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  1. #1
    Bartender's Avatar
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    Lightbulb A16.1 B1 Cheat Sheet

    Keeping the list up-to-date.

    Here's the latest:

    ((Please don't hesitate to figure out more and post what you find!))

     

    Code:
    _______________________________________________________________________________________________
    
    				WHERE TO LOOK AND WHAT TO CHANGE 7DTD ASSEMBLY CHEAT SHEET
    _______________________________________________________________________________________________
    
    
    Creative and Debug Menu
    	GameManager.GL.MoveNext()
    		Lines 144 and 147: ldc.i4.0 >>changeto>> ldc.i4.1
    
    Enable Entity Spawner :)
    	XUiC_SpawnMenu.JYH(Int32) : Void
    		Line 094 brfalse.s	>>changeto>>	brtrue.s		//this likely makes you unable to use entity spawner on your own server.. but that shouldn't matter in our case :D
    
    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)
    			^.CanPlaceLandProtectionBlockAt(Vector3i, PersistentPlayerData) : Boolean
    		"Right-Click > Delete all" and then insert OpCode ldc.i4.1 and underneath that insert OpCode ret
    
    DigAndBuildDistance
    	GameManager.KP.MoveNext()
    	Lines 73, 77 simply change values to 1500
    	Line 75 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
    
    	//idk yet  Able To Spend Skill Points Even When Requirements Not Met
    	//		Skill.RequirementsMet() : Boolean
    	//			ldc.i4.1
    	//			ret
    	
    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
    	
    
    No In-Game Event Notification On Death ie. "Player1000 Killed Player2000"
    	EntityAlive.isGameMessageOnDeath()
    		Line 001 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)
    		^.IsWithin(Vector3i) : Boolean
    			Delete All, replace with ldc.i4.0 and ret	//SEEMS CLIENT SIDE.. DOESN'T AFFECT ANYTHING
    
    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?
    
    //
    //	OTHER USER SUBMISSIONS
    //
    
    /* submitted by:     @Sqeegie
    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
    // This is useful as you can choose only to damage blocks or entities.
    // 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
    
    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.
    
    end user submissions
    */


    Also...
     
    Code:
    <!--/* NOTE I AM NOT KEEPING THIS AREA UP TO DATE, IT'S ACCUMULATED OVER TIME.. STILL TESTING BEYOND THIS POINT
    
    DO NOT TOUCH** ENABLE isdedicatedserver ONLY AFTER GAME BEGINS! **GameManager.IsDedicatedServer.get_IsDedicatedServer()**	//For Entity Spawners Etc
    	
    GameManager.GL.MoveNext()
    	Line 518 change the call get_isdedicatedserver into ldc.i4.1	//Seems to work, but no entity spawners...
    	
    	
    
    |||||||||||||||| EAC STUFF ||||||||||||||||||
    
    //IN LINUX TRY GOING TO TERMINAL >> ldd PATH/OF/7DTD/firstdatafolder/plugins/EACCLIENT.so? learn dependencies etc	https://www.youtube.com/watch?v=CqUuNCZMGJU
    
    Ignore EAC Enabled	//Doesn't bypass EAC, still need to fake an EAC authentication
    	EACClient
    		^.IsAntiCcheatEnabled()
    			Delete All, replace with ldc.i4.1 and ret
    		
    		^.PA	//??MAYBE
    			Lines 27-41, Delete
    		^.OnConnectingToServer()	//???nada so far
    
    EasyAntiCheat.Client.DLL
    //NOTES:
    //EDITING THIS IS A GOOD IDEA, BUT ONLY TO FAKE AN ACTIVATION OR AUTHENTICATION FOR INITIALIZATION. NOT AFTER THE FACT OR AFTER THE GAME'S BEGUN. HAS TO LOAD LIKE IT'S EAC
    
    	^.EasyAntiCheat.Client
    		.GameLauncher
    			.Load() : Void		//Interesting?
    
    			.OnLoadFinished(LoadResult, String, IntPtr) : Void
    				Line 00, ldstr value 1 to 0
    			
    |||||||||||||||| EAC STUFF ||||||||||||||||||
    
    ||||||||||||||| Ignore Ban/Kick |||||||||||||
    
    NetPackagePlayerLoginAnswer.read(BinaryReader)	//Bypass Player Deny, Clientside, NO LOOK DOWN
    	Line 4 Insert After Selection pop and ldc.i4.1	//DON'T IT'S A WASTE OF TIME, APPARENTLY DOES NOTHING
    
    	^.ProcessPackage(World, INetConnectionCallbacks) : Void	//everything leads back to it. Migh be as far as we can go Client Side
    			//Attempt No.1
    		Line 18, insert new after selection:
    			ldarg.0		//call "this."
    			ldfld and select 	Field Reference, select NetPackagePlayerLoginAnswer.PR you can use Line 13 for reference	//define "PR" as "this." to make "this.PR"
    		Line 21 is now callvirt, Edit and change the value from PlayerDenied, to PlayerAllowed you can use line14 for reference	//dude..it allows instead of denies.
    			//Attempt No.2 WAYYY MORE EFFICIENT BETTER ALL AROUND
    	^.ctor(Boolean, String, UInt64)
    			Line 3 ldarg.1 >>changeto>> ldc.i4.1		//idiot! this is ctor! why you not check ctor first and make THAT first attempt! STUPID YOU
    
    NetPackagePlayerLogin.ctor(String, String, String, String, String)
    	Line 6 ldarg.2 >>changeto>> ldstr value String STEAMID64NUMBERGOESHERE	//USE STEAMID64, MAY ACCEPT OTHERS AS STRING BUT WHY BOTHER? USE HTTPS://STEAMID****
    
    		
    NetPackagePlayerDenied.GetPackageId() : NetPackageType	//??
    
    ConnectionManager.PlayerAllowed(String, UInt64) : Void	//??**!!   PlayerDenied(String) : Void   compare and replace Denied with Allowed to produce same effect?leads to profit above^^
    	
    		
    ||||||||||||||| Ignore Ban/Kick |||||||||||||
    
    /*
    IDEAS
    
    remove scrap time
    
    instance startgame at server connect
    
    ?remove all incoming disconnect netpackages and other calls while connecting
    */
    		
    //things still to look at?:
    //XUiM_Workstation.GetBurnTimeLeft() single f32* (MAYBE w/ GetTotalBurnTimeLeft() )
    //EntityPlayerLocal.FallImpact(Single)
    //
    //		
    */-->
    			//GameManager.QB.DJ(ClientInfo, EBeginAuthSessionResult) : Void		//EFFECTS SERVER ONLY IGNORE GAMEMANAGER.QB.DJ IN FUTURE
    			//	Lines 0-60 delete
    			//	Lines 5-17 delete	//do this in the order I listed or suffer!
    			//	Line 2 ldc.i4.0 >>changeto>> ldc.i4.2		//EFFECTS SERVER ONLY IGNORE GAMEMANAGER.QB.DJ IN FUTURE
    Last edited by Bartender; 07-17-2017 at 02:57 PM.

  2. The Following 11 Users Say Thank You to Bartender For This Useful Post:

    cowthehunter (07-18-2017),cr3aalan (07-18-2017),face_crusher (09-03-2017),fengchensw (07-21-2017),oran31 (07-17-2017),SimDalek (07-18-2017),soul_reaver (07-18-2017),TDNC (07-18-2017),thaithien (07-31-2017),Vik_0 (07-21-2017),WhoMee (07-18-2017)

  3. #2
    ElementalPhase's Avatar
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    GameManager.UD() Lines 134 & 137 works for debug mode also

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    oran31 (07-17-2017)

  5. #3
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    hi all witch soft ware you using to edit?

  6. #4
    ElementalPhase's Avatar
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    Reflexil on .net Reflector

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    oran31 (07-17-2017)

  8. #5
    Bartender's Avatar
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    Quote Originally Posted by ElementalPhase View Post
    GameManager.UD() Lines 134 & 137 works for debug mode also
    GameManager does contain UL and UH but no UD. can you screenshot your .net reflector screen?

    Also Debug menu is enabled in .GL so why go and enable it elsewhere as well?

  9. #6
    oran31's Avatar
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    no there is UD

    - - - Updated - - -

    is just debug menu on CM and DM?

    - - - Updated - - -

    i edit it how i remake the assmebly file?

  10. #7
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    Quote Originally Posted by oran31 View Post
    no there is UD

    - - - Updated - - -

    is just debug menu on CM and DM?

    - - - Updated - - -

    i edit it how i remake the assmebly file?
    Do This To Save Your Modified DLL

    I just added Enable Entity Spawners on my main post, check it out!

  11. The Following User Says Thank You to Bartender For This Useful Post:

    oran31 (07-17-2017)

  12. #8
    oran31's Avatar
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    i enabled DM and map hack is working fine for now going for more
    just one thing how i hack damage?

  13. #9
    Bartender's Avatar
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    Quote Originally Posted by oran31 View Post
    i enabled DM and map hack is working fine for now going for more
    just one thing how i hack damage?
    It's in the first post, under OTHER USER SUBMISSIONS.. the Extreme damage

  14. #10
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    am new here idk send me the link please

    - - - Updated - - -

    hey wait when i teleport its stuck on the map like just keep spawning agian and agian!

  15. #11
    LordMacGregor's Avatar
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    what software do you use notepad or some other software to edit the file

  16. #12
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    Reflexil on .net Reflector

    - - - Updated - - -

    the best

    - - - Updated - - -

    its so easy to make hack

  17. #13
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    Hm. I couldn't find the XUiC_SpawnMenu.JYH(Int32) : Void for entity spawning at all i even used the search so i decided to tinker around with it got into a server tried to use f6 didnt work none then i changed the PFU(int32) void and changed line 100 from brfalse to brtrue then got into a game and was only able to spawn Fat Zombie Cops from the entity spawner which i assume to be glitched/clientside only as they float and dont take damage or move and if u put a turret infront of them the turret seems to try and shoot them but the turret makes no sound nor does it use shells so im pretty sure its just clientside? idk help will be appreciated

  18. #14
    Bartender's Avatar
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    Quote Originally Posted by fatperson View Post
    Hm. I couldn't find the XUiC_SpawnMenu.JYH(Int32) : Void for entity spawning at all i even used the search so i decided to tinker around with it got into a server tried to use f6 didnt work none then i changed the PFU(int32) void and changed line 100 from brfalse to brtrue then got into a game and was only able to spawn Fat Zombie Cops from the entity spawner which i assume to be glitched/clientside only as they float and dont take damage or move and if u put a turret infront of them the turret seems to try and shoot them but the turret makes no sound nor does it use shells so im pretty sure its just clientside? idk help will be appreciated
    You're right it's only client sided. If you can spawn fat cops, you should be able to spawn anything on that list.. Either way, the kills still count towards zombie kills and you can still use stone axe to harvest meat/fat/bones/etc from them and sometimes the server registers the lootable corpse and you can get loot from it. I think all we need to do now is make the entity spawner send commands to the server as a permitted "LOCALPLAYERID" as the netsendpackage suggests is required.
    Last edited by Bartender; 07-18-2017 at 01:02 PM.

  19. #15
    oran31's Avatar
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    how i edit dammage please!

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