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stoney896 Newbie cheater
Reputation: 0
Joined: 25 Apr 2014 Posts: 11
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Posted: Tue Apr 29, 2014 3:03 pm Post subject: |
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| if it so simple you would prove it by downloading the game and showing your works
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lamafao Expert Cheater
Reputation: 1
Joined: 17 Apr 2013 Posts: 130
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Posted: Tue Apr 29, 2014 4:02 pm Post subject: |
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TheDaLexy Cheater
Reputation: 0
Joined: 26 Apr 2014 Posts: 46
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Posted: Tue Apr 29, 2014 5:48 pm Post subject: |
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| stoney896 wrote: | | if it so simple you would prove it by downloading the game and showing your works | youre quite demanding for someone who needs help and has allready gotten the correct answer :/
@ lamafao: You may download Trials Fusion and help me with my prob, would be great
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jungletek Advanced Cheater
Reputation: 0
Joined: 02 Oct 2011 Posts: 72
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Posted: Sun Aug 10, 2014 5:57 pm Post subject: |
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| stoney896 wrote: | | i know what im doing maybe its the person telling me how to do it |
No. Just no.
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dragonster82 How do I cheat?
Reputation: 0
Joined: 18 Apr 2009 Posts: 2
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Posted: Thu Aug 14, 2014 7:59 am Post subject: |
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| jungletek wrote: | | stoney896 wrote: | | i know what im doing maybe its the person telling me how to do it |
No. Just no. |
Wow, blaming others for their own mistake, lols.
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fingerprint How do I cheat?
Reputation: 0
Joined: 29 Sep 2014 Posts: 1
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Posted: Mon Nov 03, 2014 3:02 pm Post subject: Health Value scripts |
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Sorry to drag out this old thread.
I've found the 4-byte address for the health values and I'm trying to write an autoAssembler script for player health.
Turns out that the instruction that writes to this health value is in the address: | Code: | | Paris.Game.Actor.Character::set_HP+1D: |
I thought it was as simple as nop-ing the 6 bytes, but then it turns out that all mobs are now invulnerable (myself included). So that's definitely not going to work out.
lamafao, how did you get the health script to work?
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Mon Nov 03, 2014 3:19 pm Post subject: |
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| This happened because the upper opcode is used to handle health by all characters that can get damaged. Use breakpoints and the "Dissect data structures" within CE to find out your player identifier and simply compare this player id with the given id, when the opcode gets executed. So you make sure to ignore the decrease of your players health and enemies will lose health like nothing is scripted.
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