Cielos wrote: ↑Fri Apr 07, 2017 9:20 am
Jessen wrote: ↑Thu Apr 06, 2017 10:24 pm
can we get an update to the 'infinite item' script? or tell me how to update it myself? Heres what it is now.
[...]
[...]
yeah, I know it's 1096bimu script now.
so, I've used another injection point based on
1096bimu's findings, to make these 2 scripts. you can only activate one of them at a time.
test them and see if there's any problem.
if none found, I'll update the table with these scripts on next update. thanks~
dupliacte item
- when activated, whenever you buy/sell stuff, the remaining quantity would be added with the quantity you buy/sell instead of being subtracted.
- the script effect would still kick-in when bulk sell the whole stack now, you won't lose the item instead anymore.
- for example, if you have 16, and you bulk sell the whole stack, you'll get 16 instead and have 32 afterwards.
- remember it works on BOTH buying and selling.
- for
dupliacte item .3, hold Shift key when you confirm the trade to duplicate the item. i.e. when asked "CONFIRM TRADE?", hold Shift key, then press SPACE or click on OK.
- if you don't want this mod key at all, just use
dupliacte item .2 instead.
- you can only activate one of these 2 scripts at a time.
dupliacte item .2:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1351</ID>
<Description>"dupliacte item .2"</Description>
<LastState/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)
alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
add [rdi+1c],ebp
add [rdi+1c],ebp
originalcode:
mov edx,[rdi+1C]
cmp edx,ebp
exit:
jmp returnhere
///
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
dupliacte item .3:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1353</ID>
<Description>"dupliacte item .3"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<Color>FF0000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)
alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
push rbx
push rcx
push rdx
push rsi
push r8
push r9
push r10
push r11
push r12
push r13
push r14
push r15
sub rsp,10
movdqu dqword [rsp],xmm0
sub rsp,10
movdqu dqword [rsp],xmm1
sub rsp,10
movdqu dqword [rsp],xmm2
sub rsp,10
movdqu dqword [rsp],xmm3
sub rsp,10
movdqu dqword [rsp],xmm4
sub rsp,10
movdqu dqword [rsp],xmm5
sub rsp,10
movdqu dqword [rsp],xmm6
sub rsp,10
movdqu dqword [rsp],xmm7
sub rsp,10
movdqu dqword [rsp],xmm8
sub rsp,10
movdqu dqword [rsp],xmm9
sub rsp,10
movdqu dqword [rsp],xmm10
sub rsp,10
movdqu dqword [rsp],xmm11
sub rsp,10
movdqu dqword [rsp],xmm12
sub rsp,10
movdqu dqword [rsp],xmm13
sub rsp,10
movdqu dqword [rsp],xmm14
sub rsp,10
movdqu dqword [rsp],xmm15
push rdi
push rbp
mov rcx,10 //SHIFT key
push rcx
call GetAsyncKeyState
add rsp,08
shr ax,#15
cmp ax,1
jne @f
mov ebp,[rsp]
mov rdi,[rsp+8]
add [rdi+1c],ebp
add [rdi+1c],ebp
endchk:
pop rbp
pop rdi
movdqu xmm15,dqword [rsp]
add rsp,10
movdqu xmm14,dqword [rsp]
add rsp,10
movdqu xmm13,dqword [rsp]
add rsp,10
movdqu xmm12,dqword [rsp]
add rsp,10
movdqu xmm11,dqword [rsp]
add rsp,10
movdqu xmm10,dqword [rsp]
add rsp,10
movdqu xmm9,dqword [rsp]
add rsp,10
movdqu xmm8,dqword [rsp]
add rsp,10
movdqu xmm7,dqword [rsp]
add rsp,10
movdqu xmm6,dqword [rsp]
add rsp,10
movdqu xmm5,dqword [rsp]
add rsp,10
movdqu xmm4,dqword [rsp]
add rsp,10
movdqu xmm3,dqword [rsp]
add rsp,10
movdqu xmm2,dqword [rsp]
add rsp,10
movdqu xmm1,dqword [rsp]
add rsp,10
movdqu xmm0,dqword [rsp]
add rsp,10
pop r15
pop r14
pop r13
pop r12
pop r11
pop r10
pop r9
pop r8
pop rsi
pop rdx
pop rcx
pop rbx
pop rax
originalcode:
mov edx,[rdi+1C]
cmp edx,ebp
exit:
jmp returnhere
///
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1354</ID>
<Description>"hold shift and Confirm Trade"</Description>
<LastState Value="" RealAddress="00000000"/>
<Color>808080</Color>
<GroupHeader>1</GroupHeader>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
///*************************************************************************///
hedop wrote: ↑Fri Apr 07, 2017 9:57 am
Personally I couldn't care less about the undead option simply because I didn't really need it for my teammates. However some posters above have mentioned that it prevents them from progressing in certain missions. Now they might have a different issue BUT I assumed it might be the same issue connected to the turrets which will prevent you from progressing if you do not know how to fix it. They way to fix it is to simply switch to player only in the undead option for the time being and switch back once you have progressed if you want to use it.
yes, it's a different issue. what they're descibing is a bug that causes by "Inf. life support" that Kala posted.
what you describe is actually (later revealed) my "undead" script, while saying (at the time) it's Kala's "Inf. life support".
for more info about the problem they mentioned, read the thread.
hedop wrote: ↑Fri Apr 07, 2017 9:57 am
I know dude. I didn't. I finished the game. I simply reported an issue I encountered and explained what it was for the benefit of other people who might encounter them as well. Are you always this pissy? I corrected myself in the post above and said undead. I also posted in response to YOUR question which table I'm using.
no, you didn't correct yourself.
you just said "life support" causes the issue on the first post.
then you said "undead" caused the issue you have on the second post. these two statements aren't mutually exclusive.
and yes, you've reported a bug that's related to my table, and I said thanks. and I may have a look later when I find myself a battle turret to destroy again. (I've restarted a game with a different character, so it could take a while~)
so, why are you pissed?