Cielos wrote: ↑Sun Apr 07, 2019 5:47 pm
Takamichinoku wrote: ↑Sun Apr 07, 2019 1:49 pm
[...]
Here ya go! Yea I'm not at all knowledgeable with the Cheat Engine codes and terms so I won't know exactly what I'm doing when backtracking lol.
turns out I need to convert the savegame file manually in order for it to work on my game.... and it seems a lot of work...
so, I power through the game and get the skill myself...
I abandon the previous filter as it would exclude the puppeteer countdown. and I didn't pursue the caller check neither...
instead I went with the stupid way: just do some checks of the max countdown:
buffs' countdown: some are 150, some are 30.
puppeteer's countdown: 45.
and it's literally the filter I implemented now... in theory I can just do a ">=" condition check to cover all these, but I'm afraid that would have a much greater chance to manipulate some other countdowns by accident...
anyway, as usual, I din't test it much, so please report if it doesn't cover some buffs and I'll add them in.
and in case there ARE some buffs not covering by this script, I won't add it to the OP table for now.
so, report! in details~
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>16341</ID>
<Description>"inf. buffs / puppeteer TEST"</Description>
<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(countdownObjEndChkAOB,sekiro.exe,F3 0F ** ** ** ** ** ** F3 ** ** ** 0F 2F ** F3 ** ** ** 76)
registersymbol(countdownObjEndChkAOB)
alloc(newmem,2048,countdownObjEndChkAOB+8) //"sekiro.exe"+BEF42E)
label(returnhere)
label(originalcode_countdownObjEndChkAOB)
registersymbol(originalcode_countdownObjEndChkAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov eax,(float)30
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
mov eax,(float)45
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
mov eax,(float)150
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
movss xmm1,[rbx]
jmp end
@@:
xorps xmm7,xmm7
end:
pop rax
originalcode_countdownObjEndChkAOB:
readmem(countdownObjEndChkAOB+8,7)
//subss xmm1,xmm7
//comiss xmm0,xmm1
exit:
jmp returnhere
///
countdownObjEndChkAOB+8: //"sekiro.exe"+BEF42E:
jmp newmem
nop
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
countdownObjEndChkAOB+8: //"sekiro.exe"+BEF42E:
readmem(originalcode_countdownObjEndChkAOB,7)
//db F3 0F 5C CF 0F 2F C1
//Alt: subss xmm1,xmm7
//Alt: comiss xmm0,xmm1
unregistersymbol(originalcode_countdownObjEndChkAOB)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
copy & paste the above code ONto your table (highlight any entry of your table, press Ctrl-V).
After some basic testing, I'm happy to say the Infinite Puppeteer buff is working great, and also did you know enemies you've taken control of are invincible as long as the timer doesn't run out? Fucking OP. I'm walking around Ashina Castle with a veritable army behind me - it's very very fun just seeing them take my enemies apart from the sidelines.
Unfortunately lots of buffs are lost in the new filter, the only ones that seem to stay permanent are all the Resistance Up types (Poison, Burn, Terror, Lightning).
I haven't tested all variants yet, but at the very least HP Regen, Posture Regen, and Divine Confetti are no longer infinite with the Puppeteer code.
Speaking of which, do we know why only a single Sugar/Spiritfall type buff can be applied and stay active at a time? Is it hardcoded that way into the game? I'd love to run some simultaneous Yashariku/Ungo buffs for bosses.
EDIT: After some more thorough testing, I've compiled a more definitive list of the working buffs under the Puppeteer Testing Code:
1) INFINITE - All Resistance types (Poison, Burn, Terror, Lightning), All Mibu Prayer Balloon types (Wealth, Possession, Spirit, Soul), Gachiin's Spiritfall (stealth) ONLY - when applied from Sugar, it is impermanent!
2) TEMPORARY - HP Regen, Posture Recovery, Divine Confetti, all Sugars/other Spiritfalls (Ako - HP/Posture Dmg Up, Ungo - Reduce Dmg Taken, Gokan - Reduce Posture Taken, Gachiin's Sugar ONLY - Stealth, Yashariku - Halve Total HP/Posture for Atk Boost)
Think I covered all of them, but please tell me if I've missed any buffs to test. Hope this helps!