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  1. #16
    kokoelking1's Avatar
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    How to make a hotkey to the max damage

    Quote Originally Posted by Sqeegie View Post
    I honestly don't like this method, 'til why I didn't include it. It's too. . . unrefined for my tastes. However, if you want to use it, here you go:

    Code:
    Crappy extreme damage:
        Location: -/ItemActionAttack/Hit(World, WorldRayHitInfo, Int32, EnumDamageTypes, Single, Single, Single, Single, Single, Single, Single, String, DamageMultiplier, List<String>, AttackHitInfo, Int32, Single, ItemActionAttack, Dictionary<String, Bonuses>, EnumAttackMode, Boolean): Void
        Type: CUSTOM!!!!
          At the top of the method, add the following (do not delete anything!):
    	ldarg.0
    	ldarg.2
    	callvirt  // method reference to WorldBase.GetEntity(System.Int32)
    	isinst    // type reference to EntityPlayerLocal
    	brfalse.s // instruction reference to ldarg.1 on line 0005 (current, line 0013 finished)
    	ldarg.s   // parameter reference to #4 _blockDamage(System.Single)
    	ldc.r4    // single with the value of 99999 (or whatever)
    	add
    	starg.s   // parameter reference to #4 _blockDamage(System.Single)
    	ldarg.s   // parameter reference to #5 _entityDamage(System.Single)
    	ldc.r4    // single with the value of 99999 (or whatever)
    	add
    	starg.s   // parameter reference to #5 _entityDamage(System.Single)
    If you're looking to ever add keybinds to this, after the first brfalse.s, just add a call to your isEnabled method/field and create another brfalse.s that's an exact duplicate of the first after it.

    Best,
    Sqeegie
    How to make a hotkey to the max damage
    how to get the Is Enabled Function

  2. #17
    Sqeegie's Avatar
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    Quote Originally Posted by kokoelking1 View Post
    How to make a hotkey to the max damage
    how to get the Is Enabled Function
    There is a rough tutorial on it here: https://www.mpgh.net/forum/showthread.php?t=1421802&

    Best,
    Sqeegie

  3. #18
    Aidan402's Avatar
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    Is there a way I could multiply block/entity damage instead of making it a static number? Thanks.

  4. #19
    Sqeegie's Avatar
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    Quote Originally Posted by Aidan402 View Post
    Is there a way I could multiply block/entity damage instead of making it a static number? Thanks.
    Sure is. Just change the "add" to "mul" and the "ldc.r4" operand from 99999f to whatever you want the multiplier to be.

    Best,
    Sqeegie

  5. The Following User Says Thank You to Sqeegie For This Useful Post:

    jim2029 (03-25-2019)

  6. #20
    Aidan402's Avatar
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    Thanks, the multiplier works just fine. I've learned a bunch about modding assemblies through your bits of code on the forum. I've figured out how to get infinite campfire/forge fuel, how to bypass the inventory slot limit thing, and I'm looking into infinite forge resources.

    Anyways, do you know where I'd be able to modify the skill points given per level? Older guides reference a Skill class, but that doesn't exist afaik in A17. I've found the variable for it, but making it constant doesn't really change anything.

    EDIT: I figured it out. It was in AddLevelExpRecursive, something like that, inside Progression. I just added to the SkillPointsPerLevel inside there.

    EDIT 2: Do you know how to make sleepers not detect the local player? I tried making the hearing and sight percents to 0, but that did nothing. I'm trying something with the AIDirector atm.
    Last edited by Aidan402; 07-08-2019 at 11:38 AM. Reason: update

  7. #21
    Sqeegie's Avatar
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    It work for A18 ?

  8. #22
    aa1543100166's Avatar
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    The assembly method of Enable console commands fails in A18.5
    Do you have the latest method Thank!

    it's in the EnterCommand ,but some features are missing
    [IMG]https://s2.ax1*****m/2019/12/21/QvfTYQ.jpg[/IMG]
    Last edited by aa1543100166; 12-21-2019 at 05:44 AM.

  9. #23
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    No, it's the right way. Maybe it's the wrong place you've changed

  10. #24
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    Quote Originally Posted by Sqeegie View Post
    A list of modification locations for A17 that is mostly accurate.

    Code:
    PATCH TYPES:
      FALSE:
        Delete all & append:
          ldc.i4.0
          ret
      TRUE:
        Delete all & append:
          ldc.i4.1
          ret
      ZERO:
        Delete all & append:
          ldc.r4 : operand of 0
          ret
      ONE:
        Delete all & append:
          ldc.r4 : operand of 1
          ret
      SINGLE:
        Delete all & append:
          ldc.r4 : operand of 99999
          ret
      RETURN:
        Delete all & append:
          ret
    
    Get achievements whilst in creative mode:
        Location: -/AchievementUtils/IsCreativeModeActive(): Boolean
        Type: FALSE
    Disable damage received from blocks (such as cacti):
        Location: -/BlockDamage/OnEntityCollidedWithBlock(WorldBase, Int32, Vector3i, BlockValue, Entity): Boolean
        Type: FALSE
    Disable mines from detonating when stepped on:
        Location: -/BlockMine/OnEntityWalking(WorldBase, Int32, Int32, Int32, BlockValue, Entity): Void
        Type: RETURN
    Disable tripwire activation:
        Location: -/BlockTripWire/OnBlockActivated(Int32, WorldBase, Int32, Vector3i, BlockValue, EntityAlive): Boolean
        Type: FALSE
    Disable radiation sensitivity:
        Location: -/EntityAlive/isRadiationSensitive(): Boolean
        Type: FALSE
        Notes:
          Affects zombies/animals in singleplayer.
    Display all players on the map:
        Location: -/EntityPlayer/IsDrawMapIcon(): Boolean
        Type: TRUE
    Disable backpack drop upon death or quit:
        Location: -/EntityPlayerLocal/dropBackpack(Boolean): Void
        Type: RETURN
    Disable fall damage:
        Location: -/EntityPlayerLocal/FallImpact(Single): Void
        Type: RETURN
    Change player map icon color:
        Location -/EntityPlayerLocal/GetMapIconColor(): Color
        Type: CUSTOM
          Change the operand for the method call at line 0 from UnityEngine.Color::get_White() to any other color's get_<Color>() method inside the UnityEngine.Color class.
        Notes:
          The all the colors are properties in the UnityEngine.Color class, so they will need to be expanded in order to see the .get_<Color>() method.
          It is also possible to create a custom RGB color instead of using a present. See the Unity Color.Color docs.
    Disable drowning:
        Location: -/EntityPlayerLocal/isHeadUnderwater(Single): Boolean
        Type: FALSE
    Disable recoil:
        Location: -/EntityPlayerLocal/OnFired(): Void
        Type: RETURN
    Enable Universal Owner (Vehicles; Part 1):
        Location: -/EntityVehicle/IsOwner(String): Boolean
        Type: TRUE
    Enable Universal Owner (Vehicles; Part 2):
        Location: -/EntityVehicle/IsUserAllowed(String): Boolean
        Type: TRUE
    Enable creative and debug menus:
        Location: -/GameManager/<startGameCo>c__Iterator1/MoveNext(): bool
        Type: CUSTOM
          Replace lines 127-129 (ldarg.0, ldfld, ldfld) with ldc.i4.1.
          Change line 132 from ldc.i4.0 to ldc.i4.1.
        Notes:
          The <startGameCo>c__Iterator1 nested class is not displayed in ILSpy unless the decompiler language is set to IL or IL with C#.
    Enable console commands:
        Location: -/GUIWindowConsole/EnterCommand(): Void
        Type: CUSTOM
          Change line 28 (brtrue) to brfalse
        Notes: 
          The brtrue is the one after Steam::get_Network() and NetworkCommon::get_IsClient() calls.
          Changing this without an additional/different check will cause console commands to error whilst in singleplayer.
    Enable instant crafting repair:
        Location: -/ItemActionEntryRepair/OnActivated(): Void
        Type: CUSTOM
          Change line 119 (ldloc.s->var 10) to ldc.i4.0.
        Notes:
          Located right after a virtual call to DataItem`1/get_Value() and right before a conversion to float32 (conv.r4). Look right above a reference to Recipe::craftingTime (stfld). 
    Enable instant scrapping:
        Location: -/ItemActionEntryScrap/OnActivated(): Void
        Type: CUSTOM
          Change line 135 (ldloc.s->var 10) to ldc.i4.0.
        Notes:
          Located right after a refrence to ItemClass:CraftComponentTime (ldfld) and right before a conversion to float32 (conv.r4). Look right above a reference to Recipe::craftingTime (stfld).
    Disable ammunition consumption:
        Location: -/ItemActionRanged/ConsumeAmmo(ItemActionData): Void
        Type: RETURN
    Display all players on the compass:
        Location: -/MapObject/IsOnCompass(): Boolean
        Type: TRUE
        Notes:
          Untested for A17. May have additional/alternative effects.
    Display all player homes on the map:
        Location: -/MapObjectSleepingBag/IsOnCompass(): Boolean
        Type: TRUE
        Notes:
          This doesn't appear to be working correctly for A17-b240.
    Enable instant looting:
        Location: -/TileEntityLootContainer/GetOpenTime(): Single
        Type: ZERO
    Enable Universal Owner (TileEntities)
        Locations:  -/TileEntityPoweredRangedTrap/IsOwner(String): Boolean
                    -/TileEntityPoweredTrigger/IsOwner(String): Boolean
                    -/TileEntityPowerSource/IsOwner(String): Boolean
                    -/TileEntitySecure/IsOwner(String): Boolean
                    -/TileEntitySecure/IsUserAllowed(String): Boolean
                    -/TileEntitySecureLootContainer/IsOwner(String): Boolean
                    -/TileEntitySecureLootContainer/IsUserAllowed(String): Boolean
                    -/TileEntitySign/IsOwner(String): Boolean
                    -/TileEntitySign/IsUserAllowed(String): Boolean
                    -/TileEntityVendingMachine/IsOwner(String): Boolean
                    -/TileEntityVendingMachine/IsUserAllowed(String): Boolean
        Type: TRUE
    Disable trader force teleport:
        Location: -/TraderArea/IsWithinTeleportArea(Vector3i): Boolean
        Type: FALSE
    Disable player land protection:
        Location: -/World/GetLandProtectionHardnessModifier(Vector3i, EntityAlive, PersistentPlayerData): Single
        Type: ONE
    Disable trader land protection:
        Location: -/World/IsWithinTraderArea(Vector3i): Boolean
        Type: FALSE
        Notes:
          Affects zombies/animals in singleplayer.
    Enable instant crafting:
        Location: -/XUiM_Recipes/GetRecipeCraftTime(XUi, Recipe): Single
    Best,
    Sqeegie
    Can realize instant smelting? Smelting is too slow.

  11. #25
    RookieJEK's Avatar
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    Hi

    Quote Originally Posted by Sqeegie View Post
    It looks like it's now in GameManager/<createWorld>c_Iterator7/MoveNext(): Boolean, starting at line 046 in the Reflexil menu.





    Best,
    Sqeegie

    GameManager+<createWorld>d__181.MoveNext() : Boolean
    https://ibb.co/5vyFTzD
    I modified it.There was no response.
    Am I wrong?

  12. #26
    Sqeegie's Avatar
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    Quote Originally Posted by RookieJEK View Post
    GameManager+<createWorld>d__181.MoveNext() : Boolean
    https://ibb.co/5vyFTzD
    I modified it.There was no response.
    Am I wrong?
    Try using a smaller number for everything. I vaguely recall there is a limit to it. To test, just set cDigAndBuildDistance and cCollectItemDistance to 50f. The cBuildIntervall needs to be a number less than one (but greater than zero). Faster build = smaller number. For testing, set it to 0.2f to start.

    Best,
    Sqeegie

  13. #27
    RookieJEK's Avatar
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    Quote Originally Posted by Sqeegie View Post
    A list of modification locations for A17 that is mostly accurate.

    Code:
    PATCH TYPES:
      FALSE:
        Delete all & append:
          ldc.i4.0
          ret
      TRUE:
        Delete all & append:
          ldc.i4.1
          ret
      ZERO:
        Delete all & append:
          ldc.r4 : operand of 0
          ret
      ONE:
        Delete all & append:
          ldc.r4 : operand of 1
          ret
      SINGLE:
        Delete all & append:
          ldc.r4 : operand of 99999
          ret
      RETURN:
        Delete all & append:
          ret
    
    Get achievements whilst in creative mode:
        Location: -/AchievementUtils/IsCreativeModeActive(): Boolean
        Type: FALSE
    Disable damage received from blocks (such as cacti):
        Location: -/BlockDamage/OnEntityCollidedWithBlock(WorldBase, Int32, Vector3i, BlockValue, Entity): Boolean
        Type: FALSE
    Disable mines from detonating when stepped on:
        Location: -/BlockMine/OnEntityWalking(WorldBase, Int32, Int32, Int32, BlockValue, Entity): Void
        Type: RETURN
    Disable tripwire activation:
        Location: -/BlockTripWire/OnBlockActivated(Int32, WorldBase, Int32, Vector3i, BlockValue, EntityAlive): Boolean
        Type: FALSE
    Disable radiation sensitivity:
        Location: -/EntityAlive/isRadiationSensitive(): Boolean
        Type: FALSE
        Notes:
          Affects zombies/animals in singleplayer.
    Display all players on the map:
        Location: -/EntityPlayer/IsDrawMapIcon(): Boolean
        Type: TRUE
    Disable backpack drop upon death or quit:
        Location: -/EntityPlayerLocal/dropBackpack(Boolean): Void
        Type: RETURN
    Disable fall damage:
        Location: -/EntityPlayerLocal/FallImpact(Single): Void
        Type: RETURN
    Change player map icon color:
        Location -/EntityPlayerLocal/GetMapIconColor(): Color
        Type: CUSTOM
          Change the operand for the method call at line 0 from UnityEngine.Color::get_White() to any other color's get_<Color>() method inside the UnityEngine.Color class.
        Notes:
          The all the colors are properties in the UnityEngine.Color class, so they will need to be expanded in order to see the .get_<Color>() method.
          It is also possible to create a custom RGB color instead of using a present. See the Unity Color.Color docs.
    Disable drowning:
        Location: -/EntityPlayerLocal/isHeadUnderwater(Single): Boolean
        Type: FALSE
    Disable recoil:
        Location: -/EntityPlayerLocal/OnFired(): Void
        Type: RETURN
    Enable Universal Owner (Vehicles; Part 1):
        Location: -/EntityVehicle/IsOwner(String): Boolean
        Type: TRUE
    Enable Universal Owner (Vehicles; Part 2):
        Location: -/EntityVehicle/IsUserAllowed(String): Boolean
        Type: TRUE
    Enable creative and debug menus:
        Location: -/GameManager/<startGameCo>c__Iterator1/MoveNext(): bool
        Type: CUSTOM
          Replace lines 127-129 (ldarg.0, ldfld, ldfld) with ldc.i4.1.
          Change line 132 from ldc.i4.0 to ldc.i4.1.
        Notes:
          The <startGameCo>c__Iterator1 nested class is not displayed in ILSpy unless the decompiler language is set to IL or IL with C#.
    Enable console commands:
        Location: -/GUIWindowConsole/EnterCommand(): Void
        Type: CUSTOM
          Change line 28 (brtrue) to brfalse
        Notes: 
          The brtrue is the one after Steam::get_Network() and NetworkCommon::get_IsClient() calls.
          Changing this without an additional/different check will cause console commands to error whilst in singleplayer.
    Enable instant crafting repair:
        Location: -/ItemActionEntryRepair/OnActivated(): Void
        Type: CUSTOM
          Change line 119 (ldloc.s->var 10) to ldc.i4.0.
        Notes:
          Located right after a virtual call to DataItem`1/get_Value() and right before a conversion to float32 (conv.r4). Look right above a reference to Recipe::craftingTime (stfld). 
    Enable instant scrapping:
        Location: -/ItemActionEntryScrap/OnActivated(): Void
        Type: CUSTOM
          Change line 135 (ldloc.s->var 10) to ldc.i4.0.
        Notes:
          Located right after a refrence to ItemClass:CraftComponentTime (ldfld) and right before a conversion to float32 (conv.r4). Look right above a reference to Recipe::craftingTime (stfld).
    Disable ammunition consumption:
        Location: -/ItemActionRanged/ConsumeAmmo(ItemActionData): Void
        Type: RETURN
    Display all players on the compass:
        Location: -/MapObject/IsOnCompass(): Boolean
        Type: TRUE
        Notes:
          Untested for A17. May have additional/alternative effects.
    Display all player homes on the map:
        Location: -/MapObjectSleepingBag/IsOnCompass(): Boolean
        Type: TRUE
        Notes:
          This doesn't appear to be working correctly for A17-b240.
    Enable instant looting:
        Location: -/TileEntityLootContainer/GetOpenTime(): Single
        Type: ZERO
    Enable Universal Owner (TileEntities)
        Locations:  -/TileEntityPoweredRangedTrap/IsOwner(String): Boolean
                    -/TileEntityPoweredTrigger/IsOwner(String): Boolean
                    -/TileEntityPowerSource/IsOwner(String): Boolean
                    -/TileEntitySecure/IsOwner(String): Boolean
                    -/TileEntitySecure/IsUserAllowed(String): Boolean
                    -/TileEntitySecureLootContainer/IsOwner(String): Boolean
                    -/TileEntitySecureLootContainer/IsUserAllowed(String): Boolean
                    -/TileEntitySign/IsOwner(String): Boolean
                    -/TileEntitySign/IsUserAllowed(String): Boolean
                    -/TileEntityVendingMachine/IsOwner(String): Boolean
                    -/TileEntityVendingMachine/IsUserAllowed(String): Boolean
        Type: TRUE
    Disable trader force teleport:
        Location: -/TraderArea/IsWithinTeleportArea(Vector3i): Boolean
        Type: FALSE
    Disable player land protection:
        Location: -/World/GetLandProtectionHardnessModifier(Vector3i, EntityAlive, PersistentPlayerData): Single
        Type: ONE
    Disable trader land protection:
        Location: -/World/IsWithinTraderArea(Vector3i): Boolean
        Type: FALSE
        Notes:
          Affects zombies/animals in singleplayer.
    Enable instant crafting:
        Location: -/XUiM_Recipes/GetRecipeCraftTime(XUi, Recipe): Single
    Best,
    Sqeegie


    Enable creative and debug menus:
    Location: -/GameManager/<startGameCo>c__Iterator1/MoveNext(): bool
    Type: CUSTOM
    Replace lines 127-129 (ldarg.0, ldfld, ldfld) with ldc.i4.1.
    Change line 132 from ldc.i4.0 to ldc.i4.1.
    Notes:
    The <startGameCo>c__Iterator1 nested class is not displayed in ILSpy unless the decompiler language is set to IL or IL with C#.

    This cannot be used in A17.4..
    Could you tell me about A17.4??
    Thanks.

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