Temporary fix isn't working for me, same filters as last n' the "Expand this if the..." values are Nan, ??, ?? - With a tome/dice/grim on me =/
EDIT: Appreciate the effort
Yay, a temporary fix for the Tomes, grimoires, cursed dices and Health addresses
Open up the .CT file with notepad and replace EVERYTHING with the following:
Basically theres a new line that contains all the books in order they were picked up. So, you'll have to find out yourself which line corresponds with which dice (tome, grimoire or cursed dice)Code:<?xml version="1.0" encoding="utf-8"?> <CheatTable CheatEngineTableVersion="18"> <CheatEntries> <CheatEntry> <ID>16</ID> <Description>"Re-activate this every time when loading a new level"</Description> <LastState Activated="1"/> <Color>C08000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : vermintide.exe Version: 1.0.1.2 Date : 2015-11-01 Author : Nessin } [ENABLE] aobscanmodule(INJECT,vermintide.exe,39 6E FC 74 4F) // should be unique alloc(newmem,$1000) label(code) label(return) label(originalcode) label(grimoire) label(tome) label(cursed) label(dices) label(health) label(ammoclip) label(totalammo) label(mission) label(barrels) label(dmg1) label(dmg2) label(dmg3) label(dmg4) label(dmg5) label(dmg6) label(dmg7) label(dmg8) label(totalammo) label(mission) label(barrels) label(ammoch1) label(ammoch2) label(ammoch3) label(ammoch4) label(ammotot1) label(ammotot2) label(ammotot3) label(ammotot4) label(overheat) label(ukdice1) label(ukdice2) label(ukdice3) globalalloc(_tome2,4) globalalloc(_grimoire2,4) globalalloc(_cursed2,4) globalalloc(_unknownbook,4) globalalloc(_damagetaken,4) globalalloc(_ammoclip,4) globalalloc(_totalammo,4) globalalloc(_barrels,4) globalalloc(_damage1,4) globalalloc(_damage2,4) globalalloc(_damage3,4) globalalloc(_damage4,4) globalalloc(_damage5,4) globalalloc(_damage6,4) globalalloc(_damage7,4) globalalloc(_damage8,4) globalalloc(_ammochamber1,4) globalalloc(_ammochamber2,4) globalalloc(_ammochamber3,4) globalalloc(_ammochamber4,4) globalalloc(_ammototal1,4) globalalloc(_ammototal2,4) globalalloc(_ammototal3,4) globalalloc(_ammototal4,4) globalalloc(_unknowndice1,4) globalalloc(_unknowndice2,4) globalalloc(_unknowndice3,4) globalalloc(_overheat,4) globalalloc(_bookdebug1,4) globalalloc(_bookdebug2,4) globalalloc(_bookdebug3,4) globalalloc(_bookdebug4,4) globalalloc(_bookdebug5,4) globalalloc(_bookdebug6,4) globalalloc(_savedstackpointer,4) newmem: code: mov [_savedstackpointer],esp //save stack pointer. It changes with the next 2 commands pushfd pushad cmp ebx,00000000 //some filtering because otherwise waaay too many things accesses my code jne originalcode cmp ebp,FFFFFFFF jne originalcode cmp edi,00000003 //health related call je health cmp edi,00000002 // mission related call (dices, barrels) je mission cmp edi,0000000F // ammo clip je ammoclip cmp edi,00000012 // total ammo je totalammo cmp edi,00000027 //overheat je overheat jmp originalcode mission: cmp word ptr [esi],A2BC //mission equipment je barrels cmp word ptr [esi],DB80 // book/grimoire/cursed dice je dices jmp originalcode barrels: mov eax, esi add eax, -8 // store the address in eax mov [_barrels], eax jmp originalcode dices: add [_bookdebug1], 1 //cmp [_savedstackpointer],0018FB7C //You can remove this, it's another very effective filter unique to books, but it can change between updates //jne originalcode add [_bookdebug2], 1 mov eax, esi add eax, -8 // store the address of tome/grimoire/dice in eax cmp word ptr [esi+10],5B80 //its a tome je tome cmp word ptr [esi+10],5BA0 //its a grimoire je grimoire cmp word ptr [esi+10],5BC0 //its a cursed dice je cursed mov ebx,[esi+10] mov [_bookdebug6], ebx cmp [_unknowndice1], eax je originalcode cmp [_unknowndice2], eax je originalcode cmp [_unknowndice3], eax je originalcode cmp [_unknowndice1],0 je ukdice1 cmp [_unknowndice2],0 je ukdice2 cmp [_unknowndice3],0 je ukdice3 //mov [_unknownbook], eax jmp originalcode //None of the above? Shouldn't happen but still... it could tome: add [_bookdebug3], 1 mov [_tome2], eax //store the previously saved eax in [_tome2] jmp originalcode grimoire: add [_bookdebug4], 1 mov [_grimoire2], eax //store the previously saved eax in [_grimoire2] jmp originalcode cursed: add [_bookdebug5], 1 mov [_cursed2], eax //store the previously saved eax in [_cursed2] jmp originalcode ukdice1: mov [_unknowndice1], eax jmp originalcode ukdice2: mov [_unknowndice2], eax jmp originalcode ukdice3: mov [_unknowndice3], eax jmp originalcode health: cmp word ptr [esi],0348 // is it really health related? jne originalcode cmp word ptr [esi-78],64D8 //is it a player? jne originalcode mov eax, esi add eax, -8 //this code is shared for 4 players.. so I try to separate addresses cmp [_damage1], eax je originalcode cmp [_damage2], eax je originalcode cmp [_damage3], eax je originalcode cmp [_damage4], eax je originalcode cmp [_damage5], eax je originalcode cmp [_damage6], eax je originalcode cmp [_damage7], eax je originalcode cmp [_damage8], eax je originalcode cmp [_damage1],0 je dmg1 cmp [_damage2],0 je dmg2 cmp [_damage3],0 je dmg3 cmp [_damage4],0 je dmg4 cmp [_damage5],0 je dmg5 cmp [_damage6],0 je dmg6 cmp [_damage7],0 je dmg7 cmp [_damage8],0 je dmg8 jmp originalcode dmg1: mov [_damage1], eax jmp originalcode dmg2: mov [_damage2], eax jmp originalcode dmg3: mov [_damage3], eax jmp originalcode dmg4: mov [_damage4], eax jmp originalcode dmg5: mov [_damage5], eax jmp originalcode dmg6: mov [_damage6], eax jmp originalcode dmg7: mov [_damage7], eax jmp originalcode dmg8: mov [_damage8], eax jmp originalcode ammoclip: cmp word ptr [esi],6A00 // is it the ammo clip? jne originalcode cmp word ptr [esi+4],FFFB // another check just to be sure jne originalcode mov eax, esi add eax, -8 cmp [_ammochamber1], eax je originalcode cmp [_ammochamber2], eax je originalcode cmp [_ammochamber3], eax je originalcode cmp [_ammochamber4], eax je originalcode cmp [_ammochamber1],0 je ammoch1 cmp [_ammochamber2],0 je ammoch2 cmp [_ammochamber3],0 je ammoch3 cmp [_ammochamber4],0 je ammoch4 //mov [_ammoclip], eax jmp originalcode ammoch1: mov [_ammochamber1], eax jmp originalcode ammoch2: mov [_ammochamber2], eax jmp originalcode ammoch3: mov [_ammochamber3], eax jmp originalcode ammoch4: mov [_ammochamber4], eax jmp originalcode totalammo: cmp word ptr [esi],61C0 // is it your total ammo? jne originalcode cmp word ptr [esi+4],FFFB // another check just to be sure jne originalcode mov eax, esi add eax, -8 cmp [_ammototal1], eax je originalcode cmp [_ammototal2], eax je originalcode cmp [_ammototal3], eax je originalcode cmp [_ammototal4], eax je originalcode cmp [_ammototal1],0 je ammotot1 cmp [_ammototal2],0 je ammotot2 cmp [_ammototal3],0 je ammotot3 cmp [_ammototal4],0 je ammotot4 //mov [_totalammo], eax jmp originalcode ammotot1: mov [_ammototal1], eax jmp originalcode ammotot2: mov [_ammototal2], eax jmp originalcode ammotot3: mov [_ammototal3], eax jmp originalcode ammotot4: mov [_ammototal4], eax jmp originalcode overheat: cmp word ptr [esi],6E44 // is it your total ammo? jne originalcode //cmp word ptr [esi+4],FFFB // another check just to be sure //jne originalcode mov eax, esi add eax, -8 mov [_overheat],eax jmp originalcode originalcode: popad popfd cmp [esi-04],ebp je vermintide.luaL_openlibs+559 jmp return INJECT: jmp code return: registersymbol(INJECT) [DISABLE] INJECT: db 39 6E FC 74 4F unregistersymbol(INJECT) dealloc(newmem) unregistersymbol(_damage1) unregistersymbol(_damage2) unregistersymbol(_damage3) unregistersymbol(_damage4) unregistersymbol(_damage5) unregistersymbol(_damage6) unregistersymbol(_damage7) unregistersymbol(_damage8) unregistersymbol(_ammochamber1) unregistersymbol(_ammochamber2) unregistersymbol(_ammochamber3) unregistersymbol(_ammochamber4) unregistersymbol(_ammototal1) unregistersymbol(_ammototal2) unregistersymbol(_ammototal3) unregistersymbol(_ammototal4) unregistersymbol(_unknowndice1) unregistersymbol(_unknowndice2) unregistersymbol(_unknowndice3) { // ORIGINAL CODE - INJECTION POINT: "vermintide.exe"+5553A5 "vermintide.exe"+55538D: 46 - inc esi "vermintide.exe"+55538E: 3B F7 - cmp esi,edi "vermintide.exe"+555390: 72 D3 - jb vermintide.exe+555365 "vermintide.exe"+555392: 8B 45 1C - mov eax,[ebp+1C] "vermintide.exe"+555395: 85 C0 - test eax,eax "vermintide.exe"+555397: 74 66 - je vermintide.exe+5553FF "vermintide.exe"+555399: 8B 75 14 - mov esi,[ebp+14] "vermintide.exe"+55539C: 83 C6 08 - add esi,08 "vermintide.exe"+55539F: 8D 78 01 - lea edi,[eax+01] "vermintide.exe"+5553A2: 83 CD FF - or ebp,-01 // ---------- INJECTING HERE ---------- "vermintide.exe"+5553A5: 39 6E FC - cmp [esi-04],ebp "vermintide.exe"+5553A8: 74 4F - je vermintide.exe+5553F9 // ---------- DONE INJECTING ---------- "vermintide.exe"+5553AA: F6 C3 08 - test bl,08 "vermintide.exe"+5553AD: 75 21 - jne vermintide.exe+5553D0 "vermintide.exe"+5553AF: 8B 46 04 - mov eax,[esi+04] "vermintide.exe"+5553B2: 83 C0 04 - add eax,04 "vermintide.exe"+5553B5: 83 F8 F6 - cmp eax,-0A "vermintide.exe"+5553B8: 76 16 - jna vermintide.exe+5553D0 "vermintide.exe"+5553BA: 8B 06 - mov eax,[esi] "vermintide.exe"+5553BC: F6 40 04 03 - test byte ptr [eax+04],03 "vermintide.exe"+5553C0: 74 0E - je vermintide.exe+5553D0 "vermintide.exe"+5553C2: 8B 4C 24 14 - mov ecx,[esp+14] } </AssemblerScript> <Hotkeys> <Hotkey> <Action>Toggle Activation</Action> <Keys> <Key>121</Key> </Keys> <ID>0</ID> </Hotkey> </Hotkeys> <CheatEntries> <CheatEntry> <ID>74</ID> <Description>"It can easily take 30 seconds to populate new addresses"</Description> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>C0C0C0</Color> <GroupHeader>1</GroupHeader> </CheatEntry> <CheatEntry> <ID>18</ID> <Description>"Tomes"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_tome2]</Address> </CheatEntry> <CheatEntry> <ID>17</ID> <Description>"Grimoires"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_grimoire2]</Address> </CheatEntry> <CheatEntry> <ID>19</ID> <Description>"Cursed dices"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_cursed2]</Address> </CheatEntry> <CheatEntry> <ID>78</ID> <Description>"Expand this if the grimoire/tome addresses stay invalid more than 30s after picking one up in-game."</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>408080</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>79</ID> <Description>"The following 3 lines belong to tomes/grimoires/cursed dice counts. Usually in the order you picked them up"</Description> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>808080</Color> <GroupHeader>1</GroupHeader> </CheatEntry> <CheatEntry> <ID>75</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice1]</Address> </CheatEntry> <CheatEntry> <ID>76</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice2]</Address> </CheatEntry> <CheatEntry> <ID>77</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice3]</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>46</ID> <Description>"Barrels & Grain sacks"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_barrels]</Address> </CheatEntry> <CheatEntry> <ID>73</ID> <Description>"Overheat wizard"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_overheat]</Address> </CheatEntry> <CheatEntry> <ID>66</ID> <Description>"Total ammo counts"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>62</ID> <Description>"Total Ammo 1"</Description> <LastState Value="??" Activated="0" RealAddress="3317E250"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal1]</Address> </CheatEntry> <CheatEntry> <ID>63</ID> <Description>"Total Ammo 2"</Description> <LastState Value="??" Activated="0" RealAddress="330F9050"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal2]</Address> </CheatEntry> <CheatEntry> <ID>64</ID> <Description>"Total Ammo 3"</Description> <LastState Value="??" Activated="0" RealAddress="3317DC50"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal3]</Address> </CheatEntry> <CheatEntry> <ID>65</ID> <Description>"Total Ammo 4"</Description> <LastState Value="??" Activated="0" RealAddress="330F9350"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal4]</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>71</ID> <Description>"Ammo Chamber count"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>67</ID> <Description>"Ammo Chamber 1"</Description> <LastState Value="??" Activated="0" RealAddress="3317E298"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammochamber1]</Address> </CheatEntry> <CheatEntry> <ID>68</ID> <Description>"Ammo Chamber 2"</Description> <LastState Value="??" Activated="0" RealAddress="330F9098"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammochamber2]</Address> </CheatEntry> <CheatEntry> <ID>69</ID> <Description>"Ammo Chamber 3"</Description> <LastState Value="??" Activated="0" RealAddress="3317DC98"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammochamber3]</Address> </CheatEntry> <CheatEntry> <ID>70</ID> <Description>"Ammo Chamber 4"</Description> <LastState Value="??" Activated="0" RealAddress="330F9398"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammochamber4]</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>58</ID> <Description>"Health values"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>52</ID> <Description>"Damage player1"</Description> <LastState Value="??" Activated="0" RealAddress="3312CD38"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage1]</Address> </CheatEntry> <CheatEntry> <ID>53</ID> <Description>"Damage player2"</Description> <LastState Value="??" Activated="0" RealAddress="3320FA38"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage2]</Address> </CheatEntry> <CheatEntry> <ID>54</ID> <Description>"Damage player3"</Description> <LastState Value="??" Activated="0" RealAddress="2B012238"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage3]</Address> </CheatEntry> <CheatEntry> <ID>55</ID> <Description>"Damage player4"</Description> <LastState Value="??" Activated="0" RealAddress="32A0FD38"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage4]</Address> </CheatEntry> <CheatEntry> <ID>57</ID> <Description>"Damage player5 ?"</Description> <LastState Value="??" Activated="0" RealAddress="60D9F738"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage5]</Address> </CheatEntry> <CheatEntry> <ID>59</ID> <Description>"Damage player6 ?"</Description> <LastState Value="??" Activated="0" RealAddress="3730AE38"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage6]</Address> </CheatEntry> <CheatEntry> <ID>60</ID> <Description>"Damage player7 ?"</Description> <LastState Value="??" Activated="0" RealAddress="72FD08B8"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage7]</Address> </CheatEntry> <CheatEntry> <ID>61</ID> <Description>"Damage player8 ?"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage8]</Address> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>24</ID> <Description>"DEBUG"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>C0C0C0</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>20</ID> <Description>"_bookdebug1 (filter1)"</Description> <LastState Value="??" Activated="0" RealAddress="291101C0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug1</Address> </CheatEntry> <CheatEntry> <ID>21</ID> <Description>"_bookdebug2 (filter2)"</Description> <LastState Value="??" Activated="0" RealAddress="291101D0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug2</Address> </CheatEntry> <CheatEntry> <ID>25</ID> <Description>"_bookdebug3 (tome calls)"</Description> <LastState Value="??" Activated="0" RealAddress="291101E0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug3</Address> </CheatEntry> <CheatEntry> <ID>26</ID> <Description>"_bookdebug4 (grim calls)"</Description> <LastState Value="??" Activated="0" RealAddress="291101F0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug4</Address> </CheatEntry> <CheatEntry> <ID>27</ID> <Description>"_bookdebug5 (cursed calls)"</Description> <LastState Value="??" Activated="0" RealAddress="29110200"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug5</Address> </CheatEntry> <CheatEntry> <ID>28</ID> <Description>"_bookdebug6 (unknown book calls) book ID ->"</Description> <LastState Value="??" Activated="0" RealAddress="29110210"/> <ShowAsHex>1</ShowAsHex> <Color>80000008</Color> <VariableType>2 Bytes</VariableType> <Address>_bookdebug6</Address> </CheatEntry> <CheatEntry> <ID>23</ID> <Description>"_tome2"</Description> <LastState Value="??" Activated="0" RealAddress="29110000"/> <ShowAsHex>1</ShowAsHex> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_tome2</Address> </CheatEntry> <CheatEntry> <ID>29</ID> <Description>"_grimoire2"</Description> <LastState Value="??" Activated="0" RealAddress="29110010"/> <ShowAsHex>1</ShowAsHex> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_grimoire2</Address> </CheatEntry> <CheatEntry> <ID>30</ID> <Description>"_cursed2"</Description> <LastState Value="??" Activated="0" RealAddress="29110020"/> <ShowAsHex>1</ShowAsHex> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_cursed2</Address> </CheatEntry> <CheatEntry> <ID>13</ID> <Description>"Tome descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_tome2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>31</ID> <Description>"Grimoire descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_grimoire2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>32</ID> <Description>"Cursed die descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_cursed2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>34</ID> <Description>"_damagetaken"</Description> <LastState Value="??" Activated="0" RealAddress="29110040"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_damagetaken</Address> </CheatEntry> <CheatEntry> <ID>37</ID> <Description>"_ammoclip"</Description> <LastState Value="??" Activated="0" RealAddress="29110050"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_ammoclip</Address> </CheatEntry> <CheatEntry> <ID>42</ID> <Description>"Unknown book address"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>808080</Color> <VariableType>Double</VariableType> <Address>[_unknownbook]</Address> </CheatEntry> <CheatEntry> <ID>43</ID> <Description>"Unknown book descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>808080</Color> <VariableType>String</VariableType> <Length>14</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_unknownbook]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> <UserdefinedSymbols> <SymbolEntry> <Name>_tome2</Name> <Address>29110000</Address> </SymbolEntry> <SymbolEntry> <Name>_grimoires</Name> <Address>7C4D3A50</Address> </SymbolEntry> <SymbolEntry> <Name>_grimoire2</Name> <Address>29110010</Address> </SymbolEntry> <SymbolEntry> <Name>_cursed2</Name> <Address>29110020</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug1</Name> <Address>291101C0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug2</Name> <Address>291101D0</Address> </SymbolEntry> <SymbolEntry> <Name>_savedbookesp</Name> <Address>288F0050</Address> </SymbolEntry> <SymbolEntry> <Name>_tomes</Name> <Address>7C94A0D0</Address> </SymbolEntry> <SymbolEntry> <Name>_savedstackpointer</Name> <Address>29110220</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug3</Name> <Address>291101E0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug4</Name> <Address>291101F0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug5</Name> <Address>29110200</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug6</Name> <Address>29110210</Address> </SymbolEntry> <SymbolEntry> <Name>_damagetaken</Name> <Address>29110040</Address> </SymbolEntry> <SymbolEntry> <Name>_ammoclip</Name> <Address>29110050</Address> </SymbolEntry> <SymbolEntry> <Name>_totalammo</Name> <Address>29110060</Address> </SymbolEntry> <SymbolEntry> <Name>_unknownbook</Name> <Address>29110030</Address> </SymbolEntry> <SymbolEntry> <Name>_barrels</Name> <Address>29110070</Address> </SymbolEntry> <SymbolEntry> <Name>_overheat</Name> <Address>291101B0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage1</Name> <Address>29110490</Address> </SymbolEntry> <SymbolEntry> <Name>_damage2</Name> <Address>291104A0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage3</Name> <Address>291104B0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage4</Name> <Address>291104C0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage5</Name> <Address>291104D0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage6</Name> <Address>291104E0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage7</Name> <Address>291104F0</Address> </SymbolEntry> <SymbolEntry> <Name>_damage8</Name> <Address>29110500</Address> </SymbolEntry> <SymbolEntry> <Name>_ammochamber1</Name> <Address>29110510</Address> </SymbolEntry> <SymbolEntry> <Name>_ammochamber2</Name> <Address>29110520</Address> </SymbolEntry> <SymbolEntry> <Name>_ammochamber3</Name> <Address>29110530</Address> </SymbolEntry> <SymbolEntry> <Name>_ammochamber4</Name> <Address>29110540</Address> </SymbolEntry> <SymbolEntry> <Name>_ammototal1</Name> <Address>29110550</Address> </SymbolEntry> <SymbolEntry> <Name>_ammototal2</Name> <Address>29110560</Address> </SymbolEntry> <SymbolEntry> <Name>_ammototal3</Name> <Address>29110570</Address> </SymbolEntry> <SymbolEntry> <Name>_ammototal4</Name> <Address>29110580</Address> </SymbolEntry> <SymbolEntry> <Name>_unknowndice1</Name> <Address>29110590</Address> </SymbolEntry> <SymbolEntry> <Name>_unknowndice2</Name> <Address>291105A0</Address> </SymbolEntry> <SymbolEntry> <Name>_unknowndice3</Name> <Address>291105B0</Address> </SymbolEntry> <SymbolEntry> <Name>INJECT</Name> <Address> 009553A5</Address> </SymbolEntry> </UserdefinedSymbols> </CheatTable>
I will try to find better solutions for these, including ammo and overheat, tomorrow
Last edited by GodsAngel; 11-01-2015 at 07:19 PM.
Temporary fix isn't working for me, same filters as last n' the "Expand this if the..." values are Nan, ??, ?? - With a tome/dice/grim on me =/
EDIT: Appreciate the effort
Last edited by JosephCZ; 11-01-2015 at 11:45 PM.
well, i just have tested:
overheat, ammo - works fine;
health works, but may become a cause of crash;
books, barrels, sacks - don't works.
Thanks guys. For those where the tomes/grimoires still don't work. Is anything happening in the debug first 3 lines? (filter1, filter2, tome calls)
Tomatenfrosch (11-02-2015)
No, nothing - Still the same numbers with the Filter 1 2 tome gri cursed calls
- - - Updated - - -
But well, I got my first Orange one now x3 thank chuuu - Well...after 6 rounds catalysm,but it was worth it
Nope, the filter1-2 n the calls are all the same as last night, sadly =/
Bit hit and miss, one time everything worked perfectly, next time the barrels wasn't working (I was testing on The Black Powder mission), sometimes the hotkey to activate the script just won't do anything. Using the updated versiono.
Great work though, highly appreciated.
Anyone have a tip for what mission is fastest and has a grimoire accessible? Black Powder runs are done in like two minutes but you're at the mercy of the dice
depends on how "legit" u play. Supply and Demand 5-7min on Cataclysm with grim/tome/dice
everything works except:
Cheat table includes:
Grimoire count (You need to find one in the map first!)
Tome Count (same here)
Cursed dice count (and same here)
Even with the hotfix.
Just letting you know it's all still 100% working for me. I'm on W8.1 btw, if it matters. Works if I'm hosting, works if I join others. I don't even have to say anything in the group. Just play regular, when someone picks up a grimoire, i can change that from 1 to 7 and it only affects me/no other visible change. I was bored of running god mode with bots, wanted to not use health hacks at all, but wanted good rewards. This solves it, cheers
Added another version to the main post. It contains a fix for grimoires/tomes sometimes not showing up. You still might have to expand the brown header though.
For those who cant wait, here's the code to paste inside the .CT file
Ammo can still be kinda effy... To be honest this table is kinda based on random luckCode:<?xml version="1.0" encoding="utf-8"?> <CheatTable CheatEngineTableVersion="18"> <CheatEntries> <CheatEntry> <ID>16</ID> <Description>"Re-activate this every time when loading a new level"</Description> <LastState Activated="0"/> <Color>C08000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : vermintide.exe Version: 1.0.1.2 Date : 2015-11-01 Author : Nessin } [ENABLE] aobscanmodule(INJECT,vermintide.exe,39 6E FC 74 4F) // should be unique alloc(newmem,$1000) label(code) label(return) label(originalcode) label(grimoire) label(tome) label(cursed) label(dices) label(health) label(ammoclip) label(totalammo) label(mission) label(barrels) label(dmg1) label(dmg2) label(dmg3) label(dmg4) label(dmg5) label(dmg6) label(dmg7) label(dmg8) label(totalammo) label(mission) label(barrels) label(ammoch1) label(ammoch2) label(ammoch3) label(ammoch4) label(ammotot1) label(ammotot2) label(ammotot3) label(ammotot4) label(overheat) label(ukdice1) label(ukdice2) label(ukdice3) label(trybarrel) globalalloc(_tome2,4) globalalloc(_grimoire2,4) globalalloc(_cursed2,4) globalalloc(_unknownbook,4) globalalloc(_damagetaken,4) globalalloc(_ammoclip,4) globalalloc(_totalammo,4) globalalloc(_barrels,4) globalalloc(_damage1,4) globalalloc(_damage2,4) globalalloc(_damage3,4) globalalloc(_damage4,4) globalalloc(_damage5,4) globalalloc(_damage6,4) globalalloc(_damage7,4) globalalloc(_damage8,4) globalalloc(_ammochamber1,4) globalalloc(_ammochamber2,4) globalalloc(_ammochamber3,4) globalalloc(_ammochamber4,4) globalalloc(_ammototal1,4) globalalloc(_ammototal2,4) globalalloc(_ammototal3,4) globalalloc(_ammototal4,4) globalalloc(_unknowndice1,4) globalalloc(_unknowndice2,4) globalalloc(_unknowndice3,4) globalalloc(_overheat,4) globalalloc(_bookdebug1,4) globalalloc(_bookdebug2,4) globalalloc(_bookdebug3,4) globalalloc(_bookdebug4,4) globalalloc(_bookdebug5,4) globalalloc(_bookdebug6,4) globalalloc(_savedstackpointer,4) globalalloc(_testvalue,4) globalalloc(_testvalue2,4) globalalloc(_testvalue3,4) newmem: code: mov [_savedstackpointer],esp //save stack pointer. It changes with the next 2 commands pushfd pushad cmp ebx,00000000 //some filtering because otherwise waaay too many things accesses my code jne originalcode cmp ebp,FFFFFFFF jne originalcode cmp edi,00000003 //health related call je health cmp edi,00000002 // mission related call (dices, barrels) je mission cmp edi,0000000F // ammo clip //je ammoclip //cmp edi,00000012 // total ammo je totalammo cmp edi,00000027 //overheat je overheat jmp originalcode mission: mov eax, [esi] add eax,C push 00000004 push eax call isbadreadptr //make sure [esi]+C points to valid memory cmp eax,0 jne originalcode mov eax, [esi] add eax, 10 push 00000004 push eax call isbadreadptr //make sure [esi]+10 points to valid memory cmp eax,0 jne originalcode mov eax, [esi] add eax,1C push 00000004 push eax call isbadreadptr //make sure [esi]+1C points to valid memory cmp eax,0 jne originalcode mov eax, [esi] // value of esi into eax again { cmp [esi]+C,00010000 //Optional additional checks to make sure [esi] points to valid memory jb originalcode mov eax, [esi]+C test eax,eax je originalcode } { mov eax, [esi] // value of esi into eax again mov [_testvalue],eax /// remove add eax,C push 00000004 push eax call isbadreadptr cmp eax,0 jne originalcode mov eax, [esi] // value of esi into eax again /// } cmp word ptr [eax+C],0000000E //length of string is 14 //jmp originalcode //remove -------------------------------------- jne trybarrel //jmp originalcode //remove -------------------------------------- cmp dword ptr [eax+10],'curr' jne trybarrel cmp dword ptr [eax+14],'ent_' // these compares check if it belongs to a dice jne trybarrel cmp dword ptr [eax+18],'amou' jne trybarrel jmp dices trybarrel: cmp word ptr [eax+C],00000012 //length of string is 18 jne originalcode cmp dword ptr [eax+10],'num_' jne originalcode cmp dword ptr [eax+14],'clos' jne originalcode cmp dword ptr [eax+18],'ed_s' jne originalcode cmp dword ptr [eax+1C],'ocke' jne originalcode jmp barrels //cmp word ptr [esi],A2BC //mission equipment //je barrels //cmp word ptr [esi],DB80 // book/grimoire/cursed dice //je dices //jmp originalcode barrels: mov eax, esi add eax, -8 // store the address in eax mov [_barrels], eax jmp originalcode dices: add [_bookdebug1], 1 //cmp [_savedstackpointer],0018FB7C //You can remove this, it's another very effective filter unique to books, but it can change between updates //jne originalcode add [_bookdebug2], 1 mov eax, esi add eax, -8 // store the address of tome/grimoire/dice in eax cmp word ptr [esi+10],5B80 //its a tome je tome cmp word ptr [esi+10],5BA0 //its a grimoire je grimoire cmp word ptr [esi+10],5BC0 //its a cursed dice je cursed mov ebx,[esi+10] mov [_bookdebug6], ebx cmp [_unknowndice1], eax je originalcode cmp [_unknowndice2], eax je originalcode cmp [_unknowndice3], eax je originalcode cmp [_unknowndice1],0 je ukdice1 cmp [_unknowndice2],0 je ukdice2 cmp [_unknowndice3],0 je ukdice3 //mov [_unknownbook], eax jmp originalcode //None of the above? Shouldn't happen but still... it could tome: add [_bookdebug3], 1 mov [_tome2], eax //store the previously saved eax in [_tome2] jmp originalcode grimoire: add [_bookdebug4], 1 mov [_grimoire2], eax //store the previously saved eax in [_grimoire2] jmp originalcode cursed: add [_bookdebug5], 1 mov [_cursed2], eax //store the previously saved eax in [_cursed2] jmp originalcode ukdice1: mov [_unknowndice1], eax jmp originalcode ukdice2: mov [_unknowndice2], eax jmp originalcode ukdice3: mov [_unknowndice3], eax jmp originalcode health: mov eax, [esi] add eax,C push 00000004 push eax call isbadreadptr //make sure [esi]+C points to valid memory cmp eax,0 jne originalcode mov eax, [esi] add eax,10 push 00000004 push eax call isbadreadptr //make sure [esi]+10 points to valid memory cmp eax,0 jne originalcode mov eax, [esi] cmp word ptr [eax+C],00000006 //length of string is 6 jne originalcode cmp dword ptr [eax+10],'dama' jne originalcode mov eax, [esi-78] add eax,C push 00000004 push eax call isbadreadptr //make sure [esi-78]+C points to valid memory cmp eax,0 jne originalcode mov eax, [esi-78] cmp word ptr [eax+C],00000006 //length of string is 6 jne originalcode cmp dword ptr [eax+10],'play' jne originalcode cmp word ptr [esi-7C],FFFFFFF4 //is it a player? jne originalcode mov eax, esi add eax, -8 //this code is shared for 4 players.. so I try to separate addresses cmp [_damage1], eax je originalcode cmp [_damage2], eax je originalcode cmp [_damage3], eax je originalcode cmp [_damage4], eax je originalcode cmp [_damage5], eax je originalcode cmp [_damage6], eax je originalcode cmp [_damage7], eax je originalcode cmp [_damage8], eax je originalcode cmp [_damage1],0 je dmg1 cmp [_damage2],0 je dmg2 cmp [_damage3],0 je dmg3 cmp [_damage4],0 je dmg4 cmp [_damage5],0 je dmg5 cmp [_damage6],0 je dmg6 cmp [_damage7],0 je dmg7 cmp [_damage8],0 je dmg8 jmp originalcode dmg1: mov [_damage1], eax jmp originalcode dmg2: mov [_damage2], eax jmp originalcode dmg3: mov [_damage3], eax jmp originalcode dmg4: mov [_damage4], eax jmp originalcode dmg5: mov [_damage5], eax jmp originalcode dmg6: mov [_damage6], eax jmp originalcode dmg7: mov [_damage7], eax jmp originalcode dmg8: mov [_damage8], eax jmp originalcode ammoclip: cmp word ptr [esi],6A00 // is it the ammo clip? jne originalcode cmp word ptr [esi+4],FFFB // another check just to be sure jne originalcode mov eax, esi add eax, -8 cmp [_ammochamber1], eax je originalcode cmp [_ammochamber2], eax je originalcode cmp [_ammochamber3], eax je originalcode cmp [_ammochamber4], eax je originalcode cmp [_ammochamber1],0 je ammoch1 cmp [_ammochamber2],0 je ammoch2 cmp [_ammochamber3],0 je ammoch3 cmp [_ammochamber4],0 je ammoch4 //mov [_ammoclip], eax jmp originalcode ammoch1: mov [_ammochamber1], eax jmp originalcode ammoch2: mov [_ammochamber2], eax jmp originalcode ammoch3: mov [_ammochamber3], eax jmp originalcode ammoch4: mov [_ammochamber4], eax jmp originalcode totalammo: mov eax, [esi] add eax,C push 00000004 push eax call isbadreadptr //make sure [esi]+C points to valid memory cmp eax,0 jne originalcode mov eax, [esi] add eax, 18 push 00000004 push eax call isbadreadptr //make sure [esi]+18 points to valid memory cmp eax,0 jne originalcode mov eax, [esi] // value of esi into eax again cmp word ptr [eax+C],0000000E //length of string is 18 jne originalcode cmp dword ptr [eax+10],'avai' jne originalcode cmp dword ptr [eax+14],'labl' jne originalcode cmp dword ptr [eax+18],'e_am' jne originalcode mov eax, esi add eax, -8 cmp [_ammototal1], eax je originalcode cmp [_ammototal2], eax je originalcode cmp [_ammototal3], eax je originalcode cmp [_ammototal4], eax je originalcode cmp [_ammototal1],0 je ammotot1 cmp [_ammototal2],0 je ammotot2 cmp [_ammototal3],0 je ammotot3 cmp [_ammototal4],0 je ammotot4 //mov [_totalammo], eax jmp originalcode ammotot1: mov [_ammototal1], eax jmp originalcode ammotot2: mov [_ammototal2], eax jmp originalcode ammotot3: mov [_ammototal3], eax jmp originalcode ammotot4: mov [_ammototal4], eax jmp originalcode overheat: mov eax, [esi] add eax,C push 00000004 push eax call isbadreadptr //make sure [esi]+C points to valid memory cmp eax,0 jne originalcode mov eax, [esi] add eax, 18 push 00000004 push eax call isbadreadptr //make sure [esi]+18 points to valid memory cmp eax,0 jne originalcode mov eax, [esi] // value of esi into eax again cmp word ptr [eax+C],00000010 //length of string is 18 jne originalcode cmp dword ptr [eax+10],'over' jne originalcode cmp dword ptr [eax+14],'char' jne originalcode cmp dword ptr [eax+18],'ge_v' jne originalcode mov eax, esi add eax, -8 mov [_overheat],eax jmp originalcode originalcode: popad popfd cmp [esi-04],ebp je vermintide.luaL_openlibs+559 jmp return INJECT: jmp code return: registersymbol(INJECT) [DISABLE] INJECT: db 39 6E FC 74 4F unregistersymbol(INJECT) dealloc(newmem) unregistersymbol(_damage1) unregistersymbol(_damage2) unregistersymbol(_damage3) unregistersymbol(_damage4) unregistersymbol(_damage5) unregistersymbol(_damage6) unregistersymbol(_damage7) unregistersymbol(_damage8) unregistersymbol(_ammochamber1) unregistersymbol(_ammochamber2) unregistersymbol(_ammochamber3) unregistersymbol(_ammochamber4) unregistersymbol(_ammototal1) unregistersymbol(_ammototal2) unregistersymbol(_ammototal3) unregistersymbol(_ammototal4) unregistersymbol(_unknowndice1) unregistersymbol(_unknowndice2) unregistersymbol(_unknowndice3) { // ORIGINAL CODE - INJECTION POINT: "vermintide.exe"+5553A5 "vermintide.exe"+55538D: 46 - inc esi "vermintide.exe"+55538E: 3B F7 - cmp esi,edi "vermintide.exe"+555390: 72 D3 - jb vermintide.exe+555365 "vermintide.exe"+555392: 8B 45 1C - mov eax,[ebp+1C] "vermintide.exe"+555395: 85 C0 - test eax,eax "vermintide.exe"+555397: 74 66 - je vermintide.exe+5553FF "vermintide.exe"+555399: 8B 75 14 - mov esi,[ebp+14] "vermintide.exe"+55539C: 83 C6 08 - add esi,08 "vermintide.exe"+55539F: 8D 78 01 - lea edi,[eax+01] "vermintide.exe"+5553A2: 83 CD FF - or ebp,-01 // ---------- INJECTING HERE ---------- "vermintide.exe"+5553A5: 39 6E FC - cmp [esi-04],ebp "vermintide.exe"+5553A8: 74 4F - je vermintide.exe+5553F9 // ---------- DONE INJECTING ---------- "vermintide.exe"+5553AA: F6 C3 08 - test bl,08 "vermintide.exe"+5553AD: 75 21 - jne vermintide.exe+5553D0 "vermintide.exe"+5553AF: 8B 46 04 - mov eax,[esi+04] "vermintide.exe"+5553B2: 83 C0 04 - add eax,04 "vermintide.exe"+5553B5: 83 F8 F6 - cmp eax,-0A "vermintide.exe"+5553B8: 76 16 - jna vermintide.exe+5553D0 "vermintide.exe"+5553BA: 8B 06 - mov eax,[esi] "vermintide.exe"+5553BC: F6 40 04 03 - test byte ptr [eax+04],03 "vermintide.exe"+5553C0: 74 0E - je vermintide.exe+5553D0 "vermintide.exe"+5553C2: 8B 4C 24 14 - mov ecx,[esp+14] } </AssemblerScript> <Hotkeys> <Hotkey> <Action>Toggle Activation</Action> <Keys> <Key>121</Key> </Keys> <ID>0</ID> </Hotkey> </Hotkeys> <CheatEntries> <CheatEntry> <ID>74</ID> <Description>"It can easily take 30 seconds to populate new addresses"</Description> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>C0C0C0</Color> <GroupHeader>1</GroupHeader> </CheatEntry> <CheatEntry> <ID>18</ID> <Description>"Tomes"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_tome2]</Address> </CheatEntry> <CheatEntry> <ID>17</ID> <Description>"Grimoires"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_grimoire2]</Address> </CheatEntry> <CheatEntry> <ID>19</ID> <Description>"Cursed dices"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_cursed2]</Address> </CheatEntry> <CheatEntry> <ID>78</ID> <Description>"Expand this if the grimoire/tome addresses stay invalid more than 30s after picking one up in-game."</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>408080</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>79</ID> <Description>"The following 3 lines belong to tomes/grimoires/cursed dice counts. Usually in the order you picked them up"</Description> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>808080</Color> <GroupHeader>1</GroupHeader> </CheatEntry> <CheatEntry> <ID>75</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice1]</Address> </CheatEntry> <CheatEntry> <ID>76</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice2]</Address> </CheatEntry> <CheatEntry> <ID>77</ID> <Description>"Tome, grimoire or cursed dice"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_unknowndice3]</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>46</ID> <Description>"Barrels & Grain sacks"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_barrels]</Address> </CheatEntry> <CheatEntry> <ID>73</ID> <Description>"Overheat wizard"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_overheat]</Address> </CheatEntry> <CheatEntry> <ID>66</ID> <Description>"Total ammo counts"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>62</ID> <Description>"Total Ammo 1"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal1]</Address> </CheatEntry> <CheatEntry> <ID>63</ID> <Description>"Total Ammo 2"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal2]</Address> </CheatEntry> <CheatEntry> <ID>64</ID> <Description>"Total Ammo 3"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal3]</Address> </CheatEntry> <CheatEntry> <ID>65</ID> <Description>"Total Ammo 4"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal4]</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>71</ID> <Description>"Ammo Chamber count"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>67</ID> <Description>"Ammo Chamber 1"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal1]+48</Address> </CheatEntry> <CheatEntry> <ID>68</ID> <Description>"Ammo Chamber 2"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal2]+48</Address> </CheatEntry> <CheatEntry> <ID>69</ID> <Description>"Ammo Chamber 3"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal3]+48</Address> </CheatEntry> <CheatEntry> <ID>70</ID> <Description>"Ammo Chamber 4"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_ammototal4]+48</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>58</ID> <Description>"Health values"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>52</ID> <Description>"Damage player1"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage1]</Address> </CheatEntry> <CheatEntry> <ID>53</ID> <Description>"Damage player2"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage2]</Address> </CheatEntry> <CheatEntry> <ID>54</ID> <Description>"Damage player3"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage3]</Address> </CheatEntry> <CheatEntry> <ID>55</ID> <Description>"Damage player4"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage4]</Address> </CheatEntry> <CheatEntry> <ID>57</ID> <Description>"Damage player5 ?"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage5]</Address> </CheatEntry> <CheatEntry> <ID>59</ID> <Description>"Damage player6 ?"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage6]</Address> </CheatEntry> <CheatEntry> <ID>60</ID> <Description>"Damage player7 ?"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage7]</Address> </CheatEntry> <CheatEntry> <ID>61</ID> <Description>"Damage player8 ?"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>Double</VariableType> <Address>[_damage8]</Address> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>24</ID> <Description>"DEBUG"</Description> <Options moHideChildren="1"/> <LastState Value="" Activated="0" RealAddress="00000000"/> <Color>C0C0C0</Color> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>20</ID> <Description>"_bookdebug1 (filter1)"</Description> <LastState Value="??" Activated="0" RealAddress="0FB501C0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug1</Address> </CheatEntry> <CheatEntry> <ID>21</ID> <Description>"_bookdebug2 (filter2)"</Description> <LastState Value="??" Activated="0" RealAddress="0FB501D0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug2</Address> </CheatEntry> <CheatEntry> <ID>25</ID> <Description>"_bookdebug3 (tome calls)"</Description> <LastState Value="??" Activated="0" RealAddress="0FB501E0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug3</Address> </CheatEntry> <CheatEntry> <ID>26</ID> <Description>"_bookdebug4 (grim calls)"</Description> <LastState Value="??" Activated="0" RealAddress="0FB501F0"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug4</Address> </CheatEntry> <CheatEntry> <ID>27</ID> <Description>"_bookdebug5 (cursed calls)"</Description> <LastState Value="??" Activated="0" RealAddress="0FB50200"/> <Color>80000008</Color> <VariableType>4 Bytes</VariableType> <Address>_bookdebug5</Address> </CheatEntry> <CheatEntry> <ID>28</ID> <Description>"_bookdebug6 (unknown book calls) book ID ->"</Description> <LastState Value="??" Activated="0" RealAddress="0FB50210"/> <ShowAsHex>1</ShowAsHex> <Color>80000008</Color> <VariableType>2 Bytes</VariableType> <Address>_bookdebug6</Address> </CheatEntry> <CheatEntry> <ID>13</ID> <Description>"Tome descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_tome2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>31</ID> <Description>"Grimoire descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_grimoire2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>32</ID> <Description>"Cursed die descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>80000008</Color> <VariableType>String</VariableType> <Length>30</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_cursed2]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>42</ID> <Description>"Unknown book address"</Description> <LastState Value="??" Activated="0" RealAddress="00000000"/> <Color>808080</Color> <VariableType>Double</VariableType> <Address>[_unknownbook]</Address> </CheatEntry> <CheatEntry> <ID>43</ID> <Description>"Unknown book descriptor"</Description> <LastState Activated="0" RealAddress="00000000"/> <Color>808080</Color> <VariableType>String</VariableType> <Length>14</Length> <Unicode>0</Unicode> <ZeroTerminate>1</ZeroTerminate> <Address>[_unknownbook]+8</Address> <Offsets> <Offset>10</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> <UserdefinedSymbols> <SymbolEntry> <Name>_tome2</Name> <Address>0FB50000</Address> </SymbolEntry> <SymbolEntry> <Name>_grimoires</Name> <Address>7C4D3A50</Address> </SymbolEntry> <SymbolEntry> <Name>_grimoire2</Name> <Address>0FB50010</Address> </SymbolEntry> <SymbolEntry> <Name>_cursed2</Name> <Address>0FB50020</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug1</Name> <Address>0FB501C0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug2</Name> <Address>0FB501D0</Address> </SymbolEntry> <SymbolEntry> <Name>_savedbookesp</Name> <Address>288F0050</Address> </SymbolEntry> <SymbolEntry> <Name>_tomes</Name> <Address>7C94A0D0</Address> </SymbolEntry> <SymbolEntry> <Name>_savedstackpointer</Name> <Address>0FB50220</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug3</Name> <Address>0FB501E0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug4</Name> <Address>0FB501F0</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug5</Name> <Address>0FB50200</Address> </SymbolEntry> <SymbolEntry> <Name>_bookdebug6</Name> <Address>0FB50210</Address> </SymbolEntry> <SymbolEntry> <Name>_damagetaken</Name> <Address>0FB50040</Address> </SymbolEntry> <SymbolEntry> <Name>_ammoclip</Name> <Address>0FB50050</Address> </SymbolEntry> <SymbolEntry> <Name>_totalammo</Name> <Address>0FB50060</Address> </SymbolEntry> <SymbolEntry> <Name>_unknownbook</Name> <Address>0FB50030</Address> </SymbolEntry> <SymbolEntry> <Name>_barrels</Name> <Address>0FB50070</Address> </SymbolEntry> <SymbolEntry> <Name>_overheat</Name> <Address>0FB501B0</Address> </SymbolEntry> <SymbolEntry> <Name>_testvalue</Name> <Address>0FB50230</Address> </SymbolEntry> <SymbolEntry> <Name>_testvalue2</Name> <Address>0FB50240</Address> </SymbolEntry> <SymbolEntry> <Name>_testvalue3</Name> <Address>0FB50250</Address> </SymbolEntry> </UserdefinedSymbols> </CheatTable>
Last edited by GodsAngel; 11-02-2015 at 12:23 PM.
12qwerty34 (11-02-2015)
This file approval system is annoying.