HELLDIVERS 2

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wilsondgonzales
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Re: HELLDIVERS 2

Post by wilsondgonzales »

Exemplify1524 wrote:
Sun May 19, 2024 2:08 am

Hi. Yes, I played too much with the "knockback" parameter. I found this option to be very fun (enemies flying out far), but it leads that you flying out far if your own damage hits you too. It can be fixed by blacklisting from HIGH Knockback values weapons that have explosion effect. But more simple is just set 0 to all knockback parameters (enemy and your own).

I attached .ct where this is fixed.
Also added to weapon damage script GOD hotkey (ctrl by default) while you pressing it all OUTPUT damage (not unknown or enemy or environment) are set to extremely high values. So you playing like normal person, but if situation is bad, you press ctrl and can destroy enemy buildings or titans with one shot from pistol. Then release Ctrl key and play as normal (with multipliers and values you set in table) again.
This works for sentries, stratagems, rover dog. So it can help a lot in bad scenarios.

Also added more parameters in weapons damage script:

Now additionally to individual damage settings you can set more general values (all script code is commented, you can read):
Truly appreciate the approach you're taking with your script by having toggles. it offers quite the flexibility in gameplay and customization even though i don't switch weapons that much. the god shot toggle is truly enjoyable. i would like to point out that i can't seem to get the lua script to work. it executes to run the game but seem to never detect the module, which in turn doesn't run the runscripts function.

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

Exemplify1524
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Re: HELLDIVERS 2

Post by Exemplify1524 »

wilsondgonzales wrote:
Sun May 19, 2024 12:42 pm
it executes to run the game but seem to never detect the module, which in turn doesn't run the runscripts function.
Need try found where is the problem.
1. Can you check if function call IsModuleLoaded is happening on your setup by uncommenting -- print line (remove -- symbols). Does it print message every second on your setup?

function IsModuleLoaded()
for module_idx, module_table in ipairs(enumModules()) do
-- print("module index " .. module_idx .. " module Name " .. module_table["Name"])
if module_table["Name"] == moduleName then
getMemoryViewForm().Visible = false
module_timer.Enabled = false
l(processName .. " module " .. moduleName .. " is loaded")
OnModuleLoaded()
return true
end
end
return false
end

2. Can you set checkbox and look if it help in your situation?
Settings -> General Settings -> Even autoattach when another process has already been selected

3. Check if you didnt change module name to somethink other
local moduleName = "game.dll"

Can you sent cheat engine log here?

User avatar
ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

UPDATE:

added weapon ID's:
SMG-72 Pummeler
P-113 Verdict
PLAS-101 Purifier (matching exisiting ID's)

added script:
energy shield cooldown mod
(customize maximum CD seconds)


table + guide as usual in my signature.

Jokersrwild
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Re: HELLDIVERS 2

Post by Jokersrwild »

ZoDDeL wrote:
Sun May 19, 2024 1:49 am
Jokersrwild wrote:
Sat May 18, 2024 11:36 pm
Zodd not sure which line controls superdamage for terrain damage but I got one shot by a piece of barbwire today XD any idea which line I should adjust to fix that?
usually everything not whitelisted get dmg to 0 (or to the value you might had change it for enemy)
there is a slight chance that the barbwire uses same id as a weapon put on super dmg (including penetration, demolation)
but to check this i need more information. cant rember ever had this before.
i assume a bot planet? did you remember the name and mission type?
will try to find it next time i work on the table.
After switching back to the original script this error doesnt seem to be present anymore so no worries here. Originally it was exhibited on Marfak in a destroy command bunkers mission.

Exemplify1524
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Re: HELLDIVERS 2

Post by Exemplify1524 »

wilsondgonzales wrote:
Sun May 19, 2024 12:42 pm
to never detect the module, which in turn doesn't run the runscripts function.
Yes, I have tested. Without "Even Attach when another process has already been selected" its not working on my side. So I added some code to enable this option at CE start:

Code: Select all

if not syntaxcheck then
  local s=getSettings()
  s.Value['Always AutoAttach'] = 1
  reloadSettingsFromRegistry()
  main()
end
Try if it work.
Attachments
_MyHD2.CT
(692.85 KiB) Downloaded 152 times

Cogitationis
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Reputation: 4

Re: HELLDIVERS 2

Post by Cogitationis »

ZoDDeL wrote:
Fri May 17, 2024 3:56 pm
UPDATE:

i know it looks a bit messy but i wanna have big all inclusive solution instead of a bundle of single scripts.
the idea is, once you have setup your personal settings you just can run the aio script instead of clicking 10 scripts...

p.s. strongly suggest ctrl+f for search in the scripts as they are now got a bit inflated.
My solution to this problem was to set all the individual scripts I wanted to run on a single hotkey "\". All I gotta do is open the table, then open the game, hit "\", then close CT.

I also made preset loadouts, by using "-" "=", and "/" respectively, so I can run whatever exact combination of scripts I want, using a single hotkey.

I use your super_dmg script but I made copies of it that are each activated by one of the 4 hotkeys, then did that with a bunch of your other scripts.

For example,
I can tap "\" and have 1.15x player speed, 1.2x dmg w/o penetration changes, 0.88x dmg received and Show Map scripts, for stealth cheating.
Or I can tap "=" and have 4x player speed, 5x dmg + 7777 pen, 0.5x dmg received, infinite Jumppack, sample pickup (modified to preference), etc etc., for a "OP but can still die" cheating.

It takes me about 10 min to setup the hotkeys and script variants the first time; from then on I have a one tap system for whatever I like. No need to change the scripts for the purpose of activating faster, right?

Edit: Now I need to implement the new toggle scripts from Exemplify for a maximally flexible, personally tailored experience

wilsondgonzales
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Re: HELLDIVERS 2

Post by wilsondgonzales »

Exemplify1524 wrote:
Sun May 19, 2024 6:30 pm
wilsondgonzales wrote:
Sun May 19, 2024 12:42 pm
to never detect the module, which in turn doesn't run the runscripts function.
Yes, I have tested. Without "Even Attach when another process has already been selected" its not working on my side. So I added some code to enable this option at CE start:

Code: Select all

if not syntaxcheck then
  local s=getSettings()
  s.Value['Always AutoAttach'] = 1
  reloadSettingsFromRegistry()
  main()
end
Try if it work.
Thank you! both of your solutions worked for me. However a new problem comes up where the scripts below the header for auto run scripts don't activate. only the header gets actiavted and not the ones underneath it. the group setting 'activate all children' is checked and manually clicking works

Exemplify1524
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Re: HELLDIVERS 2

Post by Exemplify1524 »

wilsondgonzales wrote:
Sun May 19, 2024 11:42 pm
Scripts below the header for auto run scripts don't activate. only the header gets actiavted and not the ones underneath it. the group setting 'activate all children' is checked and manually clicking works
If you right click on some script that don't activate, you will see context menu. Look at top line, do you see "module not found game.dll" ?
Screenshot [Link]

Scripts may not activate because they dont see game.dll even it is already loaded. To overcome this I reattach to process when game.dll is loaded:

Code: Select all

function OnModuleLoaded()
  saveTable(scriptPath)
  -- reopen process, so memory record addresses refreshed
  MainForm.OnProcessOpened = nil
  OpenProcess(processName)
  MainForm.OnProcessOpened = OnProcessOpened
MemoryView somehow help with this. I think guys open it for some reason.

So changed few moments in script (below)
1. Close memory view window AFTER all cheat records activated. Maybe it will help.
2. Force set option "Activate this activate child" for container record
3. Force activate all child and child-child scripts recursively
4. Added a little delay after reopening process and before scripts start to activate

Code: Select all

function OnModuleLoaded()
  saveTable(scriptPath)

  -- reopen process, so memory record addresses refreshed
  MainForm.OnProcessOpened = nil
  OpenProcess(processName)
  sleep(500)   -- you can try to increase this to 5000 (5 seconds) for example
You can try to increase sleep value from 500 (half second) to 5000 (5 seconds) for example. Maybe it will help.

If not, can you share log messages here?

New version: Table -> Show Cheat Table LUA Script
Spoiler

Code: Select all


-- You can change section start
-- Path delimiter should be with right slash delimiters
local gamePath = "D:/Games/Steam/steamapps/common/Helldivers 2/bin/"
local autorunGame = true
local autorunGameAsk = true
local autoClose = true
local autoCloseAsk = false

-- autosave .ct before autoClose
local scriptPath = "F:/Projects/Helldivers2_cheats/CTables/_MyHD2.CT"
-- run DebugViewPP for debugging purposes. DL https://github.com/CobaltFusion/DebugViewPP/releases
local debugViewPath = "D:/Software/DebugViewPP/"
local debugViewFilename = "Debugviewpp.exe"
local autorunDebugView = true
-- You can change section end
local processName = "helldivers2.exe"
local moduleName = "game.dll"

--- Check if a file or directory exists in this path
function exists(file)
   local ok, err, code = os.rename(file, file)
   if not ok then
      if code == 13 then
         -- Permission denied, but it exists
         return true
      end
   end
   return ok, err
end

local scriptsToActivate = {
	--'No Sway', --gir489
	--'No Recoil', --gir489
    -- 'Temp Unlock Armor, Weapons, Strategems *', --gir489
    --'OnClick Armory Weapon Editor'
  	--'Instant Shuttle',
  	--'Infinite Health',
  	--'Weapon damage v5',
    'AutoApply (drag&drop here scripts you want and save .ct)'
}
--  	'All Stratagems in Loadout',
--  	'All Armor in Armory',

local mainForm = getMainForm()
local module_timer = createTimer(mainForm, false)



function l(message)
         local currentTime = os.date("*t", os.time())
         local msec = math.floor((os.clock() % 1) * 1000) -- получаем миллисекунды
         -- Форматируем строку с текущим временем
         local text = string.format("%02d:%02d:%02d.%03d %s",
                                   currentTime.hour, currentTime.min, currentTime.sec,
                                   msec,
                                   message)
         print(text)
end

function LaunchDebugView()
  local debugViewFullPath = debugViewPath .. "/" .. debugViewFilename
  if exists(debugViewFullPath) then
    shellExecute("taskkill","/F /IM " .. debugViewFilename)
    sleep(500)
    shellExecute(debugViewFullPath)
  else
    print("DebugView tool path is wrong:\n" .. debugViewFullPath .. "\n\nOpen menu: Table -> Shot Cheat Table LUA Script, and change DebugViewPP path to yours\n\nLink: https://github.com/CobaltFusion/DebugViewPP/releases")
  end
end

function RunScript(scriptName)
  mr =  AddressList.getMemoryRecordByDescription(scriptName)
  if mr == nil then
    l("Script " .. scriptName .. " not found")
    return false
  end

  -- set option to acrivate children
  mr.Options = '[moActivateChildrenAsWell, moDeactivateChildrenAsWell]'
  -- print(mr.Options)

  mr.Active = true
  l("Injected: " .. mr.Description)

  -- print(mr.Child[1].Description)
  for _, child_memory_record in ipairs(mr.Child) do
    --child_memory_record.Active = true
    RunScript(child_memory_record.Description) -- this way to support recursive
  end
end

function RunScripts()
  for scriptIdx, scriptDescription in ipairs(scriptsToActivate) do
      RunScript(scriptDescription)
  end
end


-- MAIN PART when game.dll is loaded
function OnModuleLoaded()
  saveTable(scriptPath)

  -- reopen process, so memory record addresses refreshed
  MainForm.OnProcessOpened = nil
  OpenProcess(processName)
  sleep(500)
  --loadTable(scriptPath)
  MainForm.OnProcessOpened = OnProcessOpened

  -- Module loaded
  RunScripts()

  -- to not lose .ct settings
  saveTable(scriptPath)
  l("Table saved to " .. scriptPath)

  if autorunDebugView then
    l("Launch DebugView")
    LaunchDebugView()
  end

  l("Now can close CE")
  if autoClose and ((not autoCloseAsk) or (autoCloseAsk and (messageDialog("Close CE?",mtConfirmation, mbYes, mbNo) == mrYes))) then
      print("Closing CE")
      closeCE()
  end
end

function IsModuleLoaded()
  for module_idx, module_table in ipairs(enumModules()) do
    -- print("module index " .. module_idx .. " module Name " .. module_table["Name"])
    if module_table["Name"] == moduleName then

      -- additional check if module loaded correctly (address and size of module)
      module_address = getAddress(moduleName)
      module_size = getModuleSize(moduleName)
      if module_address <= 0 and module_size <= 0 then
        l(processName .. " module " .. moduleName .. " is loaded, BUT address is " .. module_address .. " size " .. module_size .. " module not loaded completely, or something goes wrong. Continue waiting...")
        module_timer.Enabled = true
        return false
      end

      module_timer.Enabled = false
      l(processName .. " module " .. moduleName .. " is loaded, address is " .. module_address .. " size " .. module_size)

      OnModuleLoaded()

      getMemoryViewForm().Visible = false

      return true
    end
  end
  l("Waiting module " .. moduleName .. " ...")
  return false
end

function WaitForModule()
  l(processName .. " waiting module " .. moduleName)
  getMemoryViewForm().Visible = true
  module_timer.Interval = 1000
  module_timer.OnTimer = IsModuleLoaded
  module_timer.Enabled = true
  return
end

local function OnProcessOpened(processId, processHandle, caption)
  local extractedProcessName = string.match(caption, "^[^-]+-(.+)") -- извлекаем имя процесса
  l("Attached to process ", extractedProcessName)
  WaitForModule()

  --if extractedProcessName == processName then
  --  WaitForModule()
  --end
end

function LaunchGame()
  if autorunGame then
    local gamePathFull = gamePath .. "/" .. processName
    if not exists(gamePathFull) then
      messageDialog("Cant launch game because game path specified is wrong:\n\n" .. gamePathFull .. "\n\nOpen menu: Table -> Shot Cheat Table LUA Script, and change path to yours")
      return
    end
    if (not autorunGameAsk) or (autorunGameAsk and (messageDialog("Launch Helldivers 2?\n\nPath: " .. gamePathFull, mtConfirmation, mbYes, mbNo) == mrYes)) then
      l("Launching " .. gamePath .. "/" .. processName)
      -- shellExecute("cmd.exe /c start /D\"" .. gamePath .. "\" " .. processName)
      shellExecute(gamePath .. "/" .. processName)
    end
  end
end

function cycleFullCompact( sender, force )
  local state = not( compactmenuitem.Caption == 'Compact View Mode' )
  if force ~= nil then
    state = not force
  end
  compactmenuitem.Caption = state and 'Compact View Mode' or 'Full View Mode'
  getMainForm().Splitter1.Visible = state


  getMainForm().Panel4.Visible = state -- bottom panel  "Advanced --- Table"

  getMainForm().Panel7.Visible = true -- Select process to open button
  getMainForm().Panel8.Visible = true -- Do nothink

  -- UPPER PANEL
  getMainForm().Panel5.Visible = state -- WHOLE upper panel
  getMainForm().Panel2.Visible = state -- Panel5 - Writable executable copy on write checkboxes
  getMainForm().Panel3.Visible = state -- Panel5 - Start Stop Address
  getMainForm().Panel6.Visible = state -- Panel5 - active memory settings
  getMainForm().Panel9.Visible = state -- Checkboxes on the right side of Panel 5
  getMainForm().Panel9.Visible = state -- Checkboxes on the right side of Panel 5
  getMainForm().Panel10.Visible = state -- Checkboxes on the right side of Panel 5
end

function addCompactMenu()
  if compactmenualreadyexists then return end
    local parent = getMainForm().Menu.Items
    compactmenuitem = createMenuItem( parent )
    parent.add( compactmenuitem )
    compactmenuitem.Caption = 'Compact View Mode'
    compactmenuitem.OnClick = cycleFullCompact
    compactmenualreadyexists = 'yes'
end

function main()
  addCompactMenu()
  cycleFullCompact( nil, true )
  getAutoAttachList().clear()
  getAutoAttachList().add(processName)
  MainForm.OnProcessOpened = OnProcessOpened
  -- print("Wait till attach to " .. processName .. ". Auto attach list is: " .. getAutoAttachList().getText())

  LaunchGame()
end

if not syntaxcheck then
  local s=getSettings()
  s.Value['Always AutoAttach'] = 1
  reloadSettingsFromRegistry()
  -- RunScripts()
  main()
end


oddity93
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Re: HELLDIVERS 2

Post by oddity93 »

i have these two scripts:
Damage multiplier
[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // any 0 dmg weapons like smoke or unknown shit
je dmg_code


// whitelisted weapons that get super damage
cmp [rcx+00],#51 //#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#25 //#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#101 //#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super
cmp [rcx+00],#44 //#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#84 //#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#296 //#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#297 //#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#34 //#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#220 //#215 //#212 // GL-21 part 2 explosion
je dmg_Super
cmp [rcx+00],#127 //#123 // autocannon part 1 // projectile
je dmg_Super
cmp [rcx+00],#216 //#211 // autocannon part 2 // explosion
je dmg_Super
cmp [rcx+00],#74 //#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#135 // #131 //#129 // EAT-17 part 1
je dmg_Super
//cmp [rcx+00],#184 //#182 // EAT-17 part 2
//je dmg_Super
cmp [rcx+00],#226 //#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#136 //#132 // recoil-less rifle part 1 shell
je dmg_Super
cmp [rcx+00],#225 //#220 // recoil-less rifle part 2 explosion
je dmg_Super



// these weapons stay default
cmp [rcx+00],#201 //#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#111 //#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#213 //#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#203 //#198 //#195 // G-10 Incendiary
je dmg_code

//500kg bomb
cmp [rcx+00],#154 //#150 // shell
je dmg_code
cmp [rcx+00],#273 //#268 // explosion
je dmg_code

//orbital laser
cmp [rcx+00],#305 //#299
je dmg_code
//309 //303 fire ground dmg

//orbital precision strike
cmp [rcx+00],#160 //#156
je dmg_code
cmp [rcx+00],#267 //#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#161 //#157
je dmg_code
cmp [rcx+00],#266 //#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#159 //#155
je dmg_code
cmp [rcx+00],#268 //#263
je dmg_code


{ // start exclude
// whitelisted weapons that get super damage
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super

cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super

cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super


cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super

cmp [rcx+00],#76 // R-36 Eruptor 1
je dmg_Super
cmp [rcx+00],#108 // R-36 Eruptor 2
je dmg_Super
cmp [rcx+00],#130 // GP-31 grenade pistol
je dmg_Super
cmp [rcx+00],#219 // RL-77 airburst (rocket)
je dmg_Super
cmp [rcx+00],#196 // RL-77 airburst (cluster)
je dmg_Super
cmp [rcx+00],#197 // RL-77 airburst (ground???)
je dmg_Super
cmp [rcx+00],#120 // GP-31 explosive crossbow 1
je dmg_Super
cmp [rcx+00],#121 // GP-31 explosive crossbow 2
je dmg_Super
cmp [rcx+00],#20 //#18 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_Super
cmp [rcx+00],#180 // PLAS-1 Scorcher explosion
je dmg_Super
cmp [rcx+00],#182 // SG-8P Punisher Plasma explosion
je dmg_Super
cmp [rcx+00],#113 //#111 // ARC-12 Blitzer (5)
je dmg_Super
cmp [rcx+00],#101 //#99 // SG-255IE Breaker Incendiary (12)
je dmg_Super


// fix me
//cmp [rcx+00],#43 // AR-23P Liberator Penetrator
//je dmg_Super
//cmp [rcx+00],#45 // AR-23C Liberator Concussive
//je dmg_Super
//cmp [rcx+00],#82 // SG-8 Punisher (9)
//je dmg_Super
//cmp [rcx+00],#93 // SG-8S Slugger (1)
//je dmg_Super
//cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
//je dmg_Super
//cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
//je dmg_Super


// these weapons stay default
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
cmp [rcx+00],#199 //#196 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#304 // G-123 Thermite (burn)
je dmg_code









//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code
} // end exclude


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)1

admg_multiplier:
dd (float)1

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]
Damage Modifier for guns and stratagems
[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
// whitelisted weapons that get super damage
cmp [rcx+00],#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je dmg_Super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je dmg_Super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je dmg_Super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super
cmp [rcx+00],#123 // autocannon part 1
je dmg_Super
cmp [rcx+00],#211 // autocannon part 2
je dmg_Super
cmp [rcx+00],#132 // recoil-less rifle part 1
je dmg_Super
cmp [rcx+00],#220 // recoil-less rifle part 2
je dmg_Super
cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super
cmp [rcx+00],#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super
cmp [rcx+00],#43 // AR-23P Liberator Penetrator
je dmg_Super
cmp [rcx+00],#45 // AR-23C Liberator Concussive
je dmg_Super
cmp [rcx+00],#18 // PLAS-1 Scorcher
je dmg_Super
cmp [rcx+00],#82 // SG-8 Punisher (9)
je dmg_Super
cmp [rcx+00],#93 // SG-8S Slugger (1)
je dmg_Super
cmp [rcx+00],#18 // SG-8P Punisher Plasma (1)
je dmg_Super
cmp [rcx+00],#111 // ARC-12 Blitzer (5)
je dmg_Super
cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
je dmg_Super
cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
je dmg_Super
cmp [rcx+00],#99 // SG-255IE Breaker Incendiary (12)
je dmg_Super




// these weapons stay default
cmp [rcx+00],#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je dmg_code
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
//cmp [rcx+00],#196 // G-123 Thermite
//je dmg_code

//orbital laser
cmp [rcx+00],#299
je dmg_code
//303 fire ground dmg

//500kg bomb
cmp [rcx+00],#150
je dmg_code
cmp [rcx+00],#268
je dmg_code

//orbital precision strike
cmp [rcx+00],#156
je dmg_code
cmp [rcx+00],#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#157
je dmg_code
cmp [rcx+00],#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#155
je dmg_code
cmp [rcx+00],#263
je dmg_code

//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)5

admg_multiplier:
dd (float)5

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]

damageMulti:
db 66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB

dealloc(dmg_newmem)
i thought i figured out how to whitelist just from looking at the patterns but, no, it just doesnt work and the edited weapon stays bleh...
is there a way to clear these two scripts up? whitelist all weapons in one and all strats in the other?
i'm not sure whose they are, but its from a very colorful table, i believe with at least 3 people having a hand in it

User avatar
ZoDDeL
Table Makers
Table Makers
Posts: 153
Joined: Mon May 08, 2017 9:37 am
Reputation: 315

Re: HELLDIVERS 2

Post by ZoDDeL »

oddity93 wrote:
Mon May 20, 2024 9:35 am
i have these two scripts:
Damage multiplier
[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
cmp [rcx+04],#0 // any 0 dmg weapons like smoke or unknown shit
je dmg_code


// whitelisted weapons that get super damage
cmp [rcx+00],#51 //#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#25 //#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#101 //#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super
cmp [rcx+00],#44 //#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#84 //#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#296 //#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#297 //#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#34 //#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 projectile / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#220 //#215 //#212 // GL-21 part 2 explosion
je dmg_Super
cmp [rcx+00],#127 //#123 // autocannon part 1 // projectile
je dmg_Super
cmp [rcx+00],#216 //#211 // autocannon part 2 // explosion
je dmg_Super
cmp [rcx+00],#74 //#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#135 // #131 //#129 // EAT-17 part 1
je dmg_Super
//cmp [rcx+00],#184 //#182 // EAT-17 part 2
//je dmg_Super
cmp [rcx+00],#226 //#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#136 //#132 // recoil-less rifle part 1 shell
je dmg_Super
cmp [rcx+00],#225 //#220 // recoil-less rifle part 2 explosion
je dmg_Super



// these weapons stay default
cmp [rcx+00],#201 //#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#111 //#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#213 //#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#203 //#198 //#195 // G-10 Incendiary
je dmg_code

//500kg bomb
cmp [rcx+00],#154 //#150 // shell
je dmg_code
cmp [rcx+00],#273 //#268 // explosion
je dmg_code

//orbital laser
cmp [rcx+00],#305 //#299
je dmg_code
//309 //303 fire ground dmg

//orbital precision strike
cmp [rcx+00],#160 //#156
je dmg_code
cmp [rcx+00],#267 //#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#161 //#157
je dmg_code
cmp [rcx+00],#266 //#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#159 //#155
je dmg_code
cmp [rcx+00],#268 //#263
je dmg_code


{ // start exclude
// whitelisted weapons that get super damage
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super

cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super

cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super


cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super

cmp [rcx+00],#76 // R-36 Eruptor 1
je dmg_Super
cmp [rcx+00],#108 // R-36 Eruptor 2
je dmg_Super
cmp [rcx+00],#130 // GP-31 grenade pistol
je dmg_Super
cmp [rcx+00],#219 // RL-77 airburst (rocket)
je dmg_Super
cmp [rcx+00],#196 // RL-77 airburst (cluster)
je dmg_Super
cmp [rcx+00],#197 // RL-77 airburst (ground???)
je dmg_Super
cmp [rcx+00],#120 // GP-31 explosive crossbow 1
je dmg_Super
cmp [rcx+00],#121 // GP-31 explosive crossbow 2
je dmg_Super
cmp [rcx+00],#20 //#18 // SG-8P Punisher Plasma (1) / PLAS-1 Scorcher
je dmg_Super
cmp [rcx+00],#180 // PLAS-1 Scorcher explosion
je dmg_Super
cmp [rcx+00],#182 // SG-8P Punisher Plasma explosion
je dmg_Super
cmp [rcx+00],#113 //#111 // ARC-12 Blitzer (5)
je dmg_Super
cmp [rcx+00],#101 //#99 // SG-255IE Breaker Incendiary (12)
je dmg_Super


// fix me
//cmp [rcx+00],#43 // AR-23P Liberator Penetrator
//je dmg_Super
//cmp [rcx+00],#45 // AR-23C Liberator Concussive
//je dmg_Super
//cmp [rcx+00],#82 // SG-8 Punisher (9)
//je dmg_Super
//cmp [rcx+00],#93 // SG-8S Slugger (1)
//je dmg_Super
//cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
//je dmg_Super
//cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
//je dmg_Super


// these weapons stay default
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
cmp [rcx+00],#199 //#196 // G-123 Thermite (explosion)
je dmg_code
cmp [rcx+00],#304 // G-123 Thermite (burn)
je dmg_code









//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code
} // end exclude


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)1

admg_multiplier:
dd (float)1

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]
Damage Modifier for guns and stratagems
[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
// whitelisted weapons that get super damage
cmp [rcx+00],#48 //#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
je dmg_Super
cmp [rcx+00],#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je dmg_Super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je dmg_Super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je dmg_Super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super
cmp [rcx+00],#123 // autocannon part 1
je dmg_Super
cmp [rcx+00],#211 // autocannon part 2
je dmg_Super
cmp [rcx+00],#132 // recoil-less rifle part 1
je dmg_Super
cmp [rcx+00],#220 // recoil-less rifle part 2
je dmg_Super
cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super
cmp [rcx+00],#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super
cmp [rcx+00],#43 // AR-23P Liberator Penetrator
je dmg_Super
cmp [rcx+00],#45 // AR-23C Liberator Concussive
je dmg_Super
cmp [rcx+00],#18 // PLAS-1 Scorcher
je dmg_Super
cmp [rcx+00],#82 // SG-8 Punisher (9)
je dmg_Super
cmp [rcx+00],#93 // SG-8S Slugger (1)
je dmg_Super
cmp [rcx+00],#18 // SG-8P Punisher Plasma (1)
je dmg_Super
cmp [rcx+00],#111 // ARC-12 Blitzer (5)
je dmg_Super
cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
je dmg_Super
cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
je dmg_Super
cmp [rcx+00],#99 // SG-255IE Breaker Incendiary (12)
je dmg_Super




// these weapons stay default
cmp [rcx+00],#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je dmg_code
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
//cmp [rcx+00],#196 // G-123 Thermite
//je dmg_code

//orbital laser
cmp [rcx+00],#299
je dmg_code
//303 fire ground dmg

//500kg bomb
cmp [rcx+00],#150
je dmg_code
cmp [rcx+00],#268
je dmg_code

//orbital precision strike
cmp [rcx+00],#156
je dmg_code
cmp [rcx+00],#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#157
je dmg_code
cmp [rcx+00],#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#155
je dmg_code
cmp [rcx+00],#263
je dmg_code

//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)5

admg_multiplier:
dd (float)5

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]

damageMulti:
db 66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB

dealloc(dmg_newmem)
i thought i figured out how to whitelist just from looking at the patterns but, no, it just doesnt work and the edited weapon stays bleh...
is there a way to clear these two scripts up? whitelist all weapons in one and all strats in the other?
i'm not sure whose they are, but its from a very colorful table, i believe with at least 3 people having a hand in it
its my script but outdated. you should first get the current one (check my signature for table + guide)
what do you mean with "clear up scripts" ?

the script behaviour is easy.

we check for weapon by ID
cmp [rcx+00],#25 //#24 //#22 // P-19 Redeemer

if the ID is true then we jump to an code segment in script that does a specific thing
je dmg_Super


dmg_Super
uses the modified damage/armor damage multiplier + penetration + demolition + stagger(concussive)
to improve player weapons

dmg_code
jumps to this just skip over and let the weapon be default (usually for strategems)

dmg_Enemy
does set down the values for enemy. if a weapon is not defined to jump super(improve) or code(default) it jumps fixed to enemy
as its expected that everything not listed by me is an enemy attack(so i dont have to search theses values and check them)


p.s.
dont give anything to patterns in case of ID's
new ID's will get added manually from me by using the same opcode thats used to make the script work.
this opcode spits out every used attack/fired weapon dmg mostly on impact.
weapon dmg address -4 bytes gives the address of the weapon ID.

wilsondgonzales
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Posts: 11
Joined: Sat Mar 30, 2024 4:02 pm
Reputation: 3

Re: HELLDIVERS 2

Post by wilsondgonzales »

Exemplify1524 wrote:
Mon May 20, 2024 8:13 am

You can try to increase sleep value from 500 (half second) to 5000 (5 seconds) for example. Maybe it will help.

If not, can you share log messages here?

New version: Table -> Show Cheat Table LUA Script
Thanks for all your assistance in this. I applied your new code along with adjusting delay to see if it helps but unfortunately i still get stuck midway. In the screenshots, once it gets to the point of injected: <script>, CE becomes unresponsive and it stays like that until i close the game. When i close helldivers, the code seems to run how it's supposed to but doesn't activate because there's no memory from the game anymore i think.

Just to touch base as well, the scripts work when manually activated via clicking either the parent or individually.

[Link]
[Link]

oddity93
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Posts: 10
Joined: Wed May 08, 2024 8:58 am
Reputation: 0

Re: HELLDIVERS 2

Post by oddity93 »

ZoDDeL wrote:
Mon May 20, 2024 10:31 am
oddity93 wrote:
Mon May 20, 2024 9:35 am
i have these two scripts:
>>>
>>>
i thought i figured out how to whitelist just from looking at the patterns but, no, it just doesnt work and the edited weapon stays bleh...
is there a way to clear these two scripts up? whitelist all weapons in one and all strats in the other?
i'm not sure whose they are, but its from a very colorful table, i believe with at least 3 people having a hand in it
its my script but outdated. you should first get the current one (check my signature for table + guide)
what do you mean with "clear up scripts" ?
i mean to say it seemed a bit redundant, one for weapons and one for strats AND weapons again.

tried to change "code" to "super" since that was the first thing i noticed, and i recognize what // does. (i think)
it just failed to compile. "cant be injected" i think it said. i even moved it in the list to line up with the other whitelisted boomsticks.
i alsochanged rcx+00 to rcx+18 just to see what would happen since i saw:
this
dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return
spoiler: rcx+18 did nothing. which was probably to be expected, im no scripter.
i just now nabbed the new table, thanks-! (still new to the "old link has new file" idea. im used to clouds being like that more than forums.)
gave the AIO a go too; infinite nades, stims, and ammo dont seem to be active. no problems otherwise
>>i saw the asterisk but saw no notes
>>>i just realized that "Activating this activates children" was off -_- i'll get back to it tomorrow
Last edited by oddity93 on Mon May 20, 2024 12:12 pm, edited 1 time in total.

Bai_88
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Cheater
Posts: 25
Joined: Sat Apr 20, 2024 9:24 am
Reputation: 7

Re: HELLDIVERS 2

Post by Bai_88 »

#149
#236

is Spear ID

Private
What is cheating?
What is cheating?
Posts: 2
Joined: Mon May 20, 2024 11:02 am
Reputation: 0

Re: HELLDIVERS 2

Post by Private »

T420killz wrote:
Sat May 18, 2024 5:10 pm
here u go @zoddel
This working within 2-3 minutes on mission, not sure how i get wrong. open CE, load script, launch game, active script, close CE. after 2 minute game close say something like hack detected

sorry i'm new to this CE thing :(

i'm looking nothing fancy, just unlimited ammo, health, stamina and unlimited call strategem

prebombo
What is cheating?
What is cheating?
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Reputation: 2

Re: HELLDIVERS 2

Post by prebombo »

Hello, thanks for your amazing job to @zoddel, @gir489 and @cfemen for the cheattable. Right now I can only help making it easier to find wepaons in superdamage script, I reorganizated the IDs by classifying them.
There are commented weapons and stratgems because some of them have same ids.
Some IDs are still missing.
(This is my first post)

Code: Select all

[ENABLE]

// super damage mod V2 // by ZoDDeL
aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_newmem:
  cmp dword ptr [_source],'Fear'
  jne dmg_code
  cmp dword ptr [_source+4],'less'
  jne dmg_code
  cmp dword ptr [_source+8],'Revo'
  jne dmg_code
  cmp dword ptr [_source+C],'luti'
  jne dmg_code
  cmp dword ptr [_source+10],'on.c'
  jne dmg_code
  cmp dword ptr [_source+14],'om'
  jne dmg_code

  cmp [rcx+04],#0 // skip any 0 dmg weapons like smoke or unknown shit
  je dmg_code


  // Assault rifles

  //cmp [rcx+00],#51 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart / AR-61 Tenderizer / Guard Dog
  //je dmg_code
  cmp [rcx+00],#48 // AR-23P Liberator Penetrator
  je dmg_code
  cmp [rcx+00],#50 // AR-23C Liberator Concussive
  je dmg_code
  //cmp [rcx+00],#65 // BR-14 Adjudicator
  //je dmg_code

  // Snipers

  cmp [rcx+00],#74 //#70  // R-63CS Diligence Counter SNiper
  je dmg_code
  cmp [rcx+00],#122 // Anti material rifle
  je dmg_Super

  // Submachine guns

  cmp [rcx+00],#26 // MP-98 Knight
  je dmg_code
  cmp [rcx+00],#34 // SMG-37 Defender
  je dmg_code
  cmp [rcx+00],#41 // SMG-72 Pummeler
  je dmg_Super

  // Shotguns

  cmp [rcx+00],#88 // SG-8 Punisher
  je dmg_code
  cmp [rcx+00],#99 // SG-8S Slugger
  je dmg_code
  cmp [rcx+00],#102 // SG-225 Breaker
  je dmg_code
  cmp [rcx+00],#101 // SG-225SP Breaker Spray&Pray (16)
  je dmg_code
  cmp [rcx+00],#105 // SG-225IE Breaker Incendiary
  je dmg_code
  cmp [rcx+00],#104 // SG-225NS Breaker Nailspitter (11)
  je dmg_code

  // Explosives

  cmp [rcx+00],#124 // CB-9 explosive crossbow 1
  je dmg_code
  cmp [rcx+00],#125 // CB-9 explosive crossbow 2
  je dmg_code
  cmp [rcx+00],#84 // JAR-5 Dominator
  je dmg_code
  cmp [rcx+00],#80 // R-36 Eruptor 1
  je dmg_code
  //cmp [rcx+00],#122 // R-36 Eruptor 2 // the shrapnel they removed with patch .302 ???
  //je dmg_code
  cmp [rcx+00],#205 // R-36 Eruptor 3
  je dmg_code

  // Energy

  cmp [rcx+00],#20 // SG-8P Punisher Plasma (1)
  je dmg_code
  cmp [rcx+00],#186 // SG-8P Punisher Plasma explosion
  je dmg_code
  cmp [rcx+00],#297 // LAS-5 Scythe
  je dmg_code
  cmp [rcx+00],#19 // LAS-16 Sickle
  je dmg_code
  //cmp [rcx+00],#20 // PLAS-1 Scorcher
  //je dmg_code
  cmp [rcx+00],#184 // PLAS-1 Scorcher explosion
  je dmg_code
  //cmp [rcx+00],#20 // PLAS-101 Purifier
  //je dmg_Super
  //cmp [rcx+00],#186 // PLAS-101 Purifier part 2 (explosion?)
  //je dmg_Super

  // Pistols

  cmp [rcx+00],#27 // P-2 Peacemaker
  je dmg_code
  cmp [rcx+00],#25 // P-19 Redeemer
  je dmg_code // my improved legit redeemer
  cmp [rcx+00],#134 // GP-31 grenade pistol part 1 (part 2 = gren launcher explo)
  je dmg_code
  cmp [rcx+00],#220 // GP-31 grenade pistol explosion
  je dmg_code
  cmp [rcx+00],#296 // LAS-7 Dagger
  je dmg_code
  cmp [rcx+00],#42 // P-113 Verdict
  je dmg_Super
  cmp [rcx+00],#44 // P-4 Senator
  je dmg_code

  // Grenades

  cmp [rcx+00],#201 // G-6 Frag
  je dmg_code
  cmp [rcx+00],#111 // G-6 Frag part 2
  je dmg_code
  //cmp [rcx+00],#213 // G-12 High Explosive
  //je dmg_code
  cmp [rcx+00],#203 // G-10 Incendiary
  je dmg_code

  // Special Grenades

  cmp [rcx+00],#213 // G-16 Impact
  je dmg_code
  cmp [rcx+00],#204 // G-123 Thermite (explosion)
  je dmg_code
  cmp [rcx+00],#310 // G-123 Thermite (burn)
  je dmg_code

  //helldiver pot damage

  cmp [rcx+00],#258 //#253
  je dmg_Super

  // EXO-45 EXOSUIT HOMELANDER

  cmp [rcx+00],#65 // EXO-45 Gatling
  je dmg_code
  cmp [rcx+00],#147 // EXO-45 rocket part 1
  je dmg_code
  cmp [rcx+00],#234 // EXO-45 rocket part 2
  je dmg_code

  // EXO-49 EXOSGUIT EMANCIPATOR

  cmp [rcx+00],#129 // emancipator exo gun part 1
  je dmg_code
  cmp [rcx+00],#217 // emancipator exo gun part 2
  je dmg_code

  // Machineguns

  //cmp [rcx+00],#65 // MG-43
  //je dmg_code
  cmp [rcx+00],#51 // M-105 Stalwart
  je dmg_Super
  cmp [rcx+00],#121 // MG-206 HMG
  je dmg_code

  // Flamethrower

  cmp [rcx+00],#9 // FLAM-40 part 1
  je dmg_code
  cmp [rcx+00],#309 // FLAM-40 part 2 // ground fire shares ID with flame tornados
  je dmg_code

  // Rocketlaunchers

  cmp [rcx+00],#135 // EAT-17 part 1
  je dmg_code
  //cmp [rcx+00],#184 // EAT-17 part 2
  //je dmg_code
  cmp [rcx+00],#226 // EAT-17 part 3
  je dmg_code
  cmp [rcx+00],#136 // GR-8 recoil-less rifle part 1 shell
  je dmg_code
  cmp [rcx+00],#225 // GR-8 recoil-less rifle part 2 explosion
  je dmg_code
  cmp [rcx+00],#127 // AC-8 autocannon part 1 // projectile
  je dmg_code
  cmp [rcx+00],#216 // AC-8 autocannon part 2 // explosion
  je dmg_code
  //cmp [rcx+00],#201 // RL-77 airburst (cluster)
  //je dmg_code
  cmp [rcx+00],#202 // RL-77 airburst (ground???)
  je dmg_code
  cmp [rcx+00],#224 // RL-77 airburst (rocket)
  je dmg_code
  cmp [rcx+00],#22 // RS-422 railgun
  je dmg_code
  //cmp [rcx+00],#220 // GL-21
  //je dmg_code
  cmp [rcx+00],#10 // GL-21 part 1 projectile / mortar shell (turret)
  je dmg_code

  // Laser

  cmp [rcx+00],#302 // LAS-98
  je dmg_code

  cmp [rcx+00],#227 // LAS-99 quasar part 1
  je dmg_code
  cmp [rcx+00],#228 // LAS-99 quasar part 2
  je dmg_code

  // Stratgems

  //cmp [rcx+00],#65 // Gatling Turret
  //je dmg_code
  cmp [rcx+00],#126 // tesla tower
  je dmg_code
  cmp [rcx+00],#130 // pelican weapon part 1
  je dmg_code
  cmp [rcx+00],#219 // pelican weapon part 2
  je dmg_code
  //cmp [rcx+00],#203 // incendiary mines (explosion) // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
  //je dmg_code
  cmp [rcx+00],#223 // mortar turred explosion
  je dmg_code
  cmp [rcx+00],#243 // anti personnel mines
  je dmg_code
  cmp [rcx+00],#245 // anti tank mines
  je dmg_code
  cmp [rcx+00],#140 //rocket sentry turret 1
  je dmg_code
  cmp [rcx+00],#239 //rocket sentry turret 2
  je dmg_code
  cmp [rcx+00],#287 //hellbomb (untested but gir489 say this one is right)
  je dmg_code
  cmp [rcx+00],#154 //#150 500kg bomb shell
  je dmg_code
  cmp [rcx+00],#273 //#268 500kg bomb explosion
  je dmg_code
  cmp [rcx+00],#305 //#299  orbital laser // burning is ground fire 309 like flame tornadoes or flamethrower ground fire
  je dmg_code
  cmp [rcx+00],#160 //#156 orbital precision strike
  je dmg_code
  cmp [rcx+00],#267 //#262 orbital precision strike
  je dmg_code
  cmp [rcx+00],#161 //#157 orbital railcannon strike
  je dmg_code
  cmp [rcx+00],#266 //#261 orbital railcannon strike
  je dmg_code
  cmp [rcx+00],#159 //#155 orbital 120MM HE barrage
  je dmg_code
  cmp [rcx+00],#268 //#263 orbital 120MM HE barrage
  je dmg_code
  cmp [rcx+00],#142 //#138 eagle airstrike
  je dmg_code
  cmp [rcx+00],#254 //#249 eagle airstrike
  je dmg_code
  //cmp [rcx+00],#160 //#156 orbital 380MM HE barrage identical ID's as precision strike
  //je dmg_code
  //cmp [rcx+00],#267 //#262 orbital 380MM HE barrage identical ID's as precision strike
  //je dmg_code
  cmp [rcx+00],#152 //#148 eagle 110mm rocket pods
  je dmg_code
  cmp [rcx+00],#241 //#236 eagle 110mm rocket pods
  je dmg_code
  cmp [rcx+00],#229 //#224 eagle clusterbomb
  je dmg_code
  // 10 shell
  cmp [rcx+00],#112 // orbital airburst
  je dmg_code
  //cmp [rcx+00],#229  orbital airburst // identical to eagle cluster
  //je dmg_code
  cmp [rcx+00],#132 //eagle strafing run
  je dmg_code
  cmp [rcx+00],#214 //eagle strafing run
  je dmg_code
  cmp [rcx+00],#158 //orbital gas
  je dmg_code
  cmp [rcx+00],#321 //orbital gas
  je dmg_code
  cmp [rcx+00],#231 // Napalm SEAF impact
  je dmg_code
  //cmp [rcx+00],#309 // Napalm SEAF burn
  //je dmg_code
  //cmp [rcx+00],#273 // High-yield SEAF explosion
  //je dmg_code
  //cmp [rcx+00],#287 // SEAF Mini-Nuke
  //je dmg_code
  cmp [rcx+00],#298 // AX/LAS-5 "Guard Dog" Rover
  je dmg_code
  //cmp [rcx+00],#132 //orbital gatling // identical ID's to strafing run
  //je dmg_code
  //cmp [rcx+00],#214 //orbital gatling // identical ID's to strafing run
  //je dmg_code
  //----------------------------------------------------------------------\\
  // source:   https://fearlessrevolution.com/viewtopic.php?p=342693#p342693
  // ZoDDeL strictly disallow anyone to reupload this to UC forum
  // Xz0v / Jealousy120101 is a rep grabber and should be banned
  //----------------------------------------------------------------------\\
  jmp dmg_Enemy  // no super ID found? then it must be an enemy!!!


// customize a weapon to your needs
dmg_SuperCustom:
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  // use these to multiply original damage value
  mulss xmm3, dword ptr [dmg_multiplierCustom]  // multiplies value with dmg_multiplierCustom
  mulss xmm1, dword ptr [admg_multiplierCustom] // multiplies value with admg_multiplierCustom

  // use these to set damage value
  movss xmm3, dword ptr [dmg_staticCustom]  // sets value from dmg_staticCustom
  movss xmm1, dword ptr [admg_staticCustom] // sets value from admg_staticCustom

  // use these to add damage value to original damage
  addss xmm3, dword ptr [dmg_staticCustom]  // adds value from dmg_staticCustom
  addss xmm1, dword ptr [admg_staticCustom] // adds value from admg_staticCustom

  // use these to change penetration for your custom weapon (default are 0 - 10)
  mov [rcx+0C],#777 // writes penetration value 1
  mov [rcx+10],#777 // writes penetration value 2
  mov [rcx+14],#777 // writes penetration value 3
  mov [rcx+18],#777 // writes penetration value 4

  // use this to add the ability to destroy bug hives and building for your custom weapon
  mov [rcx+1C],#100 // writes demolition value

  // use this to add concussive/stagger for your custom weapon
  mov [rcx+20],#100 // writes pushback / stagger value
  jmp dmg_return


// player global order from damage to stagger
dmg_Super:
  mov [rcx+0C],#777 // writes penetration value 1
  mov [rcx+10],#777 // writes penetration value 2
  mov [rcx+14],#777 // writes penetration value 3
  mov [rcx+18],#777 // writes penetration value 4
  mov [rcx+1C],#50 // writes demolition value
  mov [rcx+20],#50 // writes pushback / stagger value
  //mov [rcx+24],#100 // writes ??? value
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  mulss xmm3, dword ptr [dmg_multiplier]  // multiplies value with dmg_multiplier
  mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
  jmp dmg_check

dmg_Oneshot:
  mov [rcx+0C],#777 // writes penetration value 1
  mov [rcx+10],#777 // writes penetration value 2
  mov [rcx+14],#777 // writes penetration value 3
  mov [rcx+18],#777 // writes penetration value 4
  mov [rcx+1C],#50 // writes demolition value
  mov [rcx+20],#50 // writes pushback / stagger value
  //mov [rcx+24],#100 // writes ??? value
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  mulss xmm3, dword ptr [dmg_multiplier_oneshot]  // multiplies value with dmg_multiplier
  mulss xmm1, dword ptr [admg_multiplier] // multiplies value with admg_multiplier
  jmp dmg_check

dmg_check:
  comiss xmm3, dword ptr [dmg_limit] // checks if dmg after multiplier is above dmg_limit
  ja dmg_cap
  comiss xmm1, dword ptr [dmg_limit] // checks if admg after multiplier is above dmg_limit
  ja dmg_cap
  jmp dmg_return

dmg_cap:
  movss xmm3, dword ptr [dmg_limit] // writes dmg_limit value
  movss xmm1, dword ptr [dmg_limit] // writes dmg_limit value
  jmp dmg_return

dmg_Enemy:
  //mov [rcx+0C],#0 // writes penetration value 1
  //mov [rcx+10],#0 // writes penetration value 2
  //mov [rcx+14],#0 // writes penetration value 3
  //mov [rcx+18],#0 // writes penetration value 4
  //mov [rcx+1C],#0 // writes demolition value //
  //mov [rcx+20],#0 // writes pushback / stagger value
  //mov [rcx+24],#0 // writes ??? value
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  mulss xmm3, dword ptr [enemydmg_multiplier]
  mulss xmm1, dword ptr [enemydmg_multiplier]
  jmp dmg_return


// original code. we jump here if nothing should happen(keep default values) or no ID fits
dmg_code:
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  jmp dmg_return

dmg_multiplier:
  dd (float)2  // edit this for times x base damage (1 is default)

dmg_multiplier_oneshot:
  dd (float)20  // edit this for times x base damage (1 is default)

admg_multiplier:
  dd (float)1  // edit this for times x armor/limb damage (1 is default)

enemydmg_multiplier:
  dd (float)0.75  // edit this for times x enemy damage (1 is default)

dmg_limit:
  dd (float)7000 // limit the super damage to prevent creating weapons that would outdamage inf health

damageMulti:
  jmp far dmg_newmem
  nop 2
dmg_return:
//------------------------------------------------------------

[DISABLE]
The table where I got the original code:
viewtopic.php?p=342693#p342693

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