Cielos wrote: ↑Thu Nov 02, 2017 6:08 pm
made some scripts for the game.
- the table uses the same injection point from STN's Unlimited Health script, thus you can't activate this if you're using that script.
- the table uses vng21092's aobscan lua script, the original thread can be found here:
[Link]
- remember to read the scripts' description.
Update19
- updated the table for patch 1.30, specifically
undead and
movement mod.
- added
god mode and
max oxygen, which are both just cheap cheats by using
the offsets shared by SubBeam.
Update18.3
- updated
ignore ability points, fixed the byte size of the 2 pointers.
Update18.2
- updated
ignore ability points. added pointers to the ability points.
Update18.1
- updated many scripts, all the scripts can be activated in-game now, (though, again, not thoroughly tested...). report if there's a crash on your game~
- moved
slow motion on bow aim out from the the
enable script, as I removed the lua script that enable the CE's speedhack from the script. read the script's description.
Update18
- updated the table for game patch 1.21, specifically:
senu teleport and
no-clip.
- added
slow motion on bow aim.
Update17.2
- updated
exp gained multiplier to cover all exp gained (killings, quests, exploring...).
- updated the description of
senu teleport.
Update17.1
- added
exp gained multiplier.
Update17
- updated the table for game patch 1.20, specifically:
ignore ability points and
ignore curse health-penalty.
- updated
enable, it should fix the random crash that happenes if you are not activating the scripts in the "Press Any Keys" screen. but it's still not been tested thoroughly, you are still advised to enable the table as instructed in the red letters above.
- removed
sync equipments level / reset outfit quantities. although there's only 1 defected aobscans to be updated, it's actually a "return check" that requires quite many back-trace to locate, and the opcodes the game ret to are different for each patches, considering its functionality isn't a popular one, it's just not worth it to repeat this boring torture for every patches...
- there are reports that
senu teleport no longer works on some previous patches, but I just tested it on patch 1.20 and it still works, maybe it just happenes on the patches that released when I was taking a break (after patch 1.05 and before patch 1.20). anyway,
senu teleport does work on patch 1.20, if you find it not working for you, please report in details.
Update16.1
- updated
weapon editor, the script would disable the hidden blade lethal stealth kill (use bare hand stealth "kill" instead) on previous update. it's fixed now.
Update16
- updated the table for v1.05, specifically:
-- updated
sync equipments level / reset outfit quantities, the AOBscan of an ret check was defected.
-- updated
movement mod, both
no-clip and
senu teleport use a alternate ignore collision now.
-- updated
weapon editor, added an ret check.
Update15.1
- forgot to remove 2 testing/old scripts. re-uploaded.
Update15
- added
light bow arrow "clip" mod.
- updated
sync equipments level to
sync equipments level / reset outfit quantities, as title suggests, you can also use this script to reset outfit quantities to 1 if you've got 2 or more of some of them. also, you can't sync the equipments level with your current level if you're level 40 before this update. it's fixed now.
Update14
- added
instant bow charge and
rate of fire mod
- updated the pointers of
weapon editor a little bit, edited its description a little bit.
Update13
- added
instant charged heavy attack.
- added
weapon editor.
Update12
- added
ignore curse health-penalty.
- updated
undead. added one more injection point, which should skip the script-kill routine now.
- updated
movement mod and
senu teleport. fixed 2 potential crashes since
Update9, which were caused by some bad editing when I was refining them on that update.
Update11.1
- forgot to remove a previous version of
senu teleport... the updated table had that removed to avoid confusion.
Update11
- added
senu teleport
Update10
- added
sync equipments level.
- updated the offests for the player health, as I forgot I've updated the aobscans the health offset retrieval used on the last table update. it's fixed now.
Update9
- added
walk key, as the game's own walk key is too slow for my taste...
- rewrote all the scripts, they can be activated/deactivated anytime you want now.
Update8
- updated
ignore adrenaline, it works on the weapon that use combo attack (yellow adrenaline bar) with this update.
- updated
easy chariot race, forgot to move the content into the
general script, it won't have the chance to crash the game if you activate this script in-game now.
Update7
- added
easy chariot race.
Update6
- updated
inf. ammo, it works better on Light Bows and Warrior Bows now, i.e., can still shoot multiplier arrows when you have only 1 arrow left.
Update5
- added
inf. all items and
ignore resources.
Update4
- added
ignore $
- updated
undead, its functionality won't kick-in unless you activate it now.
- updated
inf. ammo, it works on the weapons when you're trying to sell them before this update, it would only affect the ammo with this update.
Update3
- added
ignore adrenaline.
- updated
inf. ammo, it supports all ammo now.
Update2
- added a easy script
ignore ability points, using the info SubBeam shared right above this post.
Update1.1
- uploaded the wrong table on the last update. re-download!
Update1
- added
no-clip.
- rewrote (kind of) the
enable script to
general script.
- moved
time of day mod script out of the
enable script.
undead
- health still drop when being hit but you won't die.
- health will stop decreasing when it reaches the "min health block" threshold specified.
- most, if not all, script-kill should be covered. still need testing though...
- beware of the continuous-damage though (e.g., poison, on-fire, etc.), they may kill you if you set the
min health block too low (depends on your level). don't set it smaller than 0.5 block of health and you should be fine.
ignore adrenaline
- allows you to use Overpower Attack any time, regardless of how much adrenaline (both blue and yellow bar) you have.
instant charged heavy attack
- works on all melee weapons, including "unarmed".
instant bow charge
- works on both Hunter Bow and Warrior Bow.
- may works on Enemies when they use these 2 types of bows as well, not tested.
rate of fire mod
- works on Light Bow.
- when activated, it forces the game to use the specified
custom rate of fire. the smaller the value the faster.
- setting
custom rate of fire to zero would use the standard rate of fire the game use (slower).
- by default, the
custom rate of fire is 0.001 (level 4 Rate of Fire of a Light Bow is 0.55).
- if you want set the
custom rate of fire real fast (like the script default 0.001), you should activate
light bow arrow "clip" mod together so that you can shoot longer.
light bow arrow "clip" mod
- allows you to force set the arrows you draw when using Light Bow.
- best use together with
inf. ammo script if the
# of arrows to fetch per each draw you set is bigger than your quaver.
ignore curse health-penalty
- when activated, cursed weapon's health-penalty would be removed.
ignore $
- you can buy/upgrade anything with zero $.
- $ still drop until it reaches zero when you use it.
- DOESN'T affect "Refill", you can't Refill ammo without enough $. (probably just need to flip another flag, as the concept is just the same, feel free to trace the flag-flipping code yourself...)
ignore ability points
- allows you to learn any ability with 0 ability points.
- ability points still decrease upon learning abilities until it reaches zero.
- re-access "Abilities" menu to populate the 2 pointers.
obtained ability points -
spent ability points = current abiliy points
ignore resources
- allows you to craft anything in the Gear Menu without any resources.
- resources used still decrease upon crafting until they reach zero.
easy chariot race
- player has infinite usage of boost.
- non-player can't use boost at all, meaning they will be much slower with this script activated.
sync equipments level / reset outfit quantities ***REMOVED on patch 1.20***
- when activated,
hold Shift and CapsLock keys together and
enter the Gear menu, and all the equipments' level would be sync with your current level, as long as they have a equipment level higher than 1, and the equipment level is not higher than your current level. could be useful if you have a lot of equipments on you, and you don't want to spend minutes to upgrade all of them every time.
- note that if the equipment synced is equipped already, it'll be de-equip and you'll have to equip it again.
- if somehow you have have 2 or more of the same outfit, you can use this script to reset them to 1, just
hold Ctrl and CapsLock keys together and
enter the Gear menu.
inf. ammo
- activate
item quantity mod first.
- all ammo still decrease when being used until they reach 1.
- for Warrior Bows, you can still shoot multiple arrows when you have 1 arrow left.
- for Light Bows, you can still fetch multiple arrows to shoot without re-fetching arrow for each shot when you have 1 arrow left.
inf. all items
- activate
item quantity mod first.
- all items, including ammos, weapons, resources, still decrease when being used/sell/dismantle/craft until they reach 1.
- as the quantity stop decreasing at 1, it's not meant to be an "infinite crafting" script. check
ignore resources if you want that.
- also, not tested on the QUEST ITEMS, it may or may not break the game plot on handling QUEST ITEMS, so I don't recommend using this for gaming session, but for experiment only.
exp gained multiplier
- exp gained would be multiplied by the specified multiplier, which can be changed by editing the entry.
- quest/explore gained exp shown would still be the original value upon receiving (big +number on the centre of the screen), but the actual gaining value shown (small +number on the top-right hand corner of the screen) would be the multiplied value.
- exp multiplier default: x4, can be changed by editing the script, line 3.
time of day mod
-
hold CapsLock and PageUp to rewind time.
-
hold CapsLock and PageDown to advance time.
- time of day would advance normally without pressing any of the above keys.
- the value of current time of day can be changed manually, just a normal 24 hours value.
walk key
- activate
movement mod first.
- when activated,
hold CapsLock and move to walk.
- by script default, the walking speed is 0.525 (while the game's default walking speed when using keyboard is 0.4), can be changed via the entry "walk speed".
senu teleport
- activate
movement mod first.
- when activated, call Senu, then
hold CapsLock and create a CUSTOM waypoint (won't work if selecting an existing map icon or people) to teleport Bayek there immediately.
- Map menu check is implemented, you won't be teleported accidentally by creating waypoint in the Map menu.
- you can't teleport when Bayek is wet. if you've just get out of the water, wait a while until you're dry and try again.
- it's possible Bayek would fall through walls if you choose to teleport to the other side of a wall (just don't teleport to a wall and you should be fine).
- if you teleport when the aim DOT is ON Senu, you may be teleported to where Senu are and you'd drop from mid-air and result in desynchronise.
no-clip
- activate
movement mod first.
- when
movement mod is activated,
press numpad0 and numpad- to toggle no-clip.
- when activated, use keyboard+mouse to fly around. using the walk key allows you to move slower.
- may work with controller as well, report~
- you may get hurt or even desynchronized if you deactivate
no-clip in mid-air if you've fly for a long time already.
- only deactivate the script when you're "landed" and you should be fine.
- in short, use with caution.
slow motion on bow aim
- when activated, hold CapsLock during bow aiming would enter slow motion (using CE's Speedhack).
- if it crash the game when you activate it, try to enable CE's Speedhack manually at the "Press Any Key" screen, because it's possible the game would crash if you enable CE's Speedhack in-game.
weapon editor
- for testing purpose only, BACKUP SAVES FIRST. and CRASH is expected if you edit a value that you're not supposed to touch.
- as it's for testing purpose for now, it's separated from the main "enable" script.
- when activated, equip the weapon (or re-equip if you're equipping that weapon already) you want to edit to populate the pointers.
- you can't add new properties to the weapon, you can change the property itself or edit the modifiers of the existing properties.
- the modifiers are property-dependent. e.g., if you changed the modifiers of the CURSE property to zero, all weapons that have the CURSE property would be benefit from the change.
- if the pointer is GREY in colour, DO NOT edit them. they are for reference only.
- if the "# of properties" of a weapon is 4, only edit the first 4 properties presented; "[property 5]" is actually the first property of another gear.
- so far I've seen a maximum of 5 properties on a weapon, so I've only set up 6 "[property x]", if a weapon has more than 6 properties, examine the "[property x]" pointers and add more yourself.
- the above 2 points also applicable for "[modifier x]" pointers.
- for some modifiers have different values depends on the weapon's level (even though they are all the same most of the time). the "modifier" pointer would most likely be invalid. if it's the case, use the "[modifier x]" pointers instead.
- if the modifier doesn't change depends on the weapon's level, "[modifier 2]" pointers would most likely be invalid, just use the "modifier" pointer instead.
-
[base property] probably holds the base damage info of the weapon.
- the sub-properties start at
[property 2].
- to change a property it self:
-- in every "[property x]", the first pointer would be "base", let say the weapon you're editing have only one sub-property "Level 1 Critical Hit Rate", navigate to "[property 2]", the value should looks something like this: "0x000000000DF9F0F8".
-- to change it to "Level 2 Critical Hit Rate", add 0x18 to the value, it'd become something like this "0x000000000DF9F110". then exit the Gear menu and re-enter, the weapon order should be changed as its quality is upped, and you should see the weapon's sub-property should be changed to "Level 2 Critical Hit Rate" then.
- to change the modifieres of a property, e.g. if the weapon has only one sub-property and it's "Level 2 Critical Hit Rate":
-- its modifiers can be found in
[property 2].
--
[modifier 1] would holds the actual critical hit rate. if the weapon is Lv28, change the value of "level 28".
--
[modifier 2] have a (float)1.7 as long as the property is "Critical Hit Rate", don't know what it affects. feel free to test it yourself~
-- the changes would apply to all weapon that uses "Level 2 Critical Hit Rate".
-- the changes doesn't visually change the "Level 2 Critical Hit Rate" icon, it would still have 2 bars on-screen. look above if you want to change the property itself.
- it was fun to locate the structure, but I'm getting bored to refine the pointers. probably won't update them myself. still feel free to share your findings and I'll try to update the table later. or if you're familiar with lua script, feel free to build an editor with UI and I'll link to your post. here's the start of the properties retrieval loop (game v1.03): "ACOrigins.exe"+1B363F0
latest:
ACOrigins +20.CT
backup(s):
ACOrigins +20.CT
ACOrigins +20.CT
ACOrigins +19.CT
ACOrigins +19.CT
ACOrigins +19.CT
ACOrigins +18.CT
ACOrigins +16.CT
ACOrigins +14.CT
ACOrigins +3.CT