Sword Art Online Last Recollection (Steam). Working for 1.15

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a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 2:10 am
a_busy_man wrote:
Sun Oct 08, 2023 2:04 am
gradius12 wrote:
Sun Oct 08, 2023 1:59 am

no only the low level ones
Then the 37 one doesn't matter, we need to know the highest Rank of the affected ones and cut just there to reduce the error risk. If the highest aftected is low enough, I am confident this method will work perfeclty.
the lowest lvl there are lvl 3 and 334 to 344 affect them
Sorry, I am bit sick today and I am not explaining well, not concentrating properly, I have been in bed all day although I am somewhat beter now, and without being able to sleep.

I need the highest Rank of those affected by having the script with cmp set at 344. Only the Rank 3 ones are affected?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

ok so far i scavenged that area i cant kill lvl 3 and 4 lvl 6 goes down with 344

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 2:20 am
ok so far i scavenged that area i cant kill lvl 3 and 4 lvl 6 goes down with 344
Then using Rank 4 or lower should be enough. Try with this:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(GodModeAutoKill,$process,48 89 38 48 8B 5C 24 58) // should be unique
alloc(newmem,$1000,GodModeAutoKill)

label(code)
label(return)

newmem:
  cmp [rax+50],(int)332
  jl GodMode
  cmp [rax+50],(int)344
  jl CompareRank
  jmp code

CompareRank:
  cmp [rax+30],(int)24
  jg GodMode
  jmp code

AutoKill:
  mov [rax],0
  mov rbx,[rsp+58]
  jmp return

GodMode:
  mov rdi,[rax+10]
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

code:
  mov [rax],rdi
  mov rbx,[rsp+58]
  jmp return

GodModeAutoKill:
  jmp newmem
  nop 3
return:
registersymbol(GodModeAutoKill)

[DISABLE]

GodModeAutoKill:
  db 48 89 38 48 8B 5C 24 58

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: sao_lr-Win64-Shipping.exe+1154BC2

sao_lr-Win64-Shipping.exe+1154B93: C6 44 24 30 3C              - mov byte ptr [rsp+30],3C
sao_lr-Win64-Shipping.exe+1154B98: 48 8B D7                    - mov rdx,rdi
sao_lr-Win64-Shipping.exe+1154B9B: C6 44 24 28 3D              - mov byte ptr [rsp+28],3D
sao_lr-Win64-Shipping.exe+1154BA0: 48 8B CB                    - mov rcx,rbx
sao_lr-Win64-Shipping.exe+1154BA3: 48 C7 44 24 20 00 00 00 00  - mov qword ptr [rsp+20],00000000
sao_lr-Win64-Shipping.exe+1154BAC: E8 2F FF EC FF              - call sao_lr-Win64-Shipping.exe+1024AE0
sao_lr-Win64-Shipping.exe+1154BB1: 48 8B 46 08                 - mov rax,[rsi+08]
sao_lr-Win64-Shipping.exe+1154BB5: 48 C7 00 00 00 00 00        - mov qword ptr [rax],00000000
sao_lr-Win64-Shipping.exe+1154BBC: EB 07                       - jmp sao_lr-Win64-Shipping.exe+1154BC5
sao_lr-Win64-Shipping.exe+1154BBE: 48 8B 46 08                 - mov rax,[rsi+08]
// ---------- INJECTING HERE ----------
sao_lr-Win64-Shipping.exe+1154BC2: 48 89 38                    - mov [rax],rdi
// ---------- DONE INJECTING  ----------
sao_lr-Win64-Shipping.exe+1154BC5: 48 8B 5C 24 58              - mov rbx,[rsp+58]
sao_lr-Win64-Shipping.exe+1154BCA: 48 8B 74 24 60              - mov rsi,[rsp+60]
sao_lr-Win64-Shipping.exe+1154BCF: 48 8B 7C 24 68              - mov rdi,[rsp+68]
sao_lr-Win64-Shipping.exe+1154BD4: 48 83 C4 40                 - add rsp,40
sao_lr-Win64-Shipping.exe+1154BD8: 41 5E                       - pop r14
sao_lr-Win64-Shipping.exe+1154BDA: C3                          - ret 
sao_lr-Win64-Shipping.exe+1154BDB: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDC: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDD: CC                          - int 3 
sao_lr-Win64-Shipping.exe+1154BDE: CC                          - int 3 
}
Btw, do you think it is better to have a place in extras the check for updates, or to check automatically it when opening the [Sword Art Online Last Recollection (Steam 1.03)] and only reporting if there is a new one so no one misses the update?

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

doesnt do anything the script and its better when activating the script to get updates

a_busy_man
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 2:41 am
doesnt do anything the script and its better when activating the script to get updates
Doesn't do antyhing means no one is getting immortal, no matter if it is you or the enemies? It should be working in theory.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

since i had to change my difficulty to story to get lvl 1 to 5 appear 300 seems like for story and normal difficulty the lowest value for area 1
and 320 for hard difficulty
and they were still immortal

dont know how it affects the difficulty part

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 2:57 am
since i had to change my difficulty to story to get lvl 1 to 5 appear 300 seems like for story difficulty the lowest value for area 1

and they were still immortal

dont know how it affects the difficulty part
If difficulty also affects it, it gets even more complicated, at least only affects enemies... Who knows if other maps may also break on different difficulties... I have only played in Hard, at worst the script for hard only. If you are useing these scripts, it doesn't matter the difficulty and Hard has better drops anyway.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

im also normally playing on hard but for people who dont care about it its a bit strangemaybe making 2 diffent headers for the autokill godmode one for harddifficulty and one for normal story

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 3:07 am
im also normally playing on hard but for people who dont care about it its a bit strangemaybe making 2 diffent headers for the autokill godmode one for harddifficulty and one for normal story
Well, let's first get it working for hard, and then let's make it work on the others, the script I put earlier was at least working well on hard or not even there?

Edit: No one has complained it didn't work on other difficulties, so maybe the number of enemies affectes isn't that big, and it can all be adapted in a single one, but again, let's make it fully working on one and then test the rest.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

a_busy_man wrote:
Sun Oct 08, 2023 3:10 am
gradius12 wrote:
Sun Oct 08, 2023 3:07 am
im also normally playing on hard but for people who dont care about it its a bit strangemaybe making 2 diffent headers for the autokill godmode one for harddifficulty and one for normal story
Well, let's first get it working for hard, and then let's make it work on the others, the script I put earlier was at least working well on hard or not even there?

Edit: No one has complained it didn't work on other difficulties, so maybe the number of enemies affectes isn't that big, and it can all be adapted in a single one, but again, let's make it fully working on one and then test the rest.
ican only tell from my experience how those affect the enemies on low lvl enemys like lvl 1~5

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by a_busy_man »

gradius12 wrote:
Sun Oct 08, 2023 3:46 am
a_busy_man wrote:
Sun Oct 08, 2023 3:10 am
gradius12 wrote:
Sun Oct 08, 2023 3:07 am
im also normally playing on hard but for people who dont care about it its a bit strangemaybe making 2 diffent headers for the autokill godmode one for harddifficulty and one for normal story
Well, let's first get it working for hard, and then let's make it work on the others, the script I put earlier was at least working well on hard or not even there?

Edit: No one has complained it didn't work on other difficulties, so maybe the number of enemies affectes isn't that big, and it can all be adapted in a single one, but again, let's make it fully working on one and then test the rest.
ican only tell from my experience how those affect the enemies on low lvl enemys like lvl 1~5
I will try myself once I can, I will check if I have an old save that can go to the area instead of waiting to be able tog o back on the main save.

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gradius12
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by gradius12 »

mean while i found the color dye address for kiritos armor its +5a from the pointer address for visualizing its a byte value

another strange happened but i fixed it on my own is the infintie sp stopped working after i reloaded a save earlier and it seems for SP the value must be 344 for me now since the standard value that you put there doesnt affect every lvl 52 from my roster everything else worked fine

demorest2
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by demorest2 »

-

demorest2
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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by demorest2 »

a_busy_man wrote:
Sat Oct 07, 2023 11:19 pm
gradius12 wrote:
Sat Oct 07, 2023 1:30 pm
and it seems the skill buff time is a up counting float value i found it in my game


seems like it doesnt stay on that address i found but i will show my search history for what i did i used a grouped value search for example billion blossom that looked like this 4byte the skill id then a float value as wildcard(*) then the third float value the buff time duration which is 60
so i guess it uses a
4 type for id
float value (used up time )
float value max time how long

last dualwield skill with the unused description is big bang quasar
I guess all the unused for those having only one are for the locked Skill
demorest2 wrote:
Sat Oct 07, 2023 10:30 pm
Haya. How to unlock all weps upgrades n achieve all medals!? I put all skills to 10000, they r 3 stars, but not u[graded and no medals unlocked((
Using the script, I got the one for a single skill 10000 times without issue. Try to use the scripts instead of modyfying by hand, or put 9999 and do it once, which will most likely work too. I haven't gotten all medals nor finished the game yet, so I can't help much more on how to get them.

_________________________________________
I created a Check for Updates that will tell you if there is a new version of the table published here or not, so you can always know if there is a new version. It will be included with the next table.
All values wch u edit manually = Breaks function. skills goes overcap. Setting 9999 doesnt work... Script after reset to 0 doesnt helps ... :(

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Re: Sword Art Online Last Recollection (Steam). Working for 1.03

Post by ilcommendatore »

Hello! I'm not sure what I'm doing wrong, but whenever I use the God Mode script, the enemies seem to have God Mode as well. Would anyone have any idea as to how to solve this issue?

At any rate, thank you for the table!

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