work well, good work.
Last edited by pezolilo; 12-26-2016 at 12:59 PM.
Can you update it for Terraria 1.3.5.1
Have Fun:
Code:<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>5</ID> <Description>"Hook"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscan(BaseAddress,DB 82 40 03 00 00 D9 9D 08FFFFFF) alloc(Base_Address_Hook,32) globalalloc(t_BaseAddress,4) label(return) Base_Address_Hook: fild dword ptr [edx+00000340] mov [t_BaseAddress],edx jmp return BaseAddress: jmp Base_Address_Hook nop return: registersymbol(BaseAddress) [DISABLE] BaseAddress: db DB 82 40 03 00 00 unregistersymbol(BaseAddress) dealloc(newmem) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>6</ID> <Description>"BaseAddress"</Description> <LastState Value="21DE9228" RealAddress="018B0000"/> <ShowAsHex>1</ShowAsHex> <VariableType>4 Bytes</VariableType> <Address>t_baseaddress</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>28</ID> <Description>"Spawn Items out of Trash"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscan(ResetStatsHook,89 72 6c 5e 5f) // should be unique alloc(newmem,$1000) label(ItemID) registersymbol(ItemID) label(Item_Quan_b) registersymbol(Item_Quan_b) label(Item_Quan_i) registersymbol(Item_Quan_i) label(code) label(return) newmem: push eax mov eax,[t_baseaddress] add eax,a8 cmp edx,[eax] pop eax jne code mov esi,[ItemID] cmp [Item_Quan_b],1 jne code push eax mov eax,[Item_Quan_i] mov [edx+80],eax pop eax jmp code code: mov [edx+6c],esi pop esi pop edi jmp return ItemID: dd #1337 Item_Quan_b: dd 0 Item_Quan_i: dd 1 ResetStatsHook: jmp newmem return: registersymbol(ResetStatsHook) [DISABLE] ResetStatsHook: db 89 72 6c 5e 5f unregistersymbol(ResetStatsHook) unregistersymbol(ItemID) unregistersymbol(Item_Quan_b) unregistersymbol(Item_Quan_i) dealloc(newmem) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>"ItemID"</Description> <VariableType>4 Bytes</VariableType> <Address>ItemID</Address> </CheatEntry> <CheatEntry> <ID>31</ID> <Description>"Modify Quantity"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[Enable] Item_Quan_b: dd 1 [Disable] Item_Quan_b: dd 0 </AssemblerScript> <CheatEntries> <CheatEntry> <ID>29</ID> <Description>"Quantity"</Description> <VariableType>4 Bytes</VariableType> <Address>Item_Quan_i</Address> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
LUCAR90 (04-27-2017),Swenteria (04-24-2017),tommy fitz (04-24-2017),vW$tw$tyWRGWRGRW (05-15-2017)
Thank you!
- - - Updated - - -
www . youtube . com/watch?v= 2Xwpjcy4F5c
This is video very hard for me
This is video "How i have error 00000FF"
youtu . be/ DIWKmZT3Kwk
Anyway Thanks again
Quote Originally Posted by Akolon13
Have Fun:
Code: Working for 1.3.5.3
Code:<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>5</ID> <Description>"Hook"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscan(BaseAddress,DB 82 40 03 00 00 D9 9D 08FFFFFF) alloc(Base_Address_Hook,32) globalalloc(t_BaseAddress,4) label(return) Base_Address_Hook: fild dword ptr [edx+00000340] mov [t_BaseAddress],edx jmp return BaseAddress: jmp Base_Address_Hook nop return: registersymbol(BaseAddress) [DISABLE] BaseAddress: db DB 82 40 03 00 00 unregistersymbol(BaseAddress) dealloc(newmem) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>6</ID> <Description>"BaseAddress"</Description> <LastState Value="21DE9228" RealAddress="018B0000"/> <ShowAsHex>1</ShowAsHex> <VariableType>4 Bytes</VariableType> <Address>t_baseaddress</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>28</ID> <Description>"Spawn Items out of Trash"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscan(ResetStatsHook,89 72 6c 5e 5f) // should be unique alloc(newmem,$1000) label(ItemID) registersymbol(ItemID) label(Item_Quan_b) registersymbol(Item_Quan_b) label(Item_Quan_i) registersymbol(Item_Quan_i) label(code) label(return) newmem: push eax mov eax,[t_baseaddress] add eax,a8 cmp edx,[eax] pop eax jne code mov esi,[ItemID] cmp [Item_Quan_b],1 jne code push eax mov eax,[Item_Quan_i] mov [edx+80],eax pop eax jmp code code: mov [edx+6c],esi pop esi pop edi jmp return ItemID: dd #1337 Item_Quan_b: dd 0 Item_Quan_i: dd 1 ResetStatsHook: jmp newmem return: registersymbol(ResetStatsHook) [DISABLE] ResetStatsHook: db 89 72 6c 5e 5f unregistersymbol(ResetStatsHook) unregistersymbol(ItemID) unregistersymbol(Item_Quan_b) unregistersymbol(Item_Quan_i) dealloc(newmem) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>"ItemID"</Description> <VariableType>4 Bytes</VariableType> <Address>ItemID</Address> </CheatEntry> <CheatEntry> <ID>31</ID> <Description>"Modify Quantity"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[Enable] Item_Quan_b: dd 1 [Disable] Item_Quan_b: dd 0 </AssemblerScript> <CheatEntries> <CheatEntry> <ID>29</ID> <Description>"Quantity"</Description> <VariableType>4 Bytes</VariableType> <Address>Item_Quan_i</Address> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
vW$tw$tyWRGWRGRW (05-15-2017)
Gj, it works, thank you Akolon13.
Last edited by vW$tw$tyWRGWRGRW; 05-15-2017 at 05:38 AM.
omfg this is so fucking good ty akalon13 ur amazing <3
Feature Request: Can't you add a feature were the item spawns with a Prefix? You can use IDs aswell.
New Way for spawning Items, now even easier.
1. Activate "SpawnItem"
2. Type in your desired ItemID
3. Click on "Spawn this"
4. An Item appears in your trashcan
Copy this Code into Cheat Engine:
Please report any bugs appearing when using this.Code:<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>"SpawnItem"</Description> <Options moHideChildren="1"/> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] alloc(newMemory,256) registersymbol(newMemory) label(newItemType) registersymbol(newItemType) newMemory: push eax //Pushing eax for our usage push edx //pushing edx for our usage call Terraria.Main::get_LocalPlayer //After this function is our PlayerBase saved in eax push ecx //pushing for our usage push 0 //Passing false as parameter for SetDefaults mov ecx,[eax+a8] // We want to put the addr of our trashitem in here, eax = localPlayer mov edx,[newItemType]// Passing our second parameter for the function call Terraria.Item::SetDefaults // calling the function pop eax pop edx pop ecx ret newItemType: dd 1 [DISABLE] dealloc(newMemory) unregistersymbol(newMemory) unregistersymbol(newItemType) //TrashItem is the itemspace we want to use, you could use other inventory slots too //TrashItem is located at LocalPlayer+A8 </AssemblerScript> <CheatEntries> <CheatEntry> <ID>4</ID> <Description>"itemID"</Description> <VariableType>4 Bytes</VariableType> <Address>newItemType</Address> </CheatEntry> <CheatEntry> <ID>5</ID> <Description>"Spawn this"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] CreateThread(newMemory) [DISABLE] </AssemblerScript> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
JCarter18 (05-29-2020)
Uhm i like the new hud its ez to use but can you please make a box to spawn in as much as we want like 999 stacked