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  1. #1
    Bartender's Avatar
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    Post A16 B138 Cheat Sheet

    Tired of people taking their time to post modified assembly files but you have to wait 3-5 days for a proper file approval?
    Want to modify your own assembly but don't know where to edit it?

    I present...

    Assembly Cheat Sheet for 7DTD A16 B138

    This is for those using ReflexIL to modify the assembly-csharp.dll file.

    Anyone with interest in adding to it, feel free by posting here.

     
    Code:

    WHERE TO LOOK AND WHAT TO CHANGE 7DTD ASSEMBLY CHEAT SHEET
    Creative and Debug Menu GameManager.RB.MoveNext() Lines 150 and 153: ldc.i4.0 >>changeto>> ldc.i4.1 Still Get Achievements AchievementUtils.IsCreativeModeActive() "Right-Click > Delete all" and then insert OpCode ldc.i4.0 and underneath that insert OpCode ret Map Icon Color EntityPlayerLocal.GetMapIconColor() //I personally enjoy get_black() Build Anywhere World.CanPlaceBlockAt(Vector3i, PersistentPlayerData) "Right-Click > Delete all" and then insert OpCode ldc.i4.1 and underneath that insert OpCode ret DigAndBuildDistance GameManager . BB.MoveNext() Lines 182, 202 & 249, 269, & 281, 301 simply change values to 1500 Line 291 simply change value to 0.2 Compass Hack MapObject.IsOnCompass() //Players MapObjectSleepingBag.IsOnCompass() //SleepingBag durr MapObjectVehicle.IsOnCompass() //OMG Vehurcle "Right-Click > Delete all" and then insert OpCode ldc.i4.1 and underneath that insert OpCode ret Map Hack - Show All Players EntityPlayer.IsDrawMapIcon() Delete all OpCodes and replace with ldc.i4.1 and ret (same as above) SkillPoint Cost Only 1pt per Level Skill.GetSkillPointCost() ^.GetSkillPointCost(Int32) //!!!MUST change both entries!!! Delete All >> Replace with ldc.i4.1 and ret (same as above) //NOTE: Do NOT use ldc.i4.0 (zero) as a value, it will not work! =>1 ONLY No In-Game Event Notification On Your Death ie. "Player1000 Killed Player2000" EntityAlive.isGameMessageOnDeath() ldc.i4.1 >>changeto>> ldc.i4.0 No Death Score Added For When Player Kills You EntityAlive.OnEntityDeath() Line 1 (001, not 000): ldc.i4.1 >>changeto>> ldc.i4.0 //or ldc.i4.m1 if you like to stand out No Radiation Damage EntityAlive.isRadiationSensitive ldc.i4.1 >>changeto>> ldc.i4.0 Instant Crafting XUiM_Recipes.GetRecipeCraftTime(XUi, Recipe) : Single Delete All OpCodes and replace with ldc.r4 value of Single 0 and ret //I hope you're starting to understand what you're doing Instant Loot Container Open TileEntityLootContainer.GetOpenTime() Delete All, replace with ldc.r4 value of Single 0 and ret No Drop Items EntityPlayerLocal.dropBackpack() Delete All, replace with ldc.i4.0 and ret //OR INSTEAD OF THAT YOU CAN: ^.dropItemOnDeath() Line 1 ldc.i4.1 >>changeto>> ldc.i4.0 //Or go overkill and use both of them. Your choice! //But I personally don't use either!; Quick Way To Recognize A Hacker! Never Drown EntityPlayerLocal.isHeadUnderwater(Single) Delete All, replace with ldc.i4.0 and ret No More Forced Teleport Out Of Trader Towns TraderArea.IsWithinTeleportArea(Vector3i) Delete All, replace with ldc.i4.0 and ret Owner of All Things EntityVehicle TileEntityPoweredRangedTrap TileEntityPoweredTrigger TileEntityPowerSource TileEntitySecure TileEntitySecureLootContainer TileEntitySign TileEntityVendingMachine ^.IsOwner(String) Delete All, replace with ldc.i4.1 and ret EntityVehicle TileEntitySecure TileEntitySecureLootContainer TileEntitySign TileEntityVendingMachine ^.IsUserAllowed(String) Delete All, replace with ldc.i4.1 and ret //AND FOR ADDED FUN: EntityVehicle TileEntitySecure TileEntitySecureLootContainer TileEntitySign TileEntityVendingMachine ^.CheckPassword(String, String, Boolean) //Change anyone's password on their stuff! Mainly affects the person's friends not the person themselves. Delete All, replace with ldc.i4.1 and ret //EASY AMIRIGHT?

    <b>Downloadable Files</b> Downloadable Files
    Last edited by Bartender; 07-13-2017 at 07:25 PM. Reason: added file so I can be thanked =)

  2. The Following 23 Users Say Thank You to Bartender For This Useful Post:

    Alma696 (07-13-2017),BillyMadison (07-15-2017),Coevia (07-17-2017),Color_1337 (07-15-2017),CornCobHoe (07-14-2017),DaSilver (07-15-2017),escloaca (07-19-2017),jekhank (07-27-2017),law6164 (07-15-2017),LiMoN522 (07-15-2017),MarioDolores (07-17-2017),odolinsky (07-23-2017),oran31 (07-17-2017),Romolous (07-14-2017),shafiqej2 (07-17-2017),siinder (07-15-2017),softkkz (07-15-2017),SovietObAm (07-15-2017),WhoMee (07-13-2017),xiaoye98 (07-13-2017),xmxxman (07-15-2017),zeke13707 (07-18-2017),zygis949 (07-16-2017)

  3. #2
    bcoffey's Avatar
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    Thanks for this. Nice finds. Ill post some more when I get some time

  4. #3
    Hugo Boss's Avatar
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    //Approved, file appears safe, but has not been tested.

    Use at your own risk.

    https://virusscan.jotti.org/en-US/fi...job/tz4w3773na
    https://virustotal.com/en/file/e6a71...is/1499993784/

     
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  5. #4
    Sqeegie's Avatar
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    These are the ones I usually use:

     

    Code:
    =======================================
    
    Creative and debug menus:
        Location: -/GameStateManager/InitGame(): Void
            At beginning of method add:
              ldc.i4.s // Set operand to 40, operand type to SByte.
              ldc.i4.1 // Aka. true.
              call // Set operand type to Method Reference, operand to GamePrefs.Set(EnumGamePrefs, System.Boolean).
              ldc.i4.s // Set operand to 42, operand type to SByte.
              ldc.i4.1
              call // Set operand type to Method Reference, operand to GamePrefs.Set(EnumGamePrefs, System.Boolean).
              call // Set operand type to Method Reference, operand to GamePrefs.get_Instance().
              callvirt // Set operand type to Method Reference, operand to GamePrefs.Save().
    // I admit, Bartender's method is a tad easier :D.
    
    Local player's icon color in-map:
        Location: -/EntityPlayerLocal/GetMapIconColor(): Color
            Edit the call (at offset 0) and change the operand to the get_color() method of your choice.
    // I'm personally a fan of blue.
    
    Unlock doors and chests & claim ownership:
        Location (part 1): -/TileEntitySecure/IsOwner(String): Boolean
            Delete everything and add:
              ldc.i4.1
              ret
        Location (part 2): -/TileEntitySecure/IsUserAllowed(String): Boolean
           Delete everything and add:
              ldc.i4.1
              ret
        Location (part 3): -/TileEntitySecureLootContainer/IsOwner(String): Boolean
           Delete everything and add:
              ldc.i4.1
              ret
        Location (part 4): -/TileEntitySecureLootContainer/IsUserAllowed(String): Boolean
           Delete everything and add:
              ldc.i4.1
              ret
    
    Ignore land protection:
        Location: -/World/GetLandProtectionHardnessModifier(Vector3i, EntityAlive, PersistentPlayerData): Single
            Delete everything and add:
              ldc.r4 // Set operand type to Single, operand to 1.
              ret
    // I haven't personally checked if this works in A16 yet...
    
    Extreme damage (method 1):
        Location: -/EntityPlayerLocal/GetStaminaMultiplier(): Single
            Delete everything and add:
              ldc.r4 // Set operand type to Single, operand to 99999.
              ret
    // This is the method I usually use.
    
    Extreme damage (method 2):
        Location (part 1): -/ItemActionAttack/GetDamageBlock(ItemValue, EntityPlayer, ItemValue): Single
             Delete everything and add:
              ldc.r4 // Set operand type to Single, operand to 99999.
              ret
        Location (part 2): -/ItemActionAttack/GetDamageEntity(ItemValue, EntityPlayer, ItemValue): Single
             Delete everything and add:
              ldc.r4 // Set operand type to Single, operand to 99999.
              ret
    // This is useful as you can choose only to damage blocks or entities.
    
    Show all players on map:
        Location: -/EntityPlayer/IsDrawMapIcon(): Boolean
             Delete everything and add:
              ldc.i4.1
              ret
    
    Show all players on compass:
        Location: -/MapObject/IsOnCompass(): Boolean
             Delete everything and add:
              ldc.i4.1
              ret
    
    Show all players' homes on map:
        Location: -/MapObjectSleepingBag/IsMapIconEnabled(): Boolean
             Delete everything and add:
              ldc.i4.1
              ret
    
    Show all players' homes on compass:
        Location: -/MapObjectSleepingBag/IsOnCompass(): Boolean
             Delete everything and add:
              ldc.i4.1
              ret
    
    Immunity to radiation:
        Location: -/EntityAlive/IsRadiationSensitive(): Boolean
            Change ldc.i4.0 to ldc.i4.1.
    
    Destroy supply crates in radiation:
        Location: -/EntitySupplyCrate/IsRadiationSensitive(): Boolean
            Change ldc.i4.0 to ldc.i4.1.
    // I'm not sure this matters anymore, but I'll include it anyway.
    
    =======================================

  6. #5
    Bartender's Avatar
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    Destroy supply crates in rad? Interesting fix although I think it's meant to be allowed as there are clothing to protect you while you venture through a rad zone now.

  7. #6
    CIKOMELANTIK's Avatar
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    any idea how to change + skill points per level?

    i think its from EntityPlayer.AddExp() but i can't figure it out
    Last edited by CIKOMELANTIK; 07-14-2017 at 09:00 AM.

  8. #7
    Bartender's Avatar
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    Quote Originally Posted by CIKOMELANTIK View Post
    any idea how to change + skill points per level?

    i think its from EntityPlayer.AddExp() but i can't figure it out
    Looking in the right place, just do the following:

     
    Code:
    Set Amount of SkillPoints Per Level Up
    	EntityPlayer.AddExp(Int32) : Void
    		Line 51, insert after selection:
    			ldc.i4.1	//ldc.i4.1 adds +1 to default skillpoints. you can use ldc.i4.1 thru .8 or ldc.i4 with value of Int32 and a number of your choice
    			add     //mul also available for multiply the number above by the default amount given per level


    P.S. I was going to add mine and other's additions to my main post for proper archiving but I can't edit the initial post after a certain amount of time.. I guess it will do to just keep posting them individually. The versions update enough for us to be able to merge them into one new list for each alpha/b update.
    Last edited by Bartender; 07-14-2017 at 04:14 PM.

  9. #8
    CIKOMELANTIK's Avatar
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    waw, thank you so much mr bartender

  10. #9
    bbrrii0's Avatar
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    I tried to do it myself. Apparently in version 16.1 they changed something, because I could not find the necessary parts of the code. Well, or I'm blind at all)

  11. #10
    WhoMee's Avatar
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    The code is pretty much the same, I just adjusted and added my own and they work.

  12. #11
    ElementalPhase's Avatar
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    Quote Originally Posted by bbrrii0 View Post
    I tried to do it myself. Apparently in version 16.1 they changed something, because I could not find the necessary parts of the code. Well, or I'm blind at all)

    GameManager.KU() Lines 4 and 7 change it to ldc.i4.1 from ldc.i4.0 They abstracted the code into procedures

    - - - Updated - - -

    GameManager.UD() Lines 134 & 137 I realized I didn't read the code properly
    Last edited by ElementalPhase; 07-16-2017 at 07:41 PM.

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