are you sure they work? The recipe doesn't change when I paste these IDs.peachymoon wrote: ↑Sat Jan 06, 2024 3:41 pmIs the furniture item you crafted supposed to show up in your crafting collection? If not I messed up and will have to use backup save
I found some non premium items I was wanting for so long though
Alchemists table 400001594
Conjurer’s bookcase 400001810
Casita table 400001751
Thank you for the table!
[Requests] Disney Dreamlight Valley
Re: [Requests] Disney Dreamlight Valley
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Re: [Requests] Disney Dreamlight Valley
I had too many zeros before. I edited the post to fix it. Thanks for catching that.Cuberdon wrote: ↑Sat Jan 06, 2024 4:40 pmare you sure they work? The recipe doesn't change when I paste these IDs.peachymoon wrote: ↑Sat Jan 06, 2024 3:41 pmIs the furniture item you crafted supposed to show up in your crafting collection? If not I messed up and will have to use backup save
I found some non premium items I was wanting for so long though
Alchemists table 400001594
Conjurer’s bookcase 400001810
Casita table 400001751
Thank you for the table!
Re: [Requests] Disney Dreamlight Valley
Hello, when I use to feed critters, I can feed them unlimited times, but the reward is only dream light, no memories, and the weed function cannot be used.lmrlmax wrote: ↑Sat Jan 06, 2024 3:00 pmHere is Memory Piece Script.
Maybe work for you.
There are 6 Script, Including Fishing, Cooking, Harvest, Water Flower, Mining, Weed, and Critter. Except Digging.
Thanks to patjenova for the script, especially for Weed and Flower Always Dry.
If the script for Fishing, Cooking, Harvest, Water Flower, and Mining not work: you can use the script in this Post
*For "Critter Feed Time to 0 [Only Activate While Feeding Critter]" Script:
This Script Affect All Timed Event to 0 [Scourge Store, Bush, Tree, Mining, Etc]
So Infinite Mining, Tree, Bush, and Instant Change Scourge Display [Activate > Enter the scourge shop > Buy something you want > Exit > Repeat]
Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>2187</ID> <Description>"Memory Piece"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2189</ID> <Description>"[Fishing, Cooking, Harvest, Water Flower, Mining] [Activate Both] "</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2184</ID> <Description>"Loot Table to Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(LootTabletoMemoryINJECT,GameAssembly.dll,8B 5B 18 F6 81 33 01 00 00 04 74 0E 83 B9 E0 00 00 00 00 75 05 E8 2A B2) // should be unique alloc(newmem,$1000,LootTabletoMemoryINJECT) label(code) label(return) newmem: mov [rbx+18],#2090000001 code: mov ebx,[rbx+18] test byte ptr [rcx+00000133],04 jmp return LootTabletoMemoryINJECT: jmp newmem nop 5 return: registersymbol(LootTabletoMemoryINJECT) [DISABLE] LootTabletoMemoryINJECT: db 8B 5B 18 F6 81 33 01 00 00 04 unregistersymbol(LootTabletoMemoryINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+780CCC GameAssembly.dll+780C9F: CC - int 3 Data.get_LootTableItem: 40 53 - push rbx GameAssembly.dll+780CA2: 48 83 EC 20 - sub rsp,20 GameAssembly.dll+780CA6: 80 3D F3 B8 1B 06 00 - cmp byte ptr [GameAssembly.dll+693C5A0],00 GameAssembly.dll+780CAD: 48 8B D9 - mov rbx,rcx GameAssembly.dll+780CB0: 75 13 - jne GameAssembly.dll+780CC5 GameAssembly.dll+780CB2: 48 8D 0D 47 94 E5 05 - lea rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+780CB9: E8 12 B7 CE FF - call GameAssembly.DllCanUnloadNow+8D60 GameAssembly.dll+780CBE: C6 05 DB B8 1B 06 01 - mov byte ptr [GameAssembly.dll+693C5A0],01 GameAssembly.dll+780CC5: 48 8B 0D 34 94 E5 05 - mov rcx,[GameAssembly.dll+65DA100] // ---------- INJECTING HERE ---------- GameAssembly.dll+780CCC: 8B 5B 18 - mov ebx,[rbx+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+780CCF: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+780CD6: 74 0E - je GameAssembly.dll+780CE6 GameAssembly.dll+780CD8: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+780CDF: 75 05 - jne GameAssembly.dll+780CE6 GameAssembly.dll+780CE1: E8 2A B2 CF FF - call GameAssembly.dll+47BF10 GameAssembly.dll+780CE6: 8B C3 - mov eax,ebx GameAssembly.dll+780CE8: 48 83 C4 20 - add rsp,20 GameAssembly.dll+780CEC: 5B - pop rbx GameAssembly.dll+780CED: C3 - ret GameAssembly.dll+780CEE: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>2185</ID> <Description>"Loot Table Probability to 1000"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(loottableProbabilityINJECT,GameAssembly.dll,41 3B 46 1C 7C 0B) // should be unique alloc(newmem,$1000,loottableProbabilityINJECT) label(code) label(return) newmem: mov [r14+1C],#1000 code: cmp eax,[r14+1C] jl GameAssembly.dll+2515BF1 jmp return loottableProbabilityINJECT: jmp newmem nop return: registersymbol(loottableProbabilityINJECT) [DISABLE] loottableProbabilityINJECT: db 41 3B 46 1C 7C 0B unregistersymbol(loottableProbabilityINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2515BE0 GameAssembly.dll+2515BB2: 4C 8B F0 - mov r14,rax GameAssembly.dll+2515BB5: 48 85 F6 - test rsi,rsi GameAssembly.dll+2515BB8: 0F 84 9A 03 00 00 - je GameAssembly.dll+2515F58 GameAssembly.dll+2515BBE: 4C 8B 0E - mov r9,[rsi] GameAssembly.dll+2515BC1: 4D 8B 81 B0 01 00 00 - mov r8,[r9+000001B0] GameAssembly.dll+2515BC8: BA E8 03 00 00 - mov edx,000003E8 GameAssembly.dll+2515BCD: 48 8B CE - mov rcx,rsi GameAssembly.dll+2515BD0: 41 FF 91 A8 01 00 00 - call qword ptr [r9+000001A8] GameAssembly.dll+2515BD7: 4D 85 F6 - test r14,r14 GameAssembly.dll+2515BDA: 0F 84 73 03 00 00 - je GameAssembly.dll+2515F53 // ---------- INJECTING HERE ---------- GameAssembly.dll+2515BE0: 41 3B 46 1C - cmp eax,[r14+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+2515BE4: 7C 0B - jl GameAssembly.dll+2515BF1 GameAssembly.dll+2515BE6: 41 80 7D 18 00 - cmp byte ptr [r13+18],00 GameAssembly.dll+2515BEB: 0F 84 49 FF FF FF - je GameAssembly.dll+2515B3A GameAssembly.dll+2515BF1: 48 8B 0D B0 42 0C 04 - mov rcx,[GameAssembly.dll+65D9EA8] GameAssembly.dll+2515BF8: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+2515BFF: 74 0E - je GameAssembly.dll+2515C0F GameAssembly.dll+2515C01: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+2515C08: 75 05 - jne GameAssembly.dll+2515C0F GameAssembly.dll+2515C0A: E8 01 63 F6 FD - call GameAssembly.dll+47BF10 GameAssembly.dll+2515C0F: E8 4C DA 03 FE - call GameAssembly.dll+553660 } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2190</ID> <Description>"Weed"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2188</ID> <Description>"Weed Harvest to Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Credit to patjenova aobscanmodule(WeedProbabilityINJECT,GameAssembly.dll,8B 58 1C 48 8B 0D 70 6B B7 04) // should be unique alloc(newmem,$1000,WeedProbabilityINJECT) label(code) label(return) newmem: mov [rax+1C],#2090000001 // Loot Table For Weed Harvest mov [rax+18],#100 // Probability code: mov ebx,[rax+1C] mov rcx,[GameAssembly.dll+65DA100] jmp return WeedProbabilityINJECT: jmp newmem nop 5 return: registersymbol(WeedProbabilityINJECT) [DISABLE] WeedProbabilityINJECT: db 8B 58 1C 48 8B 0D 70 6B B7 04 unregistersymbol(WeedProbabilityINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1A63586 GameAssembly.dll+1A6355D: 0F 84 27 05 00 00 - je GameAssembly.dll+1A63A8A GameAssembly.dll+1A63563: 33 D2 - xor edx,edx GameAssembly.dll+1A63565: E8 B6 1A AD 00 - call Meta.Grids.GridState.get_WeedData GameAssembly.dll+1A6356A: 48 85 C0 - test rax,rax GameAssembly.dll+1A6356D: 0F 84 17 05 00 00 - je GameAssembly.dll+1A63A8A GameAssembly.dll+1A63573: 33 D2 - xor edx,edx GameAssembly.dll+1A63575: 48 8B C8 - mov rcx,rax GameAssembly.dll+1A63578: E8 73 AB 74 02 - call Definitions.Activities.WeedData.get_LootOverride GameAssembly.dll+1A6357D: 48 85 C0 - test rax,rax GameAssembly.dll+1A63580: 0F 84 04 05 00 00 - je GameAssembly.dll+1A63A8A // ---------- INJECTING HERE ---------- GameAssembly.dll+1A63586: 8B 58 1C - mov ebx,[rax+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+1A63589: 48 8B 0D 70 6B B7 04 - mov rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+1A63590: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+1A63597: 74 14 - je GameAssembly.dll+1A635AD GameAssembly.dll+1A63599: 39 B1 E0 00 00 00 - cmp [rcx+000000E0],esi GameAssembly.dll+1A6359F: 75 0C - jne GameAssembly.dll+1A635AD GameAssembly.dll+1A635A1: E8 6A 89 A1 FE - call GameAssembly.dll+47BF10 GameAssembly.dll+1A635A6: 48 8B 0D 53 6B B7 04 - mov rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+1A635AD: 48 8B 84 24 20 02 00 00 - mov rax,[rsp+00000220] GameAssembly.dll+1A635B5: 40 38 70 20 - cmp [rax+20],sil GameAssembly.dll+1A635B9: 75 32 - jne GameAssembly.dll+1A635ED } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2181</ID> <Description>"Critter [Activate Both] [Activate > Feed Critter]"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2177</ID> <Description>"Critter Feed Reward Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(critterScriptINJECT,GameAssembly.dll,49 8B 5F 58 4D 8B 26) // should be unique alloc(newmem,$1000,critterScriptINJECT) label(code) label(return) newmem: mov [r15+70],#1 // Unlock Critter Feed Need mov [r15+78],#2090000001 // Like food Reward mov [r15+7C],#2090000001 // Love food Reward code: mov rbx,[r15+58] mov r12,[r14] jmp return critterScriptINJECT: jmp newmem nop 2 return: registersymbol(critterScriptINJECT) [DISABLE] critterScriptINJECT: db 49 8B 5F 58 4D 8B 26 unregistersymbol(critterScriptINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+25FA2DB GameAssembly.dll+25FA2AC: 8B 51 18 - mov edx,[rcx+18] GameAssembly.dll+25FA2AF: 48 8B C8 - mov rcx,rax GameAssembly.dll+25FA2B2: 48 89 5C 24 20 - mov [rsp+20],rbx GameAssembly.dll+25FA2B7: 44 8D 43 01 - lea r8d,[rbx+01] GameAssembly.dll+25FA2BB: E8 10 88 74 FF - call Meta.Missions.ItemFilter.GetItemQuantity GameAssembly.dll+25FA2C0: 83 F8 01 - cmp eax,01 GameAssembly.dll+25FA2C3: 0F 84 C4 00 00 00 - je GameAssembly.dll+25FA38D GameAssembly.dll+25FA2C9: 8B 47 10 - mov eax,[rdi+10] GameAssembly.dll+25FA2CC: 48 8D 94 24 C0 00 00 00 - lea rdx,[rsp+000000C0] GameAssembly.dll+25FA2D4: 48 8B 0D 25 FE FD 03 - mov rcx,[GameAssembly.dll+65DA100] // ---------- INJECTING HERE ---------- GameAssembly.dll+25FA2DB: 49 8B 5F 58 - mov rbx,[r15+58] // ---------- DONE INJECTING ---------- GameAssembly.dll+25FA2DF: 4D 8B 26 - mov r12,[r14] GameAssembly.dll+25FA2E2: 89 84 24 C0 00 00 00 - mov [rsp+000000C0],eax GameAssembly.dll+25FA2E9: E8 32 9C E7 FD - call GameAssembly.dll+473F20 GameAssembly.dll+25FA2EE: 48 8B 0D E3 A8 01 04 - mov rcx,[GameAssembly.dll+6614BD8] GameAssembly.dll+25FA2F5: 45 33 C0 - xor r8d,r8d GameAssembly.dll+25FA2F8: 48 8B D0 - mov rdx,rax GameAssembly.dll+25FA2FB: E8 60 99 62 01 - call System.String.Format GameAssembly.dll+25FA300: 48 8B 0D 31 FC FD 03 - mov rcx,[GameAssembly.dll+65D9F38] GameAssembly.dll+25FA307: 48 8B F8 - mov rdi,rax GameAssembly.dll+25FA30A: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>2180</ID> <Description>"Critter Feed Time to 0 [Only Activate While Feeding Critter]"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(resetFeedTimeINJECT,GameAssembly.dll,F2 48 0F 2A 4B 18) // should be unique alloc(newmem,$1000,resetFeedTimeINJECT) label(code) label(return) newmem: mov [rbx+18],#0 mov [rbx+1C],#0 code: cvtsi2sd xmm1,[rbx+18] jmp return resetFeedTimeINJECT: jmp newmem nop return: registersymbol(resetFeedTimeINJECT) [DISABLE] resetFeedTimeINJECT: db F2 48 0F 2A 4B 18 unregistersymbol(resetFeedTimeINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2F5C3C8 GameAssembly.dll+2F5C398: 83 B8 E0 00 00 00 00 - cmp dword ptr [rax+000000E0],00 GameAssembly.dll+2F5C39F: 75 0F - jne GameAssembly.dll+2F5C3B0 GameAssembly.dll+2F5C3A1: 48 8B C8 - mov rcx,rax GameAssembly.dll+2F5C3A4: E8 67 FB 51 FD - call GameAssembly.dll+47BF10 GameAssembly.dll+2F5C3A9: 48 8B 05 C8 D0 66 03 - mov rax,[GameAssembly.dll+65C9478] GameAssembly.dll+2F5C3B0: 48 8B 80 B8 00 00 00 - mov rax,[rax+000000B8] GameAssembly.dll+2F5C3B7: 48 8B 48 08 - mov rcx,[rax+08] GameAssembly.dll+2F5C3BB: 48 89 4C 24 30 - mov [rsp+30],rcx GameAssembly.dll+2F5C3C0: 0F 57 C9 - xorps xmm1,xmm1 GameAssembly.dll+2F5C3C3: 48 8D 4C 24 30 - lea rcx,[rsp+30] // ---------- INJECTING HERE ---------- GameAssembly.dll+2F5C3C8: F2 48 0F 2A 4B 18 - cvtsi2sd xmm1,[rbx+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+2F5C3CE: 45 33 C9 - xor r9d,r9d GameAssembly.dll+2F5C3D1: 41 B8 E8 03 00 00 - mov r8d,000003E8 GameAssembly.dll+2F5C3D7: E8 14 90 93 00 - call GameAssembly.dll+38953F0 GameAssembly.dll+2F5C3DC: 48 89 44 24 30 - mov [rsp+30],rax GameAssembly.dll+2F5C3E1: B8 1F 85 EB 51 - mov eax,51EB851F GameAssembly.dll+2F5C3E6: 48 8D 4C 24 30 - lea rcx,[rsp+30] GameAssembly.dll+2F5C3EB: F7 6B 20 - imul [rbx+20] GameAssembly.dll+2F5C3EE: 45 33 C0 - xor r8d,r8d GameAssembly.dll+2F5C3F1: C1 FA 05 - sar edx,05 GameAssembly.dll+2F5C3F4: 8B C2 - mov eax,edx } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>2194</ID> <Description>"This Script Affect All Timed Event to 0 [Scourge Store, Bush, Tree, Mining, Etc]"</Description> <Color>00FFFF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2195</ID> <Description>"So Infinite Mining, Tree, Bush, and Instant Change Scourge Display"</Description> <Color>00FFFF</Color> <GroupHeader>1</GroupHeader> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2192</ID> <Description>"Flower [Make Flower Always Dry]"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2193</ID> <Description>"Infinite Water Flower"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Credit to patjenova for AOB aobscanmodule(dryFlowerINJECT,GameAssembly.dll,0F B6 70 18 48 8B 44 24 40) // should be unique alloc(newmem,$1000,dryFlowerINJECT) label(code) label(return) newmem: mov [rax+18],#1 // Make Flower Dry code: movzx esi,byte ptr [rax+18] mov rax,[rsp+40] jmp return dryFlowerINJECT: jmp newmem nop 4 return: registersymbol(dryFlowerINJECT) [DISABLE] dryFlowerINJECT: db 0F B6 70 18 48 8B 44 24 40 unregistersymbol(dryFlowerINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1A61A92 GameAssembly.dll+1A61A67: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+1A61A6C: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A6F: 0F 84 0A 01 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61A75: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+1A61A79: 48 85 C9 - test rcx,rcx GameAssembly.dll+1A61A7C: 0F 84 FD 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61A82: 33 D2 - xor edx,edx GameAssembly.dll+1A61A84: E8 17 34 AD 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+1A61A89: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A8C: 0F 84 ED 00 00 00 - je GameAssembly.dll+1A61B7F // ---------- INJECTING HERE ---------- GameAssembly.dll+1A61A92: 0F B6 70 18 - movzx esi,byte ptr [rax+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+1A61A96: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+1A61A9B: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A9E: 0F 84 DB 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61AA4: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+1A61AA8: 48 85 C9 - test rcx,rcx GameAssembly.dll+1A61AAB: 0F 84 CE 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61AB1: 33 D2 - xor edx,edx GameAssembly.dll+1A61AB3: E8 E8 33 AD 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+1A61AB8: 48 85 C0 - test rax,rax GameAssembly.dll+1A61ABB: 0F 84 BE 00 00 00 - je GameAssembly.dll+1A61B7F } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
Re: [Requests] Disney Dreamlight Valley
I tink that that old ruler's lost diaries and disney dreamvalley photo's are different loottables. Because if i change the valley of memory tokens to match the id number of wall-e's memory it does not work for picking up.lmrlmax wrote: ↑Sat Jan 06, 2024 3:00 pmHere is Memory Piece Script.
Maybe work for you.
There are 6 Script, Including Fishing, Cooking, Harvest, Water Flower, Mining, Weed, and Critter. Except Digging.
Thanks to patjenova for the script, especially for Weed and Flower Always Dry.
If the script for Fishing, Cooking, Harvest, Water Flower, and Mining not work: you can use the script in this Post
*For "Critter Feed Time to 0 [Only Activate While Feeding Critter]" Script:
This Script Affect All Timed Event to 0 [Scourge Store, Bush, Tree, Mining, Etc]
So Infinite Mining, Tree, Bush, and Instant Change Scourge Display [Activate > Enter the scourge shop > Buy something you want > Exit > Repeat]
Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>2187</ID> <Description>"Memory Piece"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2189</ID> <Description>"[Fishing, Cooking, Harvest, Water Flower, Mining] [Activate Both] "</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2184</ID> <Description>"Loot Table to Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(LootTabletoMemoryINJECT,GameAssembly.dll,8B 5B 18 F6 81 33 01 00 00 04 74 0E 83 B9 E0 00 00 00 00 75 05 E8 2A B2) // should be unique alloc(newmem,$1000,LootTabletoMemoryINJECT) label(code) label(return) newmem: mov [rbx+18],#2090000001 code: mov ebx,[rbx+18] test byte ptr [rcx+00000133],04 jmp return LootTabletoMemoryINJECT: jmp newmem nop 5 return: registersymbol(LootTabletoMemoryINJECT) [DISABLE] LootTabletoMemoryINJECT: db 8B 5B 18 F6 81 33 01 00 00 04 unregistersymbol(LootTabletoMemoryINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+780CCC GameAssembly.dll+780C9F: CC - int 3 Data.get_LootTableItem: 40 53 - push rbx GameAssembly.dll+780CA2: 48 83 EC 20 - sub rsp,20 GameAssembly.dll+780CA6: 80 3D F3 B8 1B 06 00 - cmp byte ptr [GameAssembly.dll+693C5A0],00 GameAssembly.dll+780CAD: 48 8B D9 - mov rbx,rcx GameAssembly.dll+780CB0: 75 13 - jne GameAssembly.dll+780CC5 GameAssembly.dll+780CB2: 48 8D 0D 47 94 E5 05 - lea rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+780CB9: E8 12 B7 CE FF - call GameAssembly.DllCanUnloadNow+8D60 GameAssembly.dll+780CBE: C6 05 DB B8 1B 06 01 - mov byte ptr [GameAssembly.dll+693C5A0],01 GameAssembly.dll+780CC5: 48 8B 0D 34 94 E5 05 - mov rcx,[GameAssembly.dll+65DA100] // ---------- INJECTING HERE ---------- GameAssembly.dll+780CCC: 8B 5B 18 - mov ebx,[rbx+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+780CCF: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+780CD6: 74 0E - je GameAssembly.dll+780CE6 GameAssembly.dll+780CD8: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+780CDF: 75 05 - jne GameAssembly.dll+780CE6 GameAssembly.dll+780CE1: E8 2A B2 CF FF - call GameAssembly.dll+47BF10 GameAssembly.dll+780CE6: 8B C3 - mov eax,ebx GameAssembly.dll+780CE8: 48 83 C4 20 - add rsp,20 GameAssembly.dll+780CEC: 5B - pop rbx GameAssembly.dll+780CED: C3 - ret GameAssembly.dll+780CEE: CC - int 3 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>2185</ID> <Description>"Loot Table Probability to 1000"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(loottableProbabilityINJECT,GameAssembly.dll,41 3B 46 1C 7C 0B) // should be unique alloc(newmem,$1000,loottableProbabilityINJECT) label(code) label(return) newmem: mov [r14+1C],#1000 code: cmp eax,[r14+1C] jl GameAssembly.dll+2515BF1 jmp return loottableProbabilityINJECT: jmp newmem nop return: registersymbol(loottableProbabilityINJECT) [DISABLE] loottableProbabilityINJECT: db 41 3B 46 1C 7C 0B unregistersymbol(loottableProbabilityINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2515BE0 GameAssembly.dll+2515BB2: 4C 8B F0 - mov r14,rax GameAssembly.dll+2515BB5: 48 85 F6 - test rsi,rsi GameAssembly.dll+2515BB8: 0F 84 9A 03 00 00 - je GameAssembly.dll+2515F58 GameAssembly.dll+2515BBE: 4C 8B 0E - mov r9,[rsi] GameAssembly.dll+2515BC1: 4D 8B 81 B0 01 00 00 - mov r8,[r9+000001B0] GameAssembly.dll+2515BC8: BA E8 03 00 00 - mov edx,000003E8 GameAssembly.dll+2515BCD: 48 8B CE - mov rcx,rsi GameAssembly.dll+2515BD0: 41 FF 91 A8 01 00 00 - call qword ptr [r9+000001A8] GameAssembly.dll+2515BD7: 4D 85 F6 - test r14,r14 GameAssembly.dll+2515BDA: 0F 84 73 03 00 00 - je GameAssembly.dll+2515F53 // ---------- INJECTING HERE ---------- GameAssembly.dll+2515BE0: 41 3B 46 1C - cmp eax,[r14+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+2515BE4: 7C 0B - jl GameAssembly.dll+2515BF1 GameAssembly.dll+2515BE6: 41 80 7D 18 00 - cmp byte ptr [r13+18],00 GameAssembly.dll+2515BEB: 0F 84 49 FF FF FF - je GameAssembly.dll+2515B3A GameAssembly.dll+2515BF1: 48 8B 0D B0 42 0C 04 - mov rcx,[GameAssembly.dll+65D9EA8] GameAssembly.dll+2515BF8: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+2515BFF: 74 0E - je GameAssembly.dll+2515C0F GameAssembly.dll+2515C01: 83 B9 E0 00 00 00 00 - cmp dword ptr [rcx+000000E0],00 GameAssembly.dll+2515C08: 75 05 - jne GameAssembly.dll+2515C0F GameAssembly.dll+2515C0A: E8 01 63 F6 FD - call GameAssembly.dll+47BF10 GameAssembly.dll+2515C0F: E8 4C DA 03 FE - call GameAssembly.dll+553660 } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2190</ID> <Description>"Weed"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2188</ID> <Description>"Weed Harvest to Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Credit to patjenova aobscanmodule(WeedProbabilityINJECT,GameAssembly.dll,8B 58 1C 48 8B 0D 70 6B B7 04) // should be unique alloc(newmem,$1000,WeedProbabilityINJECT) label(code) label(return) newmem: mov [rax+1C],#2090000001 // Loot Table For Weed Harvest mov [rax+18],#100 // Probability code: mov ebx,[rax+1C] mov rcx,[GameAssembly.dll+65DA100] jmp return WeedProbabilityINJECT: jmp newmem nop 5 return: registersymbol(WeedProbabilityINJECT) [DISABLE] WeedProbabilityINJECT: db 8B 58 1C 48 8B 0D 70 6B B7 04 unregistersymbol(WeedProbabilityINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1A63586 GameAssembly.dll+1A6355D: 0F 84 27 05 00 00 - je GameAssembly.dll+1A63A8A GameAssembly.dll+1A63563: 33 D2 - xor edx,edx GameAssembly.dll+1A63565: E8 B6 1A AD 00 - call Meta.Grids.GridState.get_WeedData GameAssembly.dll+1A6356A: 48 85 C0 - test rax,rax GameAssembly.dll+1A6356D: 0F 84 17 05 00 00 - je GameAssembly.dll+1A63A8A GameAssembly.dll+1A63573: 33 D2 - xor edx,edx GameAssembly.dll+1A63575: 48 8B C8 - mov rcx,rax GameAssembly.dll+1A63578: E8 73 AB 74 02 - call Definitions.Activities.WeedData.get_LootOverride GameAssembly.dll+1A6357D: 48 85 C0 - test rax,rax GameAssembly.dll+1A63580: 0F 84 04 05 00 00 - je GameAssembly.dll+1A63A8A // ---------- INJECTING HERE ---------- GameAssembly.dll+1A63586: 8B 58 1C - mov ebx,[rax+1C] // ---------- DONE INJECTING ---------- GameAssembly.dll+1A63589: 48 8B 0D 70 6B B7 04 - mov rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+1A63590: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 GameAssembly.dll+1A63597: 74 14 - je GameAssembly.dll+1A635AD GameAssembly.dll+1A63599: 39 B1 E0 00 00 00 - cmp [rcx+000000E0],esi GameAssembly.dll+1A6359F: 75 0C - jne GameAssembly.dll+1A635AD GameAssembly.dll+1A635A1: E8 6A 89 A1 FE - call GameAssembly.dll+47BF10 GameAssembly.dll+1A635A6: 48 8B 0D 53 6B B7 04 - mov rcx,[GameAssembly.dll+65DA100] GameAssembly.dll+1A635AD: 48 8B 84 24 20 02 00 00 - mov rax,[rsp+00000220] GameAssembly.dll+1A635B5: 40 38 70 20 - cmp [rax+20],sil GameAssembly.dll+1A635B9: 75 32 - jne GameAssembly.dll+1A635ED } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2181</ID> <Description>"Critter [Activate Both] [Activate > Feed Critter]"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2177</ID> <Description>"Critter Feed Reward Memory Piece"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(critterScriptINJECT,GameAssembly.dll,49 8B 5F 58 4D 8B 26) // should be unique alloc(newmem,$1000,critterScriptINJECT) label(code) label(return) newmem: mov [r15+70],#1 // Unlock Critter Feed Need mov [r15+78],#2090000001 // Like food Reward mov [r15+7C],#2090000001 // Love food Reward code: mov rbx,[r15+58] mov r12,[r14] jmp return critterScriptINJECT: jmp newmem nop 2 return: registersymbol(critterScriptINJECT) [DISABLE] critterScriptINJECT: db 49 8B 5F 58 4D 8B 26 unregistersymbol(critterScriptINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+25FA2DB GameAssembly.dll+25FA2AC: 8B 51 18 - mov edx,[rcx+18] GameAssembly.dll+25FA2AF: 48 8B C8 - mov rcx,rax GameAssembly.dll+25FA2B2: 48 89 5C 24 20 - mov [rsp+20],rbx GameAssembly.dll+25FA2B7: 44 8D 43 01 - lea r8d,[rbx+01] GameAssembly.dll+25FA2BB: E8 10 88 74 FF - call Meta.Missions.ItemFilter.GetItemQuantity GameAssembly.dll+25FA2C0: 83 F8 01 - cmp eax,01 GameAssembly.dll+25FA2C3: 0F 84 C4 00 00 00 - je GameAssembly.dll+25FA38D GameAssembly.dll+25FA2C9: 8B 47 10 - mov eax,[rdi+10] GameAssembly.dll+25FA2CC: 48 8D 94 24 C0 00 00 00 - lea rdx,[rsp+000000C0] GameAssembly.dll+25FA2D4: 48 8B 0D 25 FE FD 03 - mov rcx,[GameAssembly.dll+65DA100] // ---------- INJECTING HERE ---------- GameAssembly.dll+25FA2DB: 49 8B 5F 58 - mov rbx,[r15+58] // ---------- DONE INJECTING ---------- GameAssembly.dll+25FA2DF: 4D 8B 26 - mov r12,[r14] GameAssembly.dll+25FA2E2: 89 84 24 C0 00 00 00 - mov [rsp+000000C0],eax GameAssembly.dll+25FA2E9: E8 32 9C E7 FD - call GameAssembly.dll+473F20 GameAssembly.dll+25FA2EE: 48 8B 0D E3 A8 01 04 - mov rcx,[GameAssembly.dll+6614BD8] GameAssembly.dll+25FA2F5: 45 33 C0 - xor r8d,r8d GameAssembly.dll+25FA2F8: 48 8B D0 - mov rdx,rax GameAssembly.dll+25FA2FB: E8 60 99 62 01 - call System.String.Format GameAssembly.dll+25FA300: 48 8B 0D 31 FC FD 03 - mov rcx,[GameAssembly.dll+65D9F38] GameAssembly.dll+25FA307: 48 8B F8 - mov rdi,rax GameAssembly.dll+25FA30A: F6 81 33 01 00 00 04 - test byte ptr [rcx+00000133],04 } </AssemblerScript> </CheatEntry> <CheatEntry> <ID>2180</ID> <Description>"Critter Feed Time to 0 [Only Activate While Feeding Critter]"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(resetFeedTimeINJECT,GameAssembly.dll,F2 48 0F 2A 4B 18) // should be unique alloc(newmem,$1000,resetFeedTimeINJECT) label(code) label(return) newmem: mov [rbx+18],#0 mov [rbx+1C],#0 code: cvtsi2sd xmm1,[rbx+18] jmp return resetFeedTimeINJECT: jmp newmem nop return: registersymbol(resetFeedTimeINJECT) [DISABLE] resetFeedTimeINJECT: db F2 48 0F 2A 4B 18 unregistersymbol(resetFeedTimeINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2F5C3C8 GameAssembly.dll+2F5C398: 83 B8 E0 00 00 00 00 - cmp dword ptr [rax+000000E0],00 GameAssembly.dll+2F5C39F: 75 0F - jne GameAssembly.dll+2F5C3B0 GameAssembly.dll+2F5C3A1: 48 8B C8 - mov rcx,rax GameAssembly.dll+2F5C3A4: E8 67 FB 51 FD - call GameAssembly.dll+47BF10 GameAssembly.dll+2F5C3A9: 48 8B 05 C8 D0 66 03 - mov rax,[GameAssembly.dll+65C9478] GameAssembly.dll+2F5C3B0: 48 8B 80 B8 00 00 00 - mov rax,[rax+000000B8] GameAssembly.dll+2F5C3B7: 48 8B 48 08 - mov rcx,[rax+08] GameAssembly.dll+2F5C3BB: 48 89 4C 24 30 - mov [rsp+30],rcx GameAssembly.dll+2F5C3C0: 0F 57 C9 - xorps xmm1,xmm1 GameAssembly.dll+2F5C3C3: 48 8D 4C 24 30 - lea rcx,[rsp+30] // ---------- INJECTING HERE ---------- GameAssembly.dll+2F5C3C8: F2 48 0F 2A 4B 18 - cvtsi2sd xmm1,[rbx+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+2F5C3CE: 45 33 C9 - xor r9d,r9d GameAssembly.dll+2F5C3D1: 41 B8 E8 03 00 00 - mov r8d,000003E8 GameAssembly.dll+2F5C3D7: E8 14 90 93 00 - call GameAssembly.dll+38953F0 GameAssembly.dll+2F5C3DC: 48 89 44 24 30 - mov [rsp+30],rax GameAssembly.dll+2F5C3E1: B8 1F 85 EB 51 - mov eax,51EB851F GameAssembly.dll+2F5C3E6: 48 8D 4C 24 30 - lea rcx,[rsp+30] GameAssembly.dll+2F5C3EB: F7 6B 20 - imul [rbx+20] GameAssembly.dll+2F5C3EE: 45 33 C0 - xor r8d,r8d GameAssembly.dll+2F5C3F1: C1 FA 05 - sar edx,05 GameAssembly.dll+2F5C3F4: 8B C2 - mov eax,edx } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>2194</ID> <Description>"This Script Affect All Timed Event to 0 [Scourge Store, Bush, Tree, Mining, Etc]"</Description> <Color>00FFFF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2195</ID> <Description>"So Infinite Mining, Tree, Bush, and Instant Change Scourge Display"</Description> <Color>00FFFF</Color> <GroupHeader>1</GroupHeader> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>2192</ID> <Description>"Flower [Make Flower Always Dry]"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>2193</ID> <Description>"Infinite Water Flower"</Description> <Color>00FF00</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Credit to patjenova for AOB aobscanmodule(dryFlowerINJECT,GameAssembly.dll,0F B6 70 18 48 8B 44 24 40) // should be unique alloc(newmem,$1000,dryFlowerINJECT) label(code) label(return) newmem: mov [rax+18],#1 // Make Flower Dry code: movzx esi,byte ptr [rax+18] mov rax,[rsp+40] jmp return dryFlowerINJECT: jmp newmem nop 4 return: registersymbol(dryFlowerINJECT) [DISABLE] dryFlowerINJECT: db 0F B6 70 18 48 8B 44 24 40 unregistersymbol(dryFlowerINJECT) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1A61A92 GameAssembly.dll+1A61A67: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+1A61A6C: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A6F: 0F 84 0A 01 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61A75: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+1A61A79: 48 85 C9 - test rcx,rcx GameAssembly.dll+1A61A7C: 0F 84 FD 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61A82: 33 D2 - xor edx,edx GameAssembly.dll+1A61A84: E8 17 34 AD 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+1A61A89: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A8C: 0F 84 ED 00 00 00 - je GameAssembly.dll+1A61B7F // ---------- INJECTING HERE ---------- GameAssembly.dll+1A61A92: 0F B6 70 18 - movzx esi,byte ptr [rax+18] // ---------- DONE INJECTING ---------- GameAssembly.dll+1A61A96: 48 8B 44 24 40 - mov rax,[rsp+40] GameAssembly.dll+1A61A9B: 48 85 C0 - test rax,rax GameAssembly.dll+1A61A9E: 0F 84 DB 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61AA4: 48 8B 48 30 - mov rcx,[rax+30] GameAssembly.dll+1A61AA8: 48 85 C9 - test rcx,rcx GameAssembly.dll+1A61AAB: 0F 84 CE 00 00 00 - je GameAssembly.dll+1A61B7F GameAssembly.dll+1A61AB1: 33 D2 - xor edx,edx GameAssembly.dll+1A61AB3: E8 E8 33 AD 00 - call Meta.Grids.GridState.get_FlowerData GameAssembly.dll+1A61AB8: 48 85 C0 - test rax,rax GameAssembly.dll+1A61ABB: 0F 84 BE 00 00 00 - je GameAssembly.dll+1A61B7F } </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
Re: [Requests] Disney Dreamlight Valley
Someone deleted everything off the page.
I restored it to the version before they did that. I suggest making a personal backup so if some troll comes along and does it again, you have it for your personal use.
Kind of sad about that because I spent several hours adding in all the random counter/basin/tables/cupboards etc lol. Still hadn't finished...
I restored it to the version before they did that. I suggest making a personal backup so if some troll comes along and does it again, you have it for your personal use.
Kind of sad about that because I spent several hours adding in all the random counter/basin/tables/cupboards etc lol. Still hadn't finished...
Re: [Requests] Disney Dreamlight Valley
Can anyone help me? I have activated the two functions of feeding critters, but it still dream light.
(Solve it by feeding the like food, not the love food)
I would be grateful.
I also can't activate the weed feature.
(Solve it by feeding the like food, not the love food)
I would be grateful.
I also can't activate the weed feature.
Re: [Requests] Disney Dreamlight Valley
If my script not working for you, because I use Game Version v1.8.5-46 (Build 12915122) 11 December 2023,
and patjenova use rune version, Game Version 1.8.3-15 (Build 12822690) 5 December 2023,
So if you bought original game then your game version will be (Build 12976951) 20 December 2023.
Based on how I make the script, some script will not work if you have different version of game.
Example: Weed Script (Night Thorn), Loot Table Probability to 1000,
If my script about Memory Piece for fishing, mining, and etc in this POST not working,
You can use script in this POST
Memory Piece need Loot Table ID not memory shard ID, and in the Loot Table, there can be 1 item or more.
Function : you can change Loot Table for Chest Type Item and Know what inside of Loot Table, and change Probability of each Item
Here is Loot Table Script.
*For Loot Present [Activate > Open Chest Reward] [Rec. DreamSnap Chest] Script, I think it will not work if the game version not match
and patjenova use rune version, Game Version 1.8.3-15 (Build 12822690) 5 December 2023,
So if you bought original game then your game version will be (Build 12976951) 20 December 2023.
Based on how I make the script, some script will not work if you have different version of game.
Example: Weed Script (Night Thorn), Loot Table Probability to 1000,
If my script about Memory Piece for fishing, mining, and etc in this POST not working,
You can use script in this POST
Memory Piece need Loot Table ID not memory shard ID, and in the Loot Table, there can be 1 item or more.
Function : you can change Loot Table for Chest Type Item and Know what inside of Loot Table, and change Probability of each Item
Code: Select all
Memory Piece Type:
Item ID = ???
Item Type = random number
Item Type case = random number
*For Loot Present [Activate > Open Chest Reward] [Rec. DreamSnap Chest] Script, I think it will not work if the game version not match
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>2004</ID>
<Description>"Chest Type Data"</Description>
<Color>FF8000</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1902</ID>
<Description>"Loot Present [Activate > 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>
<CheatEntry>
<ID>1907</ID>
<Description>"Loot Table Data [Activate > Open Chest Reward] [Rec. DreamSnap Chest]"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(LootTableDataINJECT,GameAssembly.dll,48 8B 4D 40 48 85 C9 0F 84 1E) // should be unique
alloc(newmem,$1000,LootTableDataINJECT)
label(code)
label(return)
alloc(LootTableData,4,LootTableDataINJECT)
registersymbol(LootTableData)
newmem:
mov [LootTableData],rbp
code:
mov rcx,[rbp+40]
test rcx,rcx
jmp return
LootTableDataINJECT:
jmp newmem
nop 2
return:
registersymbol(LootTableDataINJECT LootTableData)
[DISABLE]
LootTableDataINJECT:
db 48 8B 4D 40 48 85 C9
unregistersymbol(*)
dealloc(*)
{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+B217F0
GameAssembly.dll+B217BB: 48 8B CB - mov rcx,rbx
GameAssembly.dll+B217BE: C6 84 24 B4 00 00 00 01 - mov byte ptr [rsp+000000B4],01
GameAssembly.dll+B217C6: E8 B5 D0 C2 02 - call Definitions.Items.ItemState.get_RewardCondition
GameAssembly.dll+B217CB: 89 84 24 B0 00 00 00 - mov [rsp+000000B0],eax
GameAssembly.dll+B217D2: 48 85 FF - test rdi,rdi
GameAssembly.dll+B217D5: 0F 84 40 01 00 00 - je GameAssembly.dll+B2191B
GameAssembly.dll+B217DB: 48 8B 8C 24 B0 00 00 00 - mov rcx,[rsp+000000B0]
GameAssembly.dll+B217E3: 48 89 4F 10 - mov [rdi+10],rcx
GameAssembly.dll+B217E7: 48 85 ED - test rbp,rbp
GameAssembly.dll+B217EA: 0F 84 2B 01 00 00 - je GameAssembly.dll+B2191B
// ---------- INJECTING HERE ----------
GameAssembly.dll+B217F0: 48 8B 4D 40 - mov rcx,[rbp+40]
// ---------- DONE INJECTING ----------
GameAssembly.dll+B217F4: 48 85 C9 - test rcx,rcx
GameAssembly.dll+B217F7: 0F 84 1E 01 00 00 - je GameAssembly.dll+B2191B
GameAssembly.dll+B217FD: 4C 8B 8C 24 88 00 00 00 - mov r9,[rsp+00000088]
GameAssembly.dll+B21805: 33 C0 - xor eax,eax
GameAssembly.dll+B21807: 4C 8B 84 24 80 00 00 00 - mov r8,[rsp+00000080]
GameAssembly.dll+B2180F: 48 8B 94 24 A8 00 00 00 - mov rdx,[rsp+000000A8]
GameAssembly.dll+B21817: 48 89 44 24 38 - mov [rsp+38],rax
GameAssembly.dll+B2181C: 48 89 7C 24 30 - mov [rsp+30],rdi
GameAssembly.dll+B21821: 48 89 44 24 28 - mov [rsp+28],rax
GameAssembly.dll+B21826: 4C 89 6C 24 20 - mov [rsp+20],r13
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1908</ID>
<Description>"ID"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1910</ID>
<Description>"Reward List"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1912</ID>
<Description>"Item 1"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1909</ID>
<Description>"Item ID"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>28</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1913</ID>
<Description>"Min Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1914</ID>
<Description>"Max Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>1C</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1915</ID>
<Description>"Weight"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1941</ID>
<Description>"Min Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>48</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1942</ID>
<Description>"Max Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>4C</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1921</ID>
<Description>"Types"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1927</ID>
<Description>"Type 1"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1922</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1923</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1935</ID>
<Description>"Type 2"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1936</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1937</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1938</ID>
<Description>"Type 3"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1939</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1940</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1916</ID>
<Description>"Item 2"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1917</ID>
<Description>"Item ID"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>28</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1918</ID>
<Description>"Min Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1919</ID>
<Description>"Max Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>1C</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1920</ID>
<Description>"Weight"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1943</ID>
<Description>"Min Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>48</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1944</ID>
<Description>"Max Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>4C</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1924</ID>
<Description>"Types"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1928</ID>
<Description>"Type 1"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1925</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1926</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1929</ID>
<Description>"Type 2"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1930</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1931</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1932</ID>
<Description>"Type 3"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1933</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1934</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1945</ID>
<Description>"Item 3"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1946</ID>
<Description>"Item ID"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>28</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1947</ID>
<Description>"Min Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1948</ID>
<Description>"Max Amount"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>1C</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1949</ID>
<Description>"Weight"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1950</ID>
<Description>"Min Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>48</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1951</ID>
<Description>"Max Rarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>4C</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1952</ID>
<Description>"Types"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1953</ID>
<Description>"Type 1"</Description>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1954</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1955</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>20</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1956</ID>
<Description>"Type 2"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1957</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1958</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>28</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1959</ID>
<Description>"Type 3"</Description>
<Options moHideChildren="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1960</ID>
<Description>"Item Type"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>18</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1961</ID>
<Description>"Item Type Case"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>LootTableData</Address>
<Offsets>
<Offset>20</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>30</Offset>
<Offset>30</Offset>
<Offset>10</Offset>
<Offset>10</Offset>
<Offset>18</Offset>
<Offset>40</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: [Requests] Disney Dreamlight Valley
I am also using pirated resources, V1.8.6.62. I just downloaded the old version of the game and it prompted me that the archive version is too high.lmrlmax wrote: ↑Sun Jan 07, 2024 3:10 amIf my script not working for you, because I use Game Version v1.8.5-46 (Build 12915122) 11 December 2023,
and patjenova use rune version, Game Version 1.8.3-15 (Build 12822690) 5 December 2023,
So if you bought original game then your game version will be (Build 12976951) 20 December 2023.
Based on how I make the script, some script will not work if you have different version of game.
Example: Weed Script (Night Thorn), Loot Table Probability to 1000,
If my script about Memory Piece for fishing, mining, and etc in this POST not working,
You can use script in this POST
Memory Piece need Loot Table ID not memory shard ID, and in the Loot Table, there can be 1 item or more.
Function : you can change Loot Table for Chest Type Item and Know what inside of Loot Table, and change Probability of each ItemHere is Loot Table Script.Code: Select all
Memory Piece Type: Item ID = ??? Item Type = random number Item Type case = random number
*For Loot Present [Activate > Open Chest Reward] [Rec. DreamSnap Chest] Script, I think it will not work if the game version not matchCode: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>2004</ID> <Description>"Chest Type Data"</Description> <Color>FF8000</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1902</ID> <Description>"Loot Present [Activate > 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> <CheatEntry> <ID>1907</ID> <Description>"Loot Table Data [Activate > Open Chest Reward] [Rec. DreamSnap Chest]"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(LootTableDataINJECT,GameAssembly.dll,48 8B 4D 40 48 85 C9 0F 84 1E) // should be unique alloc(newmem,$1000,LootTableDataINJECT) label(code) label(return) alloc(LootTableData,4,LootTableDataINJECT) registersymbol(LootTableData) newmem: mov [LootTableData],rbp code: mov rcx,[rbp+40] test rcx,rcx jmp return LootTableDataINJECT: jmp newmem nop 2 return: registersymbol(LootTableDataINJECT LootTableData) [DISABLE] LootTableDataINJECT: db 48 8B 4D 40 48 85 C9 unregistersymbol(*) dealloc(*) { // ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+B217F0 GameAssembly.dll+B217BB: 48 8B CB - mov rcx,rbx GameAssembly.dll+B217BE: C6 84 24 B4 00 00 00 01 - mov byte ptr [rsp+000000B4],01 GameAssembly.dll+B217C6: E8 B5 D0 C2 02 - call Definitions.Items.ItemState.get_RewardCondition GameAssembly.dll+B217CB: 89 84 24 B0 00 00 00 - mov [rsp+000000B0],eax GameAssembly.dll+B217D2: 48 85 FF - test rdi,rdi GameAssembly.dll+B217D5: 0F 84 40 01 00 00 - je GameAssembly.dll+B2191B GameAssembly.dll+B217DB: 48 8B 8C 24 B0 00 00 00 - mov rcx,[rsp+000000B0] GameAssembly.dll+B217E3: 48 89 4F 10 - mov [rdi+10],rcx GameAssembly.dll+B217E7: 48 85 ED - test rbp,rbp GameAssembly.dll+B217EA: 0F 84 2B 01 00 00 - je GameAssembly.dll+B2191B // ---------- INJECTING HERE ---------- GameAssembly.dll+B217F0: 48 8B 4D 40 - mov rcx,[rbp+40] // ---------- DONE INJECTING ---------- GameAssembly.dll+B217F4: 48 85 C9 - test rcx,rcx GameAssembly.dll+B217F7: 0F 84 1E 01 00 00 - je GameAssembly.dll+B2191B GameAssembly.dll+B217FD: 4C 8B 8C 24 88 00 00 00 - mov r9,[rsp+00000088] GameAssembly.dll+B21805: 33 C0 - xor eax,eax GameAssembly.dll+B21807: 4C 8B 84 24 80 00 00 00 - mov r8,[rsp+00000080] GameAssembly.dll+B2180F: 48 8B 94 24 A8 00 00 00 - mov rdx,[rsp+000000A8] GameAssembly.dll+B21817: 48 89 44 24 38 - mov [rsp+38],rax GameAssembly.dll+B2181C: 48 89 7C 24 30 - mov [rsp+30],rdi GameAssembly.dll+B21821: 48 89 44 24 28 - mov [rsp+28],rax GameAssembly.dll+B21826: 4C 89 6C 24 20 - mov [rsp+20],r13 } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>1908</ID> <Description>"ID"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1910</ID> <Description>"Reward List"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1912</ID> <Description>"Item 1"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1909</ID> <Description>"Item ID"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>28</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1913</ID> <Description>"Min Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1914</ID> <Description>"Max Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>1C</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1915</ID> <Description>"Weight"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1941</ID> <Description>"Min Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>48</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1942</ID> <Description>"Max Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>4C</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1921</ID> <Description>"Types"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1927</ID> <Description>"Type 1"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1922</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1923</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1935</ID> <Description>"Type 2"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1936</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1937</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1938</ID> <Description>"Type 3"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1939</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1940</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1916</ID> <Description>"Item 2"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1917</ID> <Description>"Item ID"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>28</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1918</ID> <Description>"Min Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1919</ID> <Description>"Max Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>1C</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1920</ID> <Description>"Weight"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1943</ID> <Description>"Min Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>48</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1944</ID> <Description>"Max Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>4C</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1924</ID> <Description>"Types"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1928</ID> <Description>"Type 1"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1925</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1926</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1929</ID> <Description>"Type 2"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1930</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1931</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1932</ID> <Description>"Type 3"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1933</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1934</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1945</ID> <Description>"Item 3"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1946</ID> <Description>"Item ID"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>28</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1947</ID> <Description>"Min Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1948</ID> <Description>"Max Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>1C</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1949</ID> <Description>"Weight"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1950</ID> <Description>"Min Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>48</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1951</ID> <Description>"Max Rarity"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>4C</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1952</ID> <Description>"Types"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1953</ID> <Description>"Type 1"</Description> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1954</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1955</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>20</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1956</ID> <Description>"Type 2"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1957</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1958</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>28</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>1959</ID> <Description>"Type 3"</Description> <Options moHideChildren="1"/> <Color>0080FF</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>1960</ID> <Description>"Item Type"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>18</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>1961</ID> <Description>"Item Type Case"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>4 Bytes</VariableType> <Address>LootTableData</Address> <Offsets> <Offset>20</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>30</Offset> <Offset>30</Offset> <Offset>10</Offset> <Offset>10</Offset> <Offset>18</Offset> <Offset>40</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
Looking forward to you making v1.8.6.62 CT. Of course, it depends on your willingness to update your version.
Re: [Requests] Disney Dreamlight Valley
For me, this works viewtopic.php?p=329600#p329600
And this only works for feeding viewtopic.php?p=329617#p329617
And this only works for feeding viewtopic.php?p=329617#p329617
Re: [Requests] Disney Dreamlight Valley
I found out by right-clicking the script that the above prompt was <<Error while scanning for AOB's : WeedProbabilitylNJECT Error: Not all results found>>. The script that worked normally did not have this prompt.
Re: [Requests] Disney Dreamlight Valley
After my continuous testing, I found that other memories can work normally, only weeds (thorns) cannot work
Looking forward to solving this problem
Thank you again in advance for your hard work.
Looking forward to solving this problem
Thank you again in advance for your hard work.
-
- Expert Cheater
- Posts: 276
- Joined: Tue Mar 07, 2017 3:12 pm
- Reputation: 169
Re: [Requests] Disney Dreamlight Valley
not sure why but on a couple scripts i get an error compiling
the "Weed Harvest to Memory Piece" code
mov rcx,[GameAssembly.dll+65DA100]
and Instant Growth Seed, Tree and Bush [Activate > Harvest]
mov rcx,[GameAssembly.dll+65E5B80]
usually i never have issues just copying/pasting code. any info on how to fix this compiling error would be appreciated. thank you
the "Weed Harvest to Memory Piece" code
mov rcx,[GameAssembly.dll+65DA100]
and Instant Growth Seed, Tree and Bush [Activate > Harvest]
mov rcx,[GameAssembly.dll+65E5B80]
usually i never have issues just copying/pasting code. any info on how to fix this compiling error would be appreciated. thank you
Re: [Requests] Disney Dreamlight Valley
In short, See picture below and you need to replace 2 AOB and GameAssembly.dll+65DA100
Use Critter Feed Time to 0 [Only Activate While Feeding Critter] Script instead Instant Growth Seed, Tree and Bush [Activate > Harvest] because it have same function.
Instruction:
Image
Instruction:
Weed Harvest to Memory Piece
For Weed Harvest to Memory Piece
In Cheat Engine
Value Type = Array of Byte
Writable [Under Value Type] = Untick
Hex [Left side of value box] = Tick
Try to search AOB = 48 8B 84 24 20 02 00 00 40 38 70 20
Step:
1. Right Click Result Address -> Disassemble this memory region -> New Pop Up Window will appear
2. Scroll up (8 lines above) -> search mov ebx,[rax+1C] -> CTRL + A -> SHIFT + CTRL + A -> OK -> OK
3. Copy AOB from aobscanmodule line, Example of AOB = 8B 58 1C 48 8B 0D 70 6B B7 04 -> Right Click Weed Harvest to Memory Piece Script -> Change Script -> Paste new AOB to Weed Harvest to Memory Piece in Rectangle 1 and 3 [See Image Below]
4. You need to replace value that in red rectangle
5. Copy GameAssembly.dll+xxxxxxxx from Step 2 and paste (replace) it in Weed Harvest to Memory Piece script
6. Click Ok in in Weed Harvest to Memory Piece script and close Pop Up Window from step 1, don't forget to save CE
In Cheat Engine
Value Type = Array of Byte
Writable [Under Value Type] = Untick
Hex [Left side of value box] = Tick
Try to search AOB = 48 8B 84 24 20 02 00 00 40 38 70 20
Step:
1. Right Click Result Address -> Disassemble this memory region -> New Pop Up Window will appear
2. Scroll up (8 lines above) -> search mov ebx,[rax+1C] -> CTRL + A -> SHIFT + CTRL + A -> OK -> OK
3. Copy AOB from aobscanmodule line, Example of AOB = 8B 58 1C 48 8B 0D 70 6B B7 04 -> Right Click Weed Harvest to Memory Piece Script -> Change Script -> Paste new AOB to Weed Harvest to Memory Piece in Rectangle 1 and 3 [See Image Below]
4. You need to replace value that in red rectangle
Image
6. Click Ok in in Weed Harvest to Memory Piece script and close Pop Up Window from step 1, don't forget to save CE
Instant Growth Seed
And for Instant Growth Seed, Tree and Bush [Activate > Harvest],
You can use Critter Feed Time to 0 [Only Activate While Feeding Critter] Script, because it have same function, but deactivate after done harvesting.
If you want to fix it:
1. Activate Mono Feature -> Click Memory View -> CTRL + G
2. Paste Google.Protobuf.WellKnownTypes.Duration.ToTimeSpan
3. Search mov rdi,[rbx+18] , scroll down (not so far from initial position)
4. Same step with Weed Harvest to Memory Piece
You can use Critter Feed Time to 0 [Only Activate While Feeding Critter] Script, because it have same function, but deactivate after done harvesting.
If you want to fix it:
1. Activate Mono Feature -> Click Memory View -> CTRL + G
2. Paste Google.Protobuf.WellKnownTypes.Duration.ToTimeSpan
3. Search mov rdi,[rbx+18] , scroll down (not so far from initial position)
4. Same step with Weed Harvest to Memory Piece
Re: [Requests] Disney Dreamlight Valley
Thank you, with this method I successfully made weed worklmrlmax wrote: ↑Sun Jan 07, 2024 9:47 amIn short, See picture below and you need to replace 2 AOB and GameAssembly.dll+65DA100Use Critter Feed Time to 0 [Only Activate While Feeding Critter] Script instead Instant Growth Seed, Tree and Bush [Activate > Harvest] because it have same function.Image
Instruction:Weed Harvest to Memory Piece
For Weed Harvest to Memory Piece
In Cheat Engine
Value Type = Array of Byte
Writable [Under Value Type] = Untick
Hex [Left side of value box] = Tick
Try to search AOB = 48 8B 84 24 20 02 00 00 40 38 70 20
Step:
1. Right Click Result Address -> Disassemble this memory region -> New Pop Up Window will appear
2. Scroll up (8 lines above) -> search mov ebx,[rax+1C] -> CTRL + A -> SHIFT + CTRL + A -> OK -> OK
3. Copy AOB from aobscanmodule line, Example of AOB = 8B 58 1C 48 8B 0D 70 6B B7 04 -> Right Click Weed Harvest to Memory Piece Script -> Change Script -> Paste new AOB to Weed Harvest to Memory Piece in Rectangle 1 and 3 [See Image Below]
4. You need to replace value that in red rectangle5. Copy GameAssembly.dll+xxxxxxxx from Step 2 and paste (replace) it in Weed Harvest to Memory Piece scriptImage
6. Click Ok in in Weed Harvest to Memory Piece script and close Pop Up Window from step 1, don't forget to save CEInstant Growth Seed
And for Instant Growth Seed, Tree and Bush [Activate > Harvest],
You can use Critter Feed Time to 0 [Only Activate While Feeding Critter] Script, because it have same function, but deactivate after done harvesting.
If you want to fix it:
1. Activate Mono Feature -> Click Memory View -> CTRL + G
2. Paste Google.Protobuf.WellKnownTypes.Duration.ToTimeSpan
3. Search mov rdi,[rbx+18] , scroll down (not so far from initial position)
4. Same step with Weed Harvest to Memory Piece
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Re: [Requests] Disney Dreamlight Valley
thanks for responding lmrlmax i tested the build v1.8.5-46 of the game too
yes i have the correct AOB scan and RVA, but i cant activate the code.. for example when i right click on the script it says
Error on line 16 ( mov rcx,[GameAssembly.dll+65DA100]) this instruction cant be compiled.
i have the same issue on Instant Growth Seed, Tree and Bush [Activate > Harvest], everything else works fine..
for some reason my cheat engine 7.5 dont like the "mov rcx,[GameAssembly.dll+" code and wont compile it. never had such an issue before :/
yes i have the correct AOB scan and RVA, but i cant activate the code.. for example when i right click on the script it says
Error on line 16 ( mov rcx,[GameAssembly.dll+65DA100]) this instruction cant be compiled.
i have the same issue on Instant Growth Seed, Tree and Bush [Activate > Harvest], everything else works fine..
for some reason my cheat engine 7.5 dont like the "mov rcx,[GameAssembly.dll+" code and wont compile it. never had such an issue before :/
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