 2023 8:31 am
Update table to game version v1.8.5-46. Fix some script and added new script.
You can swap Item in Scrooge Display [Only 10 Item], but it's better to use Craft Item Swap
Spoiler
Image
oh, I just noticed that, where is the function in the cheatengine table for this? Can I do this for outfits I already own, and I suppose it will be reset every day?

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Re: [Requests] Disney Dreamlight Valley

Post by PhotoGruffer »

I wish I was half as smart as you guys with this kind of technical knowledge. Thank you to everyone that helps make this game more fun :)

Rubyelf
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Re: [Requests] Disney Dreamlight Valley

Post by Rubyelf »

I added a bunch of items last night to the spreadsheet (almost 500), had to go to bed so I didn't finish yet, but I did put some warnings about numbers...someone moved all the warnings to the bottom of the list so they make no sense where they were placed. They were warnings NOT to use the items in those data points so you don't mess up your game :/ wish the person didn't do that.

lmrlmax
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Re: [Requests] Disney Dreamlight Valley

Post by lmrlmax »

Cuberdon wrote:
Thu Jan 04, 2024 4:13 pm
oh, I just noticed that, where is the function in the cheatengine table for this? Can I do this for outfits I already own, and I suppose it will be reset every day?
It inside Player Data Script -> Display Scourge Item, but only temporary and will reset after exit game.
Activate -> Go to Scourge Shop
But you can buy it and it will show in your inventory.

You can display anything related to outfit and any Item, just change value to related object.
if the prefix is 5xxxxx -> change it to only cloth object,
if the prefix is 4xxxxx -> change it to only furniture object,
actually, you can change it to any Item ID, like house, food, fruit, and etc. -> Need test for this one

Don't know if other player that visit your valley can buy that item or will show edited Display Scourge Item. -> Need test for this one

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Re: [Requests] Disney Dreamlight Valley

Post by lmrlmax »

Here is script for Instant Fishing.
Activate Both Script.

How to copy code to your Table:
Copy code below with Select All -> CTRL+C, then open cheat engine and click inside script box [Below Memory View] -> CTRL+V, then Save Table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>2053</ID>
      <Description>"Fishing [Activate Both Script]"</Description>
      <LastState Value="" RealAddress="00000000"/>
      <Color>FF8000</Color>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>2044</ID>
          <Description>"Instant Fishing"</Description>
          <LastState Activated="1"/>
          <Color>00FF00</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscanmodule(instantFishINJECT,GameAssembly.dll,44 3B 41 18 0F 83 8A 03 00 00) // should be unique
alloc(newmem,$1000,instantFishINJECT)

label(code)
label(return)

newmem:
mov [rcx+18],#1

code:
  cmp r8d,[rcx+18]
  jae GameAssembly.dll+1B86086
  jmp return

instantFishINJECT:
  jmp newmem
  nop 5
return:
registersymbol(instantFishINJECT)

[DISABLE]

instantFishINJECT:
  db 44 3B 41 18 0F 83 8A 03 00 00

unregistersymbol(instantFishINJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1B85CF2

GameAssembly.dll+1B85CC8: 83 FA 03           - cmp edx,03
GameAssembly.dll+1B85CCB: 74 6A              - je GameAssembly.dll+1B85D37
GameAssembly.dll+1B85CCD: 48 89 5C 24 48     - mov [rsp+48],rbx
GameAssembly.dll+1B85CD2: 48 89 74 24 50     - mov [rsp+50],rsi
GameAssembly.dll+1B85CD7: F3 0F 58 77 10     - addss xmm6,[rdi+10]
GameAssembly.dll+1B85CDC: 48 8B 4F 28        - mov rcx,[rdi+28]
GameAssembly.dll+1B85CE0: F3 0F 11 77 10     - movss [rdi+10],xmm6
GameAssembly.dll+1B85CE5: 48 85 C9           - test rcx,rcx
GameAssembly.dll+1B85CE8: 0F 84 92 03 00 00  - je GameAssembly.dll+1B86080
GameAssembly.dll+1B85CEE: 4C 63 47 30        - movsxd  r8,dword ptr [rdi+30]
// ---------- INJECTING HERE ----------
GameAssembly.dll+1B85CF2: 44 3B 41 18        - cmp r8d,[rcx+18]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1B85CF6: 0F 83 8A 03 00 00  - jae GameAssembly.dll+1B86086
GameAssembly.dll+1B85CFC: 4A 8B 4C C1 20     - mov rcx,[rcx+r8*8+20]
GameAssembly.dll+1B85D01: 83 FA 02           - cmp edx,02
GameAssembly.dll+1B85D04: 75 3C              - jne GameAssembly.dll+1B85D42
GameAssembly.dll+1B85D06: 48 85 C9           - test rcx,rcx
GameAssembly.dll+1B85D09: 0F 84 71 03 00 00  - je GameAssembly.dll+1B86080
GameAssembly.dll+1B85D0F: 0F 2F 71 20        - comiss xmm6,[rcx+20]
GameAssembly.dll+1B85D13: 76 18              - jna GameAssembly.dll+1B85D2D
GameAssembly.dll+1B85D15: 8B 97 A0 00 00 00  - mov edx,[rdi+000000A0]
GameAssembly.dll+1B85D1B: 45 33 C0           - xor r8d,r8d
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>2052</ID>
          <Description>"Instant Fish Bite"</Description>
          <LastState Activated="1"/>
          <Color>00FF00</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscanmodule(instantFishStateINJECT,GameAssembly.dll,8B 57 20 83 FA 03) // should be unique
alloc(newmem,$1000,instantFishStateINJECT)

label(code)
label(return)

newmem:
mov [rdi+20],#1

code:
  mov edx,[rdi+20]
  cmp edx,03
  jmp return

instantFishStateINJECT:
  jmp newmem
  nop
return:
registersymbol(instantFishStateINJECT)

[DISABLE]

instantFishStateINJECT:
  db 8B 57 20 83 FA 03

unregistersymbol(instantFishStateINJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1B85CC5

GameAssembly.dll+1B85C90: 0F 29 74 24 20        - movaps [rsp+20],xmm6
GameAssembly.dll+1B85C95: 0F 28 F1              - movaps xmm6,xmm1
GameAssembly.dll+1B85C98: 75 2B                 - jne GameAssembly.dll+1B85CC5
GameAssembly.dll+1B85C9A: 48 8D 0D 8F B1 A6 04  - lea rcx,[GameAssembly.dll+65F0E30]
GameAssembly.dll+1B85CA1: E8 2A 67 8E FE        - call GameAssembly.DllCanUnloadNow+8D60
GameAssembly.dll+1B85CA6: 48 8D 0D 33 69 9D 04  - lea rcx,[GameAssembly.dll+655C5E0]
GameAssembly.dll+1B85CAD: E8 1E 67 8E FE        - call GameAssembly.DllCanUnloadNow+8D60
GameAssembly.dll+1B85CB2: 48 8D 0D F7 68 9D 04  - lea rcx,[GameAssembly.dll+655C5B0]
GameAssembly.dll+1B85CB9: E8 12 67 8E FE        - call GameAssembly.DllCanUnloadNow+8D60
GameAssembly.dll+1B85CBE: C6 05 8E 01 DC 04 01  - mov byte ptr [GameAssembly.dll+6945E53],01
// ---------- INJECTING HERE ----------
GameAssembly.dll+1B85CC5: 8B 57 20              - mov edx,[rdi+20]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1B85CC8: 83 FA 03              - cmp edx,03
GameAssembly.dll+1B85CCB: 74 6A                 - je GameAssembly.dll+1B85D37
GameAssembly.dll+1B85CCD: 48 89 5C 24 48        - mov [rsp+48],rbx
GameAssembly.dll+1B85CD2: 48 89 74 24 50        - mov [rsp+50],rsi
GameAssembly.dll+1B85CD7: F3 0F 58 77 10        - addss xmm6,[rdi+10]
GameAssembly.dll+1B85CDC: 48 8B 4F 28           - mov rcx,[rdi+28]
GameAssembly.dll+1B85CE0: F3 0F 11 77 10        - movss [rdi+10],xmm6
GameAssembly.dll+1B85CE5: 48 85 C9              - test rcx,rcx
GameAssembly.dll+1B85CE8: 0F 84 92 03 00 00     - je GameAssembly.dll+1B86080
GameAssembly.dll+1B85CEE: 4C 63 47 30           - movsxd  r8,dword ptr [rdi+30]
}
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


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