Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1052</ID>
<Description>"[ NidasBot - Last Epoch Table ]"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{
================================================================
Table Information
================================================================
Process : Last Epoch.exe
Module : GameAssembly.dll
Engine : Unity
Game Title : Last Epoch
Game Version : 1.2.0.3
CE Version : 7.5
Script Version : 1.0
Date : (22/04/25)
Author : NidasBot
Function : Main Script
================================================================
https://fearlessrevolution.com/viewtopic.php?p=338132#p338132
================================================================
Changelog
================================================================
22-Apr-2025: (v2.1.1) Script Addition & Fixes
20-Apr-2025: (v2.1.0) Script Additions & Fixes
19-Apr-2025: (v2.0.2) Script Additions & Fixes
18-Apr-2025: (v2.0.1) Season 2 Update
18-Jan-2025: (v2.0.0) Table Rework
07-Oct-2024: (v1.5.5) Fixed broken scripts
20-Sep-2024: (v1.5.4) Fixed broken scripts
10-Sep-2024: (v1.5.3) Fixed broken scripts
02-Sep-2024: (v1.5.2) Fixed broken scripts
17-Jul-2024: (v1.5.1) Fixed broken scripts
14-Jul-2024: (v1.5.0) Added and updated some scripts
10-Jul-2024: (v1.4.6) Updated for patch 1.1.0
10-Apr-2024: (v1.4.2) Fixed broken scripts
22-Mar-2024: (v1.4.1) Fixed broken scripts
18-Mar-2024: (v1.3.0) Added some scripts
15-Mar-2024: (v1.2.9) Added and updated some scripts
14-Mar-2024: (v1.2.7) Added some scripts
13-Mar-2024: (v1.2.4) Added some scripts
12-Mar-2024: (v1.2.0) Added and fixed some scripts
11-Mar-2024: (v1.1.5) New scripts added
08-Mar-2024: (v1.1.0) Script changes
07-Mar-2024: (v1.0.9) Added FOV modifier
07-Mar-2024: (v1.0.8) Updated EXP Modifier & Forge Item
05-Mar-2024: (v1.0.6) Two new scripts added
04-Mar-2024: (v1.0.4) Activation & Drop Rate scripts
03-Mar-2024: (v1.0.2) Updated table and added script
02-Mar-2024: (v0.8.0) Rewrote and added several scripts
29-Feb-2024: (v0.3.0) Initial Release
================================================================
Credits
================================================================
mgr.inz.Player: Compact Mode Script
- https://forum.cheatengine.org/viewtopic.php?t=558871
Messy6666 | gideon25 | PhCCRQQsd6Bi: Hook point references
- https://fearlessrevolution.com/viewtopic.php?t=14585
imjustmaxie: Script collaboration
- https://fearlessrevolution.com/viewtopic.php?p=341921#p341921
================================================================
Appreciations
================================================================
DarkByte: Cheat Engine
TimFun13: CE Wiki Information,Tutorials
Akira Fudo: CE Assistance
Cheat Engine Community
================================================================
}
{$lua}
if syntaxcheck then return end
local process_name = "Last Epoch.exe"
local process_ID = getProcessIDFromProcessName(process_name)
local memrec = memrec or getAddressList().getMemoryRecordByDescription("[ NidasBot - Last Epoch Table ]")
enabledCheck = false
disableInfo = nil
function cycleFullCompact(sender,force)
local state = not(compactmenuitem.Caption == 'Compact View Mode')
if force~=nil then state = not force end
compactmenuitem.Caption = state and 'Compact View Mode' or 'Full View Mode'
synchronize(function()
getMainForm().Splitter1.Visible = state
getMainForm().Panel4.Visible = state
getMainForm().Panel5.Visible = state
end)
end
function addCompactMenu()
if compactmenualreadyexists then return end
local parent = getMainForm().Menu.Items
compactmenuitem = createMenuItem(parent)
parent.add(compactmenuitem)
compactmenuitem.Caption = 'Compact View Mode'
compactmenuitem.OnClick = cycleFullCompact
compactmenualreadyexists = 'yes'
end
[ENABLE]
openProcess(process_name)
if getOpenedProcessID() == process_ID then
LaunchMonoDataCollector()
memrec.Color = 0x00FF00
addCompactMenu()
cycleFullCompact(nil,true)
else
showMessage('Please launch Last Epoch and try again.')
local timer = createTimer()
timer.Interval = 100
timer.OnTimer = function(t)
memrec.Active = false
timer.destroy()
end
end
[DISABLE]
cycleFullCompact(nil,false)
memrec.Color = 0x0000FF
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1135</ID>
<Description>"[ Player & Gear ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1136</ID>
<Description>"Player Data"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE15,PlayerFinder.getPlayerActor,PlayerFinder.getPlayerActor+200,83xxxxxxxxxxxx48xxxxxx75xxE8xxxxxxxx33xx48xxxxE8)
alloc(memNBLE15,$400,NBLE15)
registerSymbol(NBLE15)
registerSymbol(NBLE15_bak)
registerSymbol(NBLE15_flg)
registerSymbol(NBLE15_ptr)
label(NBLE15_bak)
label(NBLE15_flg)
label(NBLE15_ptr)
label(NBLE15_n_code)
label(NBLE15_o_code)
label(NBLE15_exit)
label(NBLE15_return)
memNBLE15:
NBLE15_bak:
readMem(NBLE15,7)
align 10
NBLE15_flg:
db 00
align 10
NBLE15_ptr:
dq 0
align 10 CC
NBLE15_n_code:
mov rbx,[rax+38]
test rbx rbx
je NBLE15_o_code
mov rdx,NBLE15_ptr
mov [rdx],rbx
cmp byte ptr [NBLE15_flg],01
jne NBLE15_o_code
mov rbx,[rbx+158]
mov byte ptr [rbx+68],5
NBLE15_o_code:
readMem(NBLE15,7)
NBLE15_exit:
jmp NBLE15_return
NBLE15:
jmp NBLE15_n_code
nop 2
NBLE15_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE15:
readMem(NBLE15_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1256</ID>
<Description>"Force Unlock Skill Slots"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE15_flg:
db 01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE15_flg:
db 00
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1138</ID>
<Description>"Attack Rate:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>154</Offset>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1139</ID>
<Description>"Increased Leech Rate:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>D0</Offset>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1140</ID>
<Description>"Gold:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>20</Offset>
<Offset>128</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1141</ID>
<Description>"Soul Embers:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>80</Offset>
<Offset>170</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1142</ID>
<Description>"Passive Points Earned:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>28</Offset>
<Offset>70</Offset>
<Offset>158</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1143</ID>
<Description>"Weaver Points Earned:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>2 Bytes</VariableType>
<Address>NBLE15_ptr</Address>
<Offsets>
<Offset>28</Offset>
<Offset>78</Offset>
<Offset>158</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1144</ID>
<Description>"Item Dupe (Drop item to dupe)"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE33,GameAssembly.dll,488Bxx4Cxxxxxx488Bxxxxxxxxxx48C7xxxxxxxxxxxxxxE8xxxxxxxx84)
alloc(memNBLE33,$400,NBLE33)
registerSymbol(NBLE33)
registerSymbol(NBLE33_bak)
registerSymbol(NBLE33_int)
label(NBLE33_bak)
label(NBLE33_int)
label(NBLE33_n_code)
label(NBLE33_o_code)
label(NBLE33_exit)
label(NBLE33_return)
memNBLE33:
NBLE33_bak:
readMem(NBLE33,7)
align 10
NBLE33_int:
dd (int)2
align 10 CC
NBLE33_n_code:
mov rcx,[rdi+10]
cmp byte ptr [rcx+20],68
jne @f
imul r9d,[NBLE33_int]
jmp NBLE33_o_code
@@:
mov r9d,2
NBLE33_o_code:
readMem(NBLE33,7)
NBLE33_exit:
jmp NBLE33_return
NBLE33:
jmp NBLE33_n_code
nop 2
NBLE33_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE33:
readMem(NBLE33_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1145</ID>
<Description>"Key Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE33_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1146</ID>
<Description>"Bypass Item Requirements"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE06A,GameAssembly.dll,3Bxxxxxxxxxx4Cxxxxxx448Bxxxx410F)
aobScanModule(NBLE06B,GameAssembly.dll,E8xxxxxxxx33xx488Bxx440FxxxxE8xxxxxxxx84xx75xxBF)
alloc(memNBLE06A,$400,NBLE06A)
registerSymbol(NBLE06A)
registerSymbol(NBLE06A_bak)
registerSymbol(NBLE06B)
registerSymbol(NBLE06B_bak)
label(NBLE06A_bak)
label(NBLE06A_n_code)
label(NBLE06A_o_code)
label(NBLE06A_exit)
label(NBLE06A_return)
label(NBLE06B_bak)
memNBLE06A:
NBLE06A_bak:
readMem(NBLE06A,6)
align 10
NBLE06B_bak:
readMem(NBLE06B,5)
align 10 CC
NBLE06A_n_code:
mov eax,[rdi+84]
NBLE06A_o_code:
readMem(NBLE06A,6)
NBLE06A_exit:
jmp NBLE06A_return
NBLE06A:
jmp NBLE06A_n_code
nop
NBLE06A_return:
NBLE06B:
db B0 01 90 90 90
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE06A:
readMem(NBLE06A_bak,6)
NBLE06B:
readMem(NBLE06B_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1147</ID>
<Description>"Bypass Set Bonus Requirement"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE22,GameAssembly.dll,488Bxxxxxxxxxxxx4885xx0F84xxxxxxxx4439xxxx7Fxx440F)
alloc(memNBLE22,$400,NBLE22)
registerSymbol(NBLE22)
registerSymbol(NBLE22_bak)
label(NBLE22_bak)
label(NBLE22_n_code)
label(NBLE22_o_code)
label(NBLE22_exit)
label(NBLE22_return)
memNBLE22:
NBLE22_bak:
readMem(NBLE22,8)
align 10 CC
NBLE22_o_code:
readMem(NBLE22,8)
NBLE22_n_code:
mov r14d,[rax+20]
NBLE22_exit:
jmp NBLE22_return
NBLE22:
jmp NBLE22_o_code
nop 3
NBLE22_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE22:
readMem(NBLE22_bak,8)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1148</ID>
<Description>"Bypass Offhand Limitations"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
define(NBLE31,OffhandItemContainer.CanReceiveItem)
alloc(NBLE31_bak,3)
registerSymbol(NBLE31)
registerSymbol(NBLE31_bak)
NBLE31_bak:
readMem(NBLE31,3)
NBLE31:
db B0 01 C3
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE31:
readMem(NBLE31_bak,3)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1250</ID>
<Description>"Bypass Weaver Tree Points"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE45A,GameAssembly.dll,0F8Exxxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx33xxE8xxxxxxxx488Bxx33)
aobScanModule(NBLE45B,GameAssembly.dll,FFxxxx498Bxxxx4885xx0F84xxxxxxxx8BxxxxFFxx4533xxE8xxxxxxxx488B)
aobScanModule(NBLE45C,GameAssembly.dll,0F83xxxxxxxx33xxE8xxxxxxxx4885xx0F84xxxxxxxx4533xx488B)
alloc(NBLE45A_bak,6)
alloc(NBLE45B_bak,3)
alloc(NBLE45C_bak,6)
registerSymbol(NBLE45A)
registerSymbol(NBLE45A_bak)
registerSymbol(NBLE45B)
registerSymbol(NBLE45B_bak)
registerSymbol(NBLE45C)
registerSymbol(NBLE45C_bak)
NBLE45A_bak:
readMem(NBLE45A,6)
NBLE45B_bak:
readMem(NBLE45B,3)
NBLE45C_bak:
readMem(NBLE45C,6)
NBLE45A:
nop 6
NBLE45B:
nop 3
NBLE45C:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE45A:
readMem(NBLE45A_bak,6)
NBLE45B:
readMem(NBLE45B_bak,3)
NBLE45C:
readMem(NBLE45C_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1251</ID>
<Description>"Bypass Skill Points"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE46,GameAssembly.dll,0F83xxxxxxxx33xxE8xxxxxxxx4885xx0F84xxxxxxxx4533xx498B)
alloc(NBLE46_bak,6)
registerSymbol(NBLE46)
registerSymbol(NBLE46_bak)
NBLE46_bak:
readMem(NBLE46,6)
NBLE46:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE46:
readMem(NBLE46_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1252</ID>
<Description>"Bypass Passive Points"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE47,LocalTreeData.tryToSpendPassivePoint,LocalTreeData.tryToSpendPassivePoint+400,0F84xxxxxxxx33xxE8xxxxxxxx488Bxxxx4885xx0F84xxxxxxxx4885xx0F)
alloc(NBLE47_bak,6)
registerSymbol(NBLE47)
registerSymbol(NBLE47_bak)
NBLE47_bak:
readMem(NBLE47,6)
NBLE47:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE47:
readMem(NBLE47_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1253</ID>
<Description>"Bypass Passive Tree Chain"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE48,GameAssembly.dll,0F85xxxxxxxx4Cxxxxxxxxxxxx80xxxxxxxxxxxx75xx488DxxxxxxxxxxE8xxxxxxxx488DxxxxxxxxxxE8xxxxxxxxC6xxxxxxxxxxxx440F)
alloc(NBLE48_bak,6)
registerSymbol(NBLE48)
registerSymbol(NBLE48_bak)
NBLE48_bak:
readMem(NBLE48,6)
NBLE48:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE48:
readMem(NBLE48_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1149</ID>
<Description>"[ Combat ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1150</ID>
<Description>"Zero Mana Cost"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE01,GameAssembly.dll,76xx410Fxxxx4Cxxxxxxxxxxxxxx498B)
alloc(NBLE01_bak,2)
registerSymbol(NBLE01)
registerSymbol(NBLE01_bak)
NBLE01_bak:
readMem(NBLE01,2)
NBLE01:
nop 2
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE01:
readMem(NBLE01_bak,2)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1258</ID>
<Description>"Infinite Mana"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE49,GameAssembly.dll,66xxxxxxxxF3xxxxxxxx0F5Bxx75)
alloc(memNBLE49,$400,NBLE49)
registerSymbol(NBLE49)
registerSymbol(NBLE49_bak)
label(NBLE49_bak)
label(NBLE49_n_code)
label(NBLE49_o_code)
label(NBLE49_exit)
label(NBLE49_return)
memNBLE49:
NBLE49_bak:
readMem(NBLE49,5)
align 10 CC
NBLE49_n_code:
movd xmm2,[rcx+60]
cvtdq2ps xmm2,xmm2
movss [rcx+64],xmm2
NBLE49_o_code:
readMem(NBLE49,5)
NBLE49_exit:
jmp NBLE49_return
NBLE49:
jmp NBLE49_n_code
NBLE49_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE49:
readMem(NBLE49_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
{$asm}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1151</ID>
<Description>"Damage Modifier"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE02,GameAssembly.dll,0F28xx0F57xx0F2Fxxxx0F83)
alloc(memNBLE02,$400,NBLE02)
registerSymbol(NBLE02)
registerSymbol(NBLE02_bak)
registerSymbol(NBLE02_flt)
registerSymbol(NBLE02_flg)
label(NBLE02_bak)
label(NBLE02_flt)
label(NBLE02_flg)
label(NBLE02_p_code)
label(NBLE02_e_code)
label(NBLE02_n_code)
label(NBLE02_o_code)
label(NBLE02_exit)
label(NBLE02_return)
memNBLE02:
NBLE02_bak:
readMem(NBLE02,6)
align 10
NBLE02_flt:
dd (float)2
dd (float)2
align 10
NBLE02_flg:
db 02
db 02
align 10 CC
NBLE02_n_code:
push rax
mov rax,[rbx+60]
mov rax,[rax+38]
mov rax,[rax+18]
cmp byte ptr [rax+20],00
pop rax
jne NBLE02_e_code
NBLE02_p_code:
cmp byte ptr [NBLE02_flg],01
jne @f
xorps xmm1,xmm1
jmp NBLE02_o_code
@@:
divss xmm1,[NBLE02_flt]
jmp NBLE02_o_code
NBLE02_e_code:
cmp byte ptr [NBLE02_flg+1],01
jne @f
movss xmm1,[rbx+6C]
jmp NBLE02_o_code
@@:
mulss xmm1,[NBLE02_flt+4]
jmp NBLE02_o_code
NBLE02_o_code:
readMem(NBLE02,6)
NBLE02_exit:
jmp NBLE02_return
NBLE02:
jmp NBLE02_n_code
nop
NBLE02_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE02:
readMem(NBLE02_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1152</ID>
<Description>"God Mode"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE02_flg:
db 01
[DISABLE]
NBLE02_flg:
db 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1153</ID>
<Description>"One-hit Kill"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE02_flg+1:
db 01
[DISABLE]
NBLE02_flg+1:
db 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1154</ID>
<Description>"Damage Reduction:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE02_flt</Address>
</CheatEntry>
<CheatEntry>
<ID>1155</ID>
<Description>"Damage Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE02_flt+4</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1156</ID>
<Description>"Experience Modifier"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE03A,GameAssembly.dll,4Cxxxx488BxxE8xxxxxxxx488Bxxxxxx488Bxxxxxx488Bxxxxxx4883xxxx5FC34889xxxxxx55)
aobScanModule(NBLE03B,GameAssembly.dll,8Bxxxx3Bxx7Fxx4103xx89)
alloc(memNBLE03A,$400,NBLE03A)
alloc(memNBLE03B,$400,NBLE03B)
registerSymbol(NBLE03A)
registerSymbol(NBLE03A_bak)
registerSymbol(NBLE03A_int)
registerSymbol(NBLE03A_flg)
registerSymbol(NBLE03B)
registerSymbol(NBLE03B_bak)
registerSymbol(NBLE03B_flg)
label(NBLE03A_bak)
label(NBLE03A_int)
label(NBLE03A_flg)
label(NBLE03A_n_code)
label(NBLE03A_o_code)
label(NBLE03A_exit)
label(NBLE03A_return)
label(NBLE03B_bak)
label(NBLE03B_flg)
label(NBLE03B_n_code)
label(NBLE03B_o_code)
label(NBLE03B_exit)
label(NBLE03B_return)
memNBLE03A:
NBLE03A_bak:
readMem(NBLE03A,6)
align 10
NBLE03A_int:
dd (int)2
align 10
NBLE03A_flg:
db 00
align 10 CC
NBLE03A_n_code:
imul rdx,[NBLE03A_int]
cmp byte ptr [NBLE03B_flg],01
je @f
imul rdi,[NBLE03A_int]
mov r9,rdi
@@:
cmp byte ptr [NBLE03A_flg],00
je NBLE03A_o_code
mov rdx,[rsi+40]
NBLE03A_o_code:
readMem(NBLE03A,6)
NBLE03A_exit:
jmp NBLE03A_return
memNBLE03B:
NBLE03B_bak:
readMem(NBLE03B,5)
align 10
NBLE03B_flg:
db 00
align 10 CC
NBLE03B_n_code:
cmp byte ptr [NBLE03B_flg],00
je NBLE03B_o_code
mov [rdi+38],eax
NBLE03B_o_code:
readMem(NBLE03B,5)
NBLE03B_exit:
jmp NBLE03B_return
NBLE03A:
jmp NBLE03A_n_code
nop
NBLE03A_return:
NBLE03B:
jmp NBLE03B_n_code
NBLE03B_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE03A:
readMem(NBLE03A_bak,6)
NBLE03B:
readMem(NBLE03B_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1157</ID>
<Description>"Instant Level Up"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE03A_flg:
db 01
[DISABLE]
NBLE03A_flg:
db 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1158</ID>
<Description>"Instant Max Skill Level"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE03B_flg:
db 01
[DISABLE]
NBLE03B_flg:
db 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1159</ID>
<Description>"XP Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE03A_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1160</ID>
<Description>"No Cooldowns"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE04A,GameAssembly.dll,F3xxxxxx8Bxx488BxxF3xxxxxxxxxxE8xxxxxxxx488Bxx4533)
aobScanModule(NBLE04B,GameAssembly.dll,0F28xx0F2Exx7Axx0F84xxxxxxxx488Bxxxx8B)
alloc(memNBLE04A,$400,NBLE04A)
alloc(memNBLE04B,$400,NBLE04B)
registerSymbol(NBLE04A)
registerSymbol(NBLE04A_bak)
registerSymbol(NBLE04B)
registerSymbol(NBLE04B_bak)
label(NBLE04A_bak)
label(NBLE04A_n_code)
label(NBLE04A_o_code)
label(NBLE04A_exit)
label(NBLE04A_return)
label(NBLE04B_bak)
label(NBLE04B_n_code)
label(NBLE04B_o_code)
label(NBLE04B_exit)
label(NBLE04B_return)
memNBLE04A:
NBLE04A_bak:
readMem(NBLE04A,6)
align 10 CC
NBLE04A_n_code:
mov rdx,[rbx+90]
cmp byte ptr [rdx+1AD],00
je NBLE04A_o_code
xorps xmm6,xmm6
NBLE04A_o_code:
readMem(NBLE04A,6)
NBLE04A_exit:
jmp NBLE04A_return
memNBLE04B:
NBLE04B_bak:
readMem(NBLE04B,6)
align 10 CC
NBLE04B_n_code:
mov rdx,[rbx+90]
cmp byte ptr [rdx+1AD],00
je NBLE04B_o_code
xorps xmm0,xmm0
NBLE04B_o_code:
readMem(NBLE04B,6)
NBLE04B_exit:
jmp NBLE04B_return
NBLE04A:
jmp NBLE04A_n_code
nop
NBLE04A_return:
NBLE04B:
jmp NBLE04B_n_code
nop
NBLE04B_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE04A:
readMem(NBLE04A_bak,6)
NBLE04B:
readMem(NBLE04B_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1161</ID>
<Description>"Abilities Auto Target"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE25A,GameAssembly.dll,8Bxxxxxxxxxx4883xxxxC3E8xxxxxxxxxxxxxx4883xxxx488Bxxxx4885xx74xxF3)
aobScanModule(NBLE25B,GameAssembly.dll,0F87xxxxxxxx4533xx488Bxx488DxxxxxxxxxxxxE8xxxxxxxxF2xxxxxxxx8Bxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxxF2xxxxxxxxxxF2)
aobScanRegion(NBLE25C,Alignment.nearestActorInRange,Alignment.nearestActorInRange+500,0F28xx0F2Fxx0F82xxxxxxxx44xxxxxx0F82xxxxxxxx45xxxx74xx48)
alloc(memNBLE25A,$400,NBLE25A)
alloc(memNBLE25C,$400,NBLE25C)
registerSymbol(NBLE25A)
registerSymbol(NBLE25A_bak)
registerSymbol(NBLE25B)
registerSymbol(NBLE25B_bak)
registerSymbol(NBLE25C)
registerSymbol(NBLE25C_bak)
label(NBLE25A_bak)
label(NBLE25A_n_code)
label(NBLE25A_o_code)
label(NBLE25A_exit)
label(NBLE25A_return)
label(NBLE25B_bak)
label(NBLE25C_bak)
label(NBLE25C_n_code)
label(NBLE25C_o_code)
label(NBLE25C_exit)
label(NBLE25C_return)
memNBLE25A:
NBLE25A_bak:
readMem(NBLE25A,6)
align 10
NBLE25B_bak:
readMem(NBLE25B,6)
align 10 CC
NBLE25A_n_code:
cmp [rax+29C],0
jne NBLE25A_o_code
cmp byte ptr [rax+FC],0
jne @f
cmp [rax+109],0
js NBLE25A_o_code
@@:
cmp byte ptr [rax+FE],0
jne NBLE25A_o_code
cmp byte ptr [rax+1D4],0
jne NBLE25A_o_code
mov eax,5
jmp NBLE25A_exit
NBLE25A_o_code:
readMem(NBLE25A,6)
NBLE25A_exit:
jmp NBLE25A_return
memNBLE25C:
NBLE25C_bak:
readMem(NBLE25C,6)
align 10 CC
NBLE25C_n_code:
movaps xmm8,xmm0
NBLE25C_o_code:
readMem(NBLE25C,6)
NBLE25C_exit:
jmp NBLE25C_return
NBLE25A:
jmp NBLE25A_n_code
nop
NBLE25A_return:
NBLE25B:
nop 6
NBLE25C:
jmp NBLE25C_n_code
nop
NBLE25C_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE25A:
readMem(NBLE25A_bak,6)
NBLE25B:
readMem(NBLE25B_bak,6)
NBLE25C:
readMem(NBLE25C_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1162</ID>
<Description>"Movespeed Modifier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE20,SpeedManager.updateSpeed,SpeedManager.updateSpeed+200,0F28xx488Bxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx33xx488BxxE8)
alloc(memNBLE20,$400,NBLE20)
registerSymbol(NBLE20)
registerSymbol(NBLE20_bak)
registerSymbol(NBLE20_flt)
label(NBLE20_bak)
label(NBLE20_flt)
label(NBLE20_n_code)
label(NBLE20_o_code)
label(NBLE20_exit)
label(NBLE20_return)
memNBLE20:
NBLE20_bak:
readMem(NBLE20,7)
align 10
NBLE20_flt:
dd (float)2
align 10 CC
NBLE20_n_code:
mov rdi,[rbx+20]
cmp byte ptr [rdi+1AD],1
jne NBLE20_o_code
mulss xmm0,[NBLE20_flt]
NBLE20_o_code:
readMem(NBLE20,7)
NBLE20_exit:
jmp NBLE20_return
NBLE20:
jmp NBLE20_n_code
nop 2
NBLE20_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE20:
readMem(NBLE20_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1163</ID>
<Description>"Note: Re-equip boots to update movement speed"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1164</ID>
<Description>"Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE20_flt</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1165</ID>
<Description>"Cast Speed Modifier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE24,GameAssembly.dll,F3xxxxxxxxxxxxxx4885xx0F84xxxxxxxx4533xx4Dxxxx498BxxE8xxxxxxxxF3)
alloc(memNBLE24,$400,NBLE24)
registerSymbol(NBLE24)
registerSymbol(NBLE24_bak)
registerSymbol(NBLE24_flt)
label(NBLE24_bak)
label(NBLE24_flt)
label(NBLE24_n_code)
label(NBLE24_o_code)
label(NBLE24_exit)
label(NBLE24_return)
memNBLE24:
NBLE24_bak:
readMem(NBLE24,8)
align 10
NBLE24_flt:
dd (float)2
align 10 CC
NBLE24_n_code:
cmp byte ptr [rdi+128],0
je NBLE24_o_code
mulss xmm0,[NBLE24_flt]
NBLE24_o_code:
readMem(NBLE24,8)
NBLE24_exit:
jmp NBLE24_return
NBLE24:
jmp NBLE24_n_code
nop 3
NBLE24_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE24:
readMem(NBLE24_bak,8)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1166</ID>
<Description>"Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE24_flt</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1167</ID>
<Description>"Infinite Buff Duration"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE21A,GameAssembly.dll,F3xxxxxxxxF3xxxxxxEBxxF3xxxxxxF3xxxxxxF3xxxxxxxxF3)
aobScanModule(NBLE21B,GameAssembly.dll,F3xxxxxxxxF3xxxxxxF3xxxxxxxx488Bxxxx4885xx0F84xxxxxxxx4Cxxxxxxxxxxxx4C)
alloc(memNBLE21A,$400,NBLE21A)
alloc(memNBLE21B,$400,NBLE21B)
registerSymbol(NBLE21A)
registerSymbol(NBLE21A_bak)
registerSymbol(NBLE21B)
registerSymbol(NBLE21B_bak)
label(NBLE21A_bak)
label(NBLE21A_n_code)
label(NBLE21A_o_code)
label(NBLE21A_exit)
label(NBLE21A_return)
label(NBLE21B_bak)
label(NBLE21B_n_code)
label(NBLE21B_o_code)
label(NBLE21B_exit)
label(NBLE21B_return)
memNBLE21A:
NBLE21A_bak:
readMem(NBLE21A,5)
align 10 CC
NBLE21A_n_code:
push rax
mov rax,[rsi+68]
mov rax,[rax+38]
mov rax,[rax+18]
cmp byte ptr [rax+20],0
je @f
pop rax
jmp NBLE21A_o_code
@@:
mov rax,[rbx+10]
cmp byte ptr [rax+24],0
pop rax
je NBLE21A_o_code
xorps xmm7,xmm7
NBLE21A_o_code:
readMem(NBLE21A,5)
NBLE21A_exit:
jmp NBLE21A_return
memNBLE21B:
NBLE21B_bak:
readMem(NBLE21B,5)
align 10 CC
NBLE21B_n_code:
cmp byte ptr [rbx+79],01
je NBLE21B_o_code
mov rcx,[rbx+70]
mov rcx,[rcx+38]
mov rcx,[rcx+18]
cmp byte ptr [rcx+20],00
jne NBLE21B_o_code
xorps xmm7,xmm7
NBLE21B_o_code:
readMem(NBLE21B,5)
NBLE21B_exit:
jmp NBLE21B_return
NBLE21A:
jmp NBLE21A_n_code
NBLE21A_return:
NBLE21B:
jmp NBLE21B_n_code
NBLE21B_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE21A:
readMem(NBLE21A_bak,5)
NBLE21B:
readMem(NBLE21B_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1168</ID>
<Description>"Extra Projectile Multiplier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE32,GameAssembly.dll,8Bxx488Bxx85xx0F8Exxxxxxxx4Cxxxxxxxxxxxx488D)
alloc(memNBLE32,$400,NBLE32)
registerSymbol(NBLE32)
registerSymbol(NBLE32_bak)
registerSymbol(NBLE32_int)
label(NBLE32_bak)
label(NBLE32_int)
label(NBLE32_n_code)
label(NBLE32_o_code)
label(NBLE32_exit)
label(NBLE32_return)
memNBLE32:
NBLE32_bak:
readMem(NBLE32,5)
align 10
NBLE32_int:
dd (int)2
align 10 CC
NBLE32_n_code:
test eax,eax
je NBLE32_o_code
cmp [rbx+E0],0
je NBLE32_o_code
mov rsi,[rbx+E0]
mov rsi,[rsi+B0]
mov rsi,[rsi+20]
cmp byte ptr [rsi+1AD],00
je NBLE32_o_code
imul eax,[NBLE32_int]
NBLE32_o_code:
readMem(NBLE32,5)
NBLE32_exit:
jmp NBLE32_return
NBLE32:
jmp NBLE32_n_code
NBLE32_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE32:
readMem(NBLE32_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1169</ID>
<Description>"Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE32_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1170</ID>
<Description>"[ Crafting ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1171</ID>
<Description>"Forge Item"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE10A,CraftingSlotManager.UpdateItemInfo,CraftingSlotManager.UpdateItemInfo+200,0F29xxxxxxxxxxxx488Bxx4889xxxxxxxxxxxx4889xxxxxxxxxxxx80)
aobScanModule(NBLE10B,GameAssembly.dll,2Bxx488Bxxxxxxxxxx33xx85)
aobScanModule(NBLE10C,GameAssembly.dll,4488xxxx33xx488BxxE8xxxxxxxx33xx488BxxE8xxxxxxxx4C)
alloc(memNBLE10A,$400,NBLE10A)
registerSymbol(NBLE10A)
registerSymbol(NBLE10A_bak)
registerSymbol(NBLE10A_ptr)
registerSymbol(NBLE10B)
registerSymbol(NBLE10B_bak)
registerSymbol(NBLE10C)
registerSymbol(NBLE10C_bak)
label(NBLE10A_bak)
label(NBLE10A_ptr)
label(NBLE10A_n_code)
label(NBLE10A_o_code)
label(NBLE10A_exit)
label(NBLE10A_return)
label(NBLE10B_bak)
label(NBLE10C_bak)
memNBLE10A:
NBLE10A_bak:
readMem(NBLE10A,8)
align 10
NBLE10B_bak:
readMem(NBLE10B,2)
align 10
NBLE10C_bak:
readMem(NBLE10C,4)
align 10
NBLE10A_ptr:
dq 0
align 10 CC
NBLE10A_n_code:
push rbx
mov rbx,NBLE10A_ptr
mov rdi,[rcx+100]
cmp [rdi+28],0
je @f
mov rdi,[rdi+28]
mov rdi,[rdi+10]
mov [rbx],rdi
@@:
pop rbx
NBLE10A_o_code:
readMem(NBLE10A,8)
NBLE10A_exit:
jmp NBLE10A_return
NBLE10A:
jmp NBLE10A_n_code
nop 3
NBLE10A_return:
NBLE10B:
nop 2
NBLE10C:
nop 4
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE10A:
readMem(NBLE10A_bak,8)
NBLE10B:
readMem(NBLE10B_bak,2)
NBLE10C:
readMem(NBLE10C_bak,4)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1172</ID>
<Description>"Note: Place item into Forge to populate | [F] Key by default"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1173</ID>
<Description>"Note: You can only have either Legendary Potential or Weavers Will (Add both at your own risk)"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1174</ID>
<Description>"Name:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>String</VariableType>
<Length>128</Length>
<Unicode>1</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>14</Offset>
<Offset>98</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1175</ID>
<Description>"Level Requirement:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>84</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1176</ID>
<Description>"Forging Potential:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1177</ID>
<Description>"Legendary Potential:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>19</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1178</ID>
<Description>"Weavers Will:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>1A</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1179</ID>
<Description>"Weavers Touch:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE10A_ptr</Address>
<Offsets>
<Offset>1B</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1180</ID>
<Description>"Bypass Forge Level Requirement"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE05,GameAssembly.dll,0F8Cxxxxxxxx4533xx418Bxx498B)
alloc(NBLE05_bak,6)
registerSymbol(NBLE05)
registerSymbol(NBLE05_bak)
NBLE05_bak:
readMem(NBLE05,6)
NBLE05:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE05:
readMem(NBLE05_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1182</ID>
<Description>"Infinite Runes & Glyphs"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE09,GameAssembly.dll,488Dxxxxxx4889xxxxxxE8xxxxxxxx488Bxxxxxx4885xx75xx4883xxxx5B)
alloc(memNBLE09,$400,NBLE09)
registerSymbol(NBLE09)
registerSymbol(NBLE09_bak)
label(NBLE09_bak)
label(NBLE09_m_code)
label(NBLE09_n_code)
label(NBLE09_o_code)
label(NBLE09_exit)
label(NBLE09_return)
memNBLE09:
NBLE09_bak:
readMem(NBLE09,5)
align 10 CC
NBLE09_n_code:
test rdx,rdx
je NBLE09_o_code
mov rcx,[rdx+10]
cmp byte ptr [rcx+20],(int)102
je NBLE09_m_code
cmp byte ptr [rcx+20],(int)103
je NBLE09_m_code
jmp NBLE09_o_code
NBLE09_m_code:
mov [rdx+28],(int)99
NBLE09_o_code:
readMem(NBLE09,5)
NBLE09_exit:
jmp NBLE09_return
NBLE09:
jmp NBLE09_n_code
NBLE09_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE09:
readMem(NBLE09_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1181</ID>
<Description>"Infinite Shards"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE12,GlobalDataTracker.GetShardCount,GlobalDataTracker.GetShardCount+200,03xxxx89xxxxxxEBxx488Bxxxxxxxxxx488BxxE8)
alloc(memNBLE12,$400,NBLE12)
registerSymbol(NBLE12)
registerSymbol(NBLE12_bak)
label(NBLE12_bak)
label(NBLE12_n_code)
label(NBLE12_o_code)
label(NBLE12_exit)
label(NBLE12_return)
memNBLE12:
NBLE12_bak:
readMem(NBLE12,7)
align 10 CC
NBLE12_n_code:
mov [rax+14],(int)99
NBLE12_o_code:
readMem(NBLE12,7)
NBLE12_exit:
jmp NBLE12_return
NBLE12:
jmp NBLE12_n_code
nop 2
NBLE12_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE12:
readMem(NBLE12_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1183</ID>
<Description>"100% Glyph of Despair"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE07A,GameAssembly.dll,80xxxxxx74xx0FB6xxxx488Bxxxxxxxxxx488B)
aobScanModule(NBLE07B,GameAssembly.dll,0F84xxxxxxxx41C6xxxx4C)
alloc(memNBLE07A,$400,NBLE07A)
registerSymbol(NBLE07A)
registerSymbol(NBLE07A_bak)
registerSymbol(NBLE07A_flg)
registerSymbol(NBLE07B)
registerSymbol(NBLE07B_bak)
label(NBLE07A_bak)
label(NBLE07A_flg)
label(NBLE07A_n_code)
label(NBLE07A_o_code)
label(NBLE07A_exit)
label(NBLE07A_return)
label(NBLE07B_bak)
memNBLE07A:
NBLE07A_bak:
readMem(NBLE07A,6)
align 10
NBLE07B_bak:
readMem(NBLE07B,6)
align 10
NBLE07A_flg:
db 06
align 10 CC
NBLE07A_n_code:
push rbx
movzx ebx,[NBLE07A_flg]
mov byte ptr [rax+12],bl
pop rbx
NBLE07A_o_code:
readMem(NBLE07A,6)
NBLE07A_exit:
jmp NBLE07A_return
NBLE07A:
jmp NBLE07A_n_code
nop
NBLE07A_return:
NBLE07B:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE07A:
readMem(NBLE07A_bak,6)
NBLE07B:
readMem(NBLE07B_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1184</ID>
<Description>"Sealed Affix Tier:"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Tier 1
1:Tier 2
2:Tier 3
3:Tier 4
4:Tier 5
5:Tier 6
6:Tier 7
</DropDownList>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE07A_flg</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1185</ID>
<Description>"[ Loot & Items ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1186</ID>
<Description>"Item Pickup & Vacuum Crafting Material Range"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE30A,GameAssembly.dll,0F87xxxxxxxx488Bxxxx4885xx0F84xxxxxxxx8Bxxxx4533)
aobScanModule(NBLE30B,GameAssembly.dll,77xx33xx488BxxE8xxxxxxxx440Fxxxxxxxxxxxxxx440F)
aobScanModule(NBLE30C,GameAssembly.dll,0F84xxxxxxxx4885xx0F84xxxxxxxx4533xx8Bxxxxxxxxxxxx488B)
aobScanModule(NBLE30D,GameAssembly.dll,C6xxxxxx4885xx74xxC6xxxxxx4489)
aobScanModule(NBLE30E,GameAssembly.dll,77xx488Bxxxx448Bxxxx4885)
alloc(memNBLE30,$400)
registerSymbol(NBLE30A)
registerSymbol(NBLE30A_bak)
registerSymbol(NBLE30B)
registerSymbol(NBLE30B_bak)
registerSymbol(NBLE30C)
registerSymbol(NBLE30C_bak)
registerSymbol(NBLE30D)
registerSymbol(NBLE30D_bak)
registerSymbol(NBLE30E)
registerSymbol(NBLE30E_bak)
label(NBLE30A_bak)
label(NBLE30B_bak)
label(NBLE30C_bak)
label(NBLE30D_bak)
label(NBLE30E_bak)
memNBLE30:
NBLE30A_bak:
readMem(NBLE30A,6)
NBLE30B_bak:
readMem(NBLE30B,2)
NBLE30C_bak:
readMem(NBLE30C,6)
NBLE30D_bak:
readMem(NBLE30D,4)
NBLE30E_bak:
readMem(NBLE30E,2)
NBLE30A:
nop 6
NBLE30B:
nop 2
NBLE30C:
nop 6
NBLE30D:
db C6 41 70 01
NBLE30E:
nop 2
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE30A:
readMem(NBLE30A_bak,6)
NBLE30B:
readMem(NBLE30B_bak,2)
NBLE30C:
readMem(NBLE30C_bak,6)
NBLE30D:
readMem(NBLE30D_bak,4)
NBLE30E:
readMem(NBLE30E_bak,2)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1187</ID>
<Description>"Item and Gold Drop Modifier"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE14,GameAssembly.dll,33xx488BxxE8xxxxxxxx84xx400FxxxxEBxx4032xx4C)
alloc(memNBLE14,$400,NBLE14)
registerSymbol(NBLE14)
registerSymbol(NBLE14_bak)
registerSymbol(NBLE14_flt)
registerSymbol(NBLE14_flg)
label(NBLE14_bak)
label(NBLE14_flt)
label(NBLE14_flg)
label(NBLE14_n_code)
label(NBLE14_o_code)
label(NBLE14_exit)
label(NBLE14_return)
memNBLE14:
NBLE14_bak:
readMem(NBLE14,5)
align 10
NBLE14_flt:
dd (float)0.2
dd (float)1
dd (float)2
align 10
NBLE14_flg:
db 00
align 10 CC
NBLE14_n_code:
mov byte ptr [rbx+2C],01
cmp byte ptr [NBLE14_flg],01
jne @f
mov byte ptr [rbx+58],01
mov byte ptr [rbx+38],01
mov [rbx+30],(float)1
mov [rbx+5C],(float)1
movss xmm0,[NBLE14_flt+04]
movss [rbx+34],xmm0
jmp NBLE14_o_code
@@:
movss xmm0,[NBLE14_flt]
movss [rbx+30],xmm0
movss xmm0,[NBLE14_flt+04]
movss [rbx+34],xmm0
movss xmm0,[NBLE14_flt+08]
movss [rbx+60],xmm0
NBLE14_o_code:
readMem(NBLE14,5)
NBLE14_exit:
jmp NBLE14_return
NBLE14:
jmp NBLE14_n_code
NBLE14_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE14:
readMem(NBLE14_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1188</ID>
<Description>"100% Item & Gold Drop Rates"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE14_flg:
db 01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE14_flg:
db 00
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1189</ID>
<Description>"Item Drop Chance (0.20 = 20%)"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE14_flt</Address>
</CheatEntry>
<CheatEntry>
<ID>1190</ID>
<Description>"Gold Drop Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE14_flt+8</Address>
</CheatEntry>
<CheatEntry>
<ID>1191</ID>
<Description>"Item Drop Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE14_flt+4</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1192</ID>
<Description>"Always T7 Affixes"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanregion(NBLE11,ItemData.RebuildID+900,ItemData.RebuildID+C00,0FB6xxxx88xxxx4885xx0F84xxxxxxxx4Cxxxxxxxxxxxx4Cxxxxxx8BxxE8)
alloc(memNBLE11,$400,NBLE11)
registerSymbol(NBLE11)
registerSymbol(NBLE11_bak)
label(NBLE11_bak)
label(NBLE11_n_code)
label(NBLE11_o_code)
label(NBLE11_exit)
label(NBLE11_return)
memNBLE11:
NBLE11_bak:
readMem(NBLE11,7)
align 10 CC
NBLE11_n_code:
mov byte ptr [rax+12],06
NBLE11_o_code:
readMem(NBLE11,7)
NBLE11_exit:
jmp NBLE11_return
NBLE11:
jmp NBLE11_n_code
nop 2
NBLE11_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE11:
readMem(NBLE11_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1193</ID>
<Description>"Perfectly Rolled Items"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE08,GameAssembly.dll,0F4Exx4883xxxx5BC332)
registerSymbol(NBLE08)
NBLE08:
db 0F 4E C0
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE08:
db 0F 4E C1
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1194</ID>
<Description>"Modify All Item Rarity"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE13,GameAssembly.dll,4489xxxxxxxxxxxx4183xxxx74xx488Bxxxxxxxxxx39)
alloc(memNBLE13,$400,NBLE13)
registerSymbol(NBLE13)
registerSymbol(NBLE13_bak)
registerSymbol(NBLE13_int)
label(NBLE13_bak)
label(NBLE13_int)
label(NBLE13_n_code)
label(NBLE13_o_code)
label(NBLE13_exit)
label(NBLE13_return)
memNBLE13:
NBLE13_bak:
readMem(NBLE13,8)
align 10
NBLE13_int:
dd (int)7
align 10 CC
NBLE13_n_code:
mov r13d,[NBLE13_int]
NBLE13_o_code:
readMem(NBLE13,8)
NBLE13_exit:
jmp NBLE13_return
NBLE13:
jmp NBLE13_n_code
nop 3
NBLE13_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE13:
readMem(NBLE13_bak,8)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1195</ID>
<Description>"Rarity Selection:"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal
1:Magic
3:Rare
7:Unique
8:Set
</DropDownList>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE13_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1196</ID>
<Description>"[ Monolith of Fate ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1197</ID>
<Description>"Monolith Data (Open Monolith to populate)"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE16,GameAssembly.dll,410Fxxxx4Cxxxx488Bxx4889)
alloc(memNBLE16,$400,NBLE16)
registerSymbol(NBLE16)
registerSymbol(NBLE16_bak)
registerSymbol(NBLE16_flg)
registerSymbol(NBLE16_ptr)
label(NBLE16_bak)
label(NBLE16_flg)
label(NBLE16_ptr)
label(NBLE16_n_code)
label(NBLE16_o_code)
label(NBLE16_exit)
label(NBLE16_return)
memNBLE16:
NBLE16_bak:
readMem(NBLE16,7)
align 10
NBLE16_flg:
db 00
align 10
NBLE16_ptr:
dq 0
align 10 CC
NBLE16_n_code:
mov r13,NBLE16_ptr
mov [r13],rdx
cmp byte ptr [NBLE16_flg],01
jne NBLE16_o_code
mov [rdx+24],2
movzx ebx,[rdx+1C]
imul ebx,8
lea rbx,[rbx+20]
mov r13,[rdx+68]
mov r13,[r13+28]
mov r13,[r13+10]
mov r13,[r13+rbx]
mov r13d,[r13+28]
mov [rdx+30],r13d
NBLE16_o_code:
readMem(NBLE16,7)
NBLE16_exit:
jmp NBLE16_return
NBLE16:
jmp NBLE16_n_code
nop 2
NBLE16_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE16:
readMem(NBLE16_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1198</ID>
<Description>"Note: Bypass Quest Echoes skips the first two quests. Useful for boss & blessings farming"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1199</ID>
<Description>"Bypass Quest Echoes"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE16_flg:
db 01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE16_flg:
db 00
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1200</ID>
<Description>"Corruption"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE16_ptr</Address>
<Offsets>
<Offset>30</Offset>
<Offset>38</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1201</ID>
<Description>"Gaze of Orobyss"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE16_ptr</Address>
<Offsets>
<Offset>3C</Offset>
<Offset>38</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1202</ID>
<Description>"Has Reroll Options:"</Description>
<DropDownList ReadOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE16_ptr</Address>
<Offsets>
<Offset>60</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1203</ID>
<Description>"Max Bonus Stability"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE19,GameAssembly.dll,89xxxxxxxxxx3Bxx7Exx33)
alloc(memNBLE19,$400,NBLE19)
registerSymbol(NBLE19)
registerSymbol(NBLE19_bak)
label(NBLE19_bak)
label(NBLE19_n_code)
label(NBLE19_o_code)
label(NBLE19_exit)
label(NBLE19_return)
memNBLE19:
NBLE19_bak:
readMem(NBLE19,6)
align 10 CC
NBLE19_n_code:
mov eax,[rbx+1B4]
NBLE19_o_code:
readMem(NBLE19,6)
NBLE19_exit:
jmp NBLE19_return
NBLE19:
jmp NBLE19_n_code
nop
NBLE19_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE19:
readMem(NBLE19_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1260</ID>
<Description>"Cycle or Force Echo Spawn"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE27A,EchoWeb.generateNewIsland,EchoWeb.generateNewIsland+500,418Bxx488BxxE8xxxxxxxx4885xx0F84xxxxxxxx89)
aobScanRegion(NBLE27B,EchoWeb.generateNewIsland,EchoWeb.generateNewIsland+500,89xxxx488Bxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75)
aobScanModule(NBLE27C,GameAssembly.dll,4863xxxx83xxxx0F87xxxxxxxx488Dxxxxxxxxxx8Bxxxxxxxxxxxx4803xxFFxx48C7)
define(NBLE27D,EpochExtensions.CanHaveSubsequentConnectionsRevealed)
alloc(memNBLE27A,$400,NBLE27A)
alloc(memNBLE27B,$400,NBLE27B)
alloc(memNBLE27C,$400,NBLE27C)
registerSymbol(NBLE27A)
registerSymbol(NBLE27A_bak)
registerSymbol(NBLE27B)
registerSymbol(NBLE27B_bak)
registerSymbol(NBLE27B_int_A)
registerSymbol(NBLE27B_int_B)
registerSymbol(NBLE27B_int_C)
registerSymbol(NBLE27B_flg)
registerSymbol(NBLE27C)
registerSymbol(NBLE27C_bak)
registerSymbol(NBLE27D)
registerSymbol(NBLE27D_bak)
label(NBLE27A_bak)
label(NBLE27A_n_code)
label(NBLE27A_o_code)
label(NBLE27A_exit)
label(NBLE27A_return)
label(NBLE27B_bak)
label(NBLE27B_int_A)
label(NBLE27B_int_B)
label(NBLE27B_int_C)
label(NBLE27B_flg)
label(NBLE27B_n_code)
label(NBLE27B_o_code)
label(NBLE27B_exit)
label(NBLE27B_return)
label(NBLE27C_bak)
label(NBLE27C_n_code)
label(NBLE27C_o_code)
label(NBLE27C_exit)
label(NBLE27C_return)
label(NBLE27D_bak)
memNBLE27A:
NBLE27A_bak:
readMem(NBLE27A,6)
align 10 CC
NBLE27A_n_code:
mov edx,(int)19
cmp r12d,edx
cmovl r12d,edx
NBLE27A_o_code:
readMem(NBLE27A,6)
NBLE27A_exit:
jmp NBLE27A_return
memNBLE27B:
NBLE27B_bak:
readMem(NBLE27B,7)
align 10
NBLE27B_int_A:
dd (int)0
dd (int)1
dd (int)4
dd (int)5
dd (int)8
dd (int)10
dd (int)11
align 10
NBLE27B_int_B:
dd (int)0
align 10
NBLE27B_int_C:
dd (int)0
align 10
NBLE27B_flg:
db 00
align 10 CC
NBLE27B_n_code:
mov rcx,NBLE27B_int_A
mov eax,[NBLE27B_int_B]
inc [NBLE27B_int_B]
cmp eax,7
jl @f
xor eax,eax
mov [NBLE27B_int_B],eax
@@:
cmp byte ptr [NBLE27B_flg],01
jne @f
cmp eax,0
jne @f
mov eax,[NBLE27B_int_C]
jmp NBLE27B_o_code
@@:
mov eax,[rcx+rax*4]
NBLE27B_o_code:
readMem(NBLE27B,7)
NBLE27B_exit:
jmp NBLE27B_return
memNBLE27C:
NBLE27C_bak:
readMem(NBLE27C,7)
align 10
NBLE27D_bak:
readMem(NBLE27D,3)
align 10 CC
NBLE27C_n_code:
mov eax,[rsi+10]
cmp eax,1
jg NBLE27C_o_code
mov eax,B
cmp eax,B
jmp NBLE27C_exit
NBLE27C_o_code:
readMem(NBLE27C,7)
NBLE27C_exit:
jmp NBLE27C_return
NBLE27A:
jmp NBLE27A_n_code
nop
NBLE27A_return:
NBLE27B:
jmp NBLE27B_n_code
nop 2
NBLE27B_return:
NBLE27C:
jmp NBLE27C_n_code
nop 2
NBLE27C_return:
NBLE27D:
db B0 01 C3
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE27A:
readMem(NBLE27A_bak,6)
NBLE27B:
readMem(NBLE27B_bak,7)
NBLE27C:
readMem(NBLE27C_bak,7)
NBLE27D:
readMem(NBLE27D_bak,3)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1261</ID>
<Description>"Force Echo Type"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE27B_flg:
db 01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE27B_flg:
db 00
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1262</ID>
<Description>"Echo Type:"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Normal
1:Arena
2:Shade
3:Beacon
4:Vessel Of Chaos
5:Vessel Of Memory
7:Sanctuary Of Eterra
8:Cemetery of the Erased
10:Super Arena
11:Super Beacon
</DropDownList>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE27B_int_C</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1208</ID>
<Description>"Monolith Monster Density Modifier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE28,GameAssembly.dll,F3xxxxxxxx488Bxxxx4885xx0F84xxxxxxxxC6xxxxxx488Bxxxxxxxxxx488B)
alloc(memNBLE28,$400,NBLE28)
registerSymbol(NBLE28)
registerSymbol(NBLE28_bak)
registerSymbol(NBLE28_flt)
label(NBLE28_bak)
label(NBLE28_flt)
label(NBLE28_n_code)
label(NBLE28_o_code)
label(NBLE28_exit)
label(NBLE28_return)
memNBLE28:
NBLE28_bak:
readMem(NBLE28,5)
align 10
NBLE28_flt:
dd (float)2
align 10 CC
NBLE28_n_code:
mulss xmm6,[NBLE28_flt]
NBLE28_o_code:
readMem(NBLE28,5)
NBLE28_exit:
jmp NBLE28_return
NBLE28:
jmp NBLE28_n_code
NBLE28_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE28:
readMem(NBLE28_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1209</ID>
<Description>"Density Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE28_flt</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1210</ID>
<Description>"Monster Rarity Weighting"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE29,GameAssembly.dll,33xx0F28xxE8xxxxxxxx84xx0F85xxxxxxxx4CxxxxxxxxxxxxxxF3)
alloc(memNBLE29,$400,NBLE29)
registerSymbol(NBLE29)
registerSymbol(NBLE29_bak)
registerSymbol(NBLE29_flg)
label(NBLE29_bak)
label(NBLE29_flg)
label(NBLE29_n_code)
label(NBLE29_o_code)
label(NBLE29_exit)
label(NBLE29_return)
memNBLE29:
NBLE29_bak:
readMem(NBLE29,5)
align 10
NBLE29_flg:
db 03
align 10 CC
NBLE29_n_code:
push r11
push r12
mov r11,(float)1
mov r12,(float)5
cmp byte ptr [NBLE29_flg],00
je NBLE29_o_code
cmp byte ptr [NBLE29_flg],01
jne @f
mov [rbx+34],r12
mov [rbx+38],r11
mov [rbx+3C],r11
jmp NBLE29_o_code
@@:
cmp byte ptr [NBLE29_flg],02
jne @f
mov [rbx+34],r11
mov [rbx+38],r12
mov [rbx+3C],r11
jmp NBLE29_o_code
@@:
cmp byte ptr [NBLE29_flg],03
jne @f
mov [rbx+34],r11
mov [rbx+38],r11
mov [rbx+3C],r12
jmp NBLE29_o_code
@@:
mov byte ptr [NBLE29_flg],00
jmp NBLE29_o_code
NBLE29_o_code:
pop r12
pop r11
readMem(NBLE29,5)
NBLE29_exit:
jmp NBLE29_return
NBLE29:
jmp NBLE29_n_code
NBLE29_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE29:
readMem(NBLE29_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1211</ID>
<Description>"Note: Makes monsters spawn as desired rarity more frequently. (i.e Rare = more rares spawn)"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1212</ID>
<Description>"Rarity Selection:"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Default
1:Normal
2:Magic
3:Rare
</DropDownList>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>NBLE29_flg</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1213</ID>
<Description>"Reveal Monolith Objective"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE43,GameAssembly.dll,0F29xxxxxx0F28xx75xx488DxxxxxxxxxxE8xxxxxxxxC6xxxxxxxxxxxx80xxxxxx75xx80)
alloc(memNBLE43,$400,NBLE43)
registerSymbol(NBLE43)
registerSymbol(NBLE43_bak)
label(NBLE43_bak)
label(NBLE43_n_code)
label(NBLE43_o_code)
label(NBLE43_exit)
label(NBLE43_return)
memNBLE43:
NBLE43_bak:
readMem(NBLE43,5)
align 10 CC
NBLE43_n_code:
movss xmm1,[rbx+50]
NBLE43_o_code:
readMem(NBLE43,5)
NBLE43_exit:
jmp NBLE43_return
NBLE43:
jmp NBLE43_n_code
NBLE43_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE43:
readMem(NBLE43_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1214</ID>
<Description>"[ Factions ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1215</ID>
<Description>"Faction Data"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE35,LE.Factions.FactionTile.Init,LE.Factions.FactionTile.Init+200,450Fxxxx488Bxx488Bxx75xx488DxxxxxxxxxxE8xxxxxxxx488DxxxxxxxxxxE8)
alloc(memNBLE35,$400,NBLE35)
registerSymbol(NBLE35)
registerSymbol(NBLE35_bak)
registerSymbol(NBLE35_ptr)
label(NBLE35_bak)
label(NBLE35_ptr)
label(NBLE35_n_code)
label(NBLE35_o_code)
label(NBLE35_exit)
label(NBLE35_return)
memNBLE35:
NBLE35_bak:
readMem(NBLE35,7)
align 10
NBLE35_ptr:
dq 0
align 10 CC
NBLE35_n_code:
mov r15,NBLE35_ptr
mov [r15],rdx
NBLE35_o_code:
readMem(NBLE35,7)
NBLE35_exit:
jmp NBLE35_return
NBLE35:
jmp NBLE35_n_code
nop 2
NBLE35_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE35:
readMem(NBLE35_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1216</ID>
<Description>"Note: Open Faction Panel to populate (Game Default: [Y] key)"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1217</ID>
<Description>"Rank"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE35_ptr</Address>
<Offsets>
<Offset>50</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1218</ID>
<Description>"Favor"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE35_ptr</Address>
<Offsets>
<Offset>54</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>1219</ID>
<Description>"Reputation"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE35_ptr</Address>
<Offsets>
<Offset>58</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1220</ID>
<Description>"Favor & Reputation Gain Multiplier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE40,GameAssembly.dll,01xxxx8Bxx81xxxxxxxxxxxx7E)
alloc(memNBLE40,$400,NBLE40)
registerSymbol(NBLE40)
registerSymbol(NBLE40_bak)
registerSymbol(NBLE40_int)
label(NBLE40_bak)
label(NBLE40_int)
label(NBLE40_n_code)
label(NBLE40_o_code)
label(NBLE40_exit)
label(NBLE40_return)
memNBLE40:
NBLE40_bak:
readMem(NBLE40,5)
align 10
NBLE40_int:
dd (int)2
align 10 CC
NBLE40_n_code:
imul eax,[NBLE40_int]
NBLE40_o_code:
readMem(NBLE40,5)
NBLE40_exit:
jmp NBLE40_return
NBLE40:
jmp NBLE40_n_code
NBLE40_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE40:
readMem(NBLE40_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1221</ID>
<Description>"Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE40_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1222</ID>
<Description>"Instant Faction Rank Up"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE41,GameAssembly.dll,8Bxx488Bxx75xx488DxxxxxxxxxxE8xxxxxxxx488DxxxxxxxxxxE8xxxxxxxxC6xxxxxxxxxxxx80xxxxxx0F84xxxxxxxx85)
alloc(memNBLE41,$400,NBLE41)
registerSymbol(NBLE41)
registerSymbol(NBLE41_bak)
label(NBLE41_bak)
label(NBLE41_n_code)
label(NBLE41_o_code)
label(NBLE41_exit)
label(NBLE41_return)
memNBLE41:
NBLE41_bak:
readMem(NBLE41,5)
align 10 CC
NBLE41_n_code:
mov eax,[rcx+50]
mov rdi,[rcx+48]
mov rdi,[rdi+38]
cmp eax,[rdi+18]
jnl NBLE41_o_code
mov rbx,[rdi+rax*8+20]
mov ebx,[rbx+10]
sub ebx,[rcx+58]
mov edx,ebx
NBLE41_o_code:
readMem(NBLE41,5)
NBLE41_exit:
jmp NBLE41_return
NBLE41:
jmp NBLE41_n_code
NBLE41_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE41:
readMem(NBLE41_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1223</ID>
<Description>"Bypass Favor & Memory Amber"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
define(NBLE36A,LE.Factions.FactionGamblingContainer.CanBuy)
define(NBLE36B,LE.Factions.FactionGamblingContainer.CanRemoveItemPreCheck)
define(NBLE36C,LE.Factions.LensShopContainer.CanBuy)
define(NBLE36D,LE.Factions.LensShopContainer.CanRemoveItemPreCheck)
aobScanRegion(NBLE36E,LE.Factions.Faction.TrySpendFavor,LE.Factions.Faction.TrySpendFavor+200,0F8Exxxxxxxx2Bxx89xxxx488Bxxxx4885xx0F84xxxxxxxx80)
aobScanRegion(NBLE36F,LE.Factions.ConstellationStar.OnProphecyClicked,LE.Factions.ConstellationStar.OnProphecyClicked+200,0F84xxxxxxxx488Bxxxxxxxxxx4885xx0F84xxxxxxxx48)
aobScanModule(NBLE36G,GameAssembly.dll,8Bxxxx498Bxx4885xx0F84xxxxxxxx3Bxxxx0F8F)
aobScanModule(NBLE36H,GameAssembly.dll,0F8Cxxxxxxxx4180xxxxxxxxxxxx0F85xxxxxxxx498B)
define(NBLE36I,LE.Factions.WeaverVendorContainer.CanBuy)
define(NBLE36J,LE.Factions.WeaverVendorContainer.CanRemoveItemPreCheck)
alloc(memNBLE36,$400)
registerSymbol(NBLE36A)
registerSymbol(NBLE36A_bak)
registerSymbol(NBLE36B)
registerSymbol(NBLE36B_bak)
registerSymbol(NBLE36C)
registerSymbol(NBLE36C_bak)
registerSymbol(NBLE36D)
registerSymbol(NBLE36D_bak)
registerSymbol(NBLE36E)
registerSymbol(NBLE36E_bak)
registerSymbol(NBLE36F)
registerSymbol(NBLE36F_bak)
registerSymbol(NBLE36G)
registerSymbol(NBLE36G_bak)
registerSymbol(NBLE36H)
registerSymbol(NBLE36H_bak)
registerSymbol(NBLE36I)
registerSymbol(NBLE36I_bak)
registerSymbol(NBLE36J)
registerSymbol(NBLE36J_bak)
label(NBLE36A_bak)
label(NBLE36B_bak)
label(NBLE36C_bak)
label(NBLE36D_bak)
label(NBLE36E_bak)
label(NBLE36F_bak)
label(NBLE36G_bak)
label(NBLE36H_bak)
label(NBLE36I_bak)
label(NBLE36J_bak)
memNBLE36:
NBLE36A_bak:
readMem(NBLE36A,3)
NBLE36B_bak:
readMem(NBLE36B,3)
NBLE36C_bak:
readMem(NBLE36C,3)
NBLE36D_bak:
readMem(NBLE36D,3)
NBLE36E_bak:
readMem(NBLE36E,8)
NBLE36F_bak:
readMem(NBLE36F,6)
NBLE36G_bak:
readMem(NBLE36G,3)
NBLE36H_bak:
readMem(NBLE36H,6)
NBLE36I_bak:
readMem(NBLE36I,3)
NBLE36J_bak:
readMem(NBLE36J,3)
NBLE36A:
db B0 01 C3
NBLE36B:
db B0 01 C3
NBLE36C:
db B0 01 C3
NBLE36D:
db B0 01 C3
NBLE36E:
nop 8
NBLE36F:
nop 6
NBLE36G:
db 31 C9 90
NBLE36H:
nop 6
NBLE36I:
db B0 01 C3
NBLE36J:
db B0 01 C3
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE36A:
readMem(NBLE36A_bak,3)
NBLE36B:
readMem(NBLE36B_bak,3)
NBLE36C:
readMem(NBLE36C_bak,3)
NBLE36D:
readMem(NBLE36D_bak,3)
NBLE36E:
readMem(NBLE36E_bak,8)
NBLE36F:
readMem(NBLE36F_bak,6)
NBLE36G:
readMem(NBLE36G_bak,3)
NBLE36H:
readMem(NBLE36H_bak,6)
NBLE36I:
readMem(NBLE36I_bak,3)
NBLE36J:
readMem(NBLE36J_bak,3)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1224</ID>
<Description>"Complete Combat Prophecies in Any Zone"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
define(NBLE37A,LE.Factions.ProphecyTarget.KilledCorrectEnemy)
define(NBLE37B,LE.Factions.ProphecyTarget.InCorrectLocation)
alloc(NBLE37A_bak,3)
alloc(NBLE37B_bak,3)
registerSymbol(NBLE37A)
registerSymbol(NBLE37A_bak)
registerSymbol(NBLE37B)
registerSymbol(NBLE37B_bak)
NBLE37A_bak:
readMem(NBLE37A,3)
NBLE37B_bak:
readMem(NBLE37B,3)
NBLE37A:
db B0 01 C3
NBLE37B:
db B0 01 C3
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE37A:
readMem(NBLE37A_bak,3)
NBLE37B:
readMem(NBLE37B_bak,3)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1225</ID>
<Description>"Prophecy Uniques Drop with Max LP"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE38,GameAssembly.dll,89xxxxxxxxxxxx66xxxxxxxxxxxxxxC6xxxxxxxxxxxxxx4C)
alloc(memNBLE38,$400,NBLE38)
registerSymbol(NBLE38)
registerSymbol(NBLE38_bak)
label(NBLE38_bak)
label(NBLE38_n_code)
label(NBLE38_o_code)
label(NBLE38_exit)
label(NBLE38_return)
memNBLE38:
NBLE38_bak:
readMem(NBLE38,7)
align 10 CC
NBLE38_n_code:
mov eax,4
NBLE38_o_code:
readMem(NBLE38,7)
NBLE38_exit:
jmp NBLE38_return
NBLE38:
jmp NBLE38_n_code
nop 2
NBLE38_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE38:
readMem(NBLE38_bak,7)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1226</ID>
<Description>"Prophecy Reward Multiplier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE39,GameAssembly.dll,0FAFxx3Bxx0F8Dxxxxxxxx418B)
alloc(memNBLE39,$400,NBLE39)
registerSymbol(NBLE39)
registerSymbol(NBLE39_bak)
registerSymbol(NBLE39_int)
label(NBLE39_bak)
label(NBLE39_int)
label(NBLE39_n_code)
label(NBLE39_o_code)
label(NBLE39_exit)
label(NBLE39_return)
memNBLE39:
NBLE39_bak:
readMem(NBLE39,5)
align 10
NBLE39_int:
dd (int)2
align 10 CC
NBLE39_n_code:
mov edx,[NBLE39_int]
NBLE39_o_code:
readMem(NBLE39,5)
NBLE39_exit:
jmp NBLE39_return
NBLE39:
jmp NBLE39_n_code
NBLE39_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE39:
readMem(NBLE39_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1227</ID>
<Description>"Multiplier:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE39_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1228</ID>
<Description>"[ Quality of Life ]"</Description>
<Options moHideChildren="1" moManualExpandCollapse="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
<Color>0080FF</Color>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>1229</ID>
<Description>"Random Encounters"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE42A,GameAssembly.dll,488Bxxxxxxxxxx89xxxx488Bxxxxxxxxxx488Bxxxxxxxxxx80)
aobScanModule(NBLE42B,GameAssembly.dll,F3xxxxxxxxxxxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx33xx0F28xxE8xxxxxxxx84xx74xx488B)
aobScanRegion(NBLE42C,RunePrisonItemDrops.SpawnExperimentalItem,RunePrisonItemDrops.SpawnExperimentalItem+1000,0F84xxxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx33xxE8xxxxxxxx48)
aobScanModule(NBLE42D,GameAssembly.dll,0F84xxxxxxxx33xxE8xxxxxxxx4885xx0F84xxxxxxxx488Bxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx4C)
aobScanModule(NBLE42E,GameAssembly.dll,0F85xxxxxxxx4Dxxxx0F84xxxxxxxx33xx498BxxE8xxxxxxxx0FB6)
aobScanModule(NBLE42F,GameAssembly.dll,0FB6xxxx88xxxxxxxxxxxx488Bxxxxxxxxxx39)
aobScanModule(NBLE42G,GameAssembly.dll,BExxxxxxxx488Bxxxxxxxxxx4439xxxxxxxxxx75xxE8xxxxxxxx4438)
aobScanModule(NBLE42H,GameAssembly.dll,74xx488Bxxxxxxxxxx4439xxxxxxxxxx75xxE8xxxxxxxx33xx33xxE8xxxxxxxx488B)
aobScanModule(NBLE42I,GameAssembly.dll,0F84xxxxxxxx488Bxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx4Cxxxxxxxxxxxx488Dxxxxxx488BxxE8xxxxxxxx488Bxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx80xxxxxxxxxxxx75xx488DxxxxxxxxxxE8xxxxxxxxC6xxxxxxxxxxxx488Bxxxxxx4885xx0F84xxxxxxxx4Cxxxxxxxxxxxx488BxxE8xxxxxxxx488Bxxxxxx4885xx0F84xxxxxxxx4Cxxxxxxxxxxxx488BxxE8xxxxxxxx4885xx0F84xxxxxxxxC6xxxxxx0F57)
aobScanModule(NBLE42J,GameAssembly.dll,F3xxxxxx33xx0F28xxE8xxxxxxxx84xx0F84xxxxxxxx488Bxxxxxx488B)
aobScanModule(NBLE42K,GameAssembly.dll,8Bxx80xxxxxxxxxxxxxx74xx488Bxxxxxxxxxx83xxxxxxxxxxxx75xxE8xxxxxxxx488Bxxxxxxxxxx488Bxxxxxxxxxx488B)
aobScanModule(NBLE42L,GameAssembly.dll,0F84xxxxxxxx488Bxxxxxxxxxxxx4885xx0F84xxxxxxxx83xxxxxx0F8Fxxxxxxxx488Bxxxxxxxxxx488B)
alloc(memNBLE42_backups,$100)
alloc(memNBLE42A,$400,NBLE42A)
alloc(memNBLE42G,$400,NBLE42G)
alloc(memNBLE42K,$400,NBLE42K)
registerSymbol(NBLE42A)
registerSymbol(NBLE42A_bak)
registerSymbol(NBLE42A_int)
registerSymbol(NBLE42A_flg)
registerSymbol(NBLE42B)
registerSymbol(NBLE42B_bak)
registerSymbol(NBLE42C)
registerSymbol(NBLE42C_bak)
registerSymbol(NBLE42D)
registerSymbol(NBLE42D_bak)
registerSymbol(NBLE42E)
registerSymbol(NBLE42E_bak)
registerSymbol(NBLE42F)
registerSymbol(NBLE42F_bak)
registerSymbol(NBLE42G)
registerSymbol(NBLE42G_bak)
registerSymbol(NBLE42G_int)
registerSymbol(NBLE42G_flg)
registerSymbol(NBLE42H)
registerSymbol(NBLE42H_bak)
registerSymbol(NBLE42I)
registerSymbol(NBLE42I_bak)
registerSymbol(NBLE42J)
registerSymbol(NBLE42J_bak)
registerSymbol(NBLE42K)
registerSymbol(NBLE42K_bak)
registerSymbol(NBLE42K_int)
registerSymbol(NBLE42K_flg)
registerSymbol(NBLE42L)
registerSymbol(NBLE42L_bak)
label(NBLE42A_bak)
label(NBLE42A_int)
label(NBLE42A_flg)
label(NBLE42A_n_code)
label(NBLE42A_o_code)
label(NBLE42A_exit)
label(NBLE42A_return)
label(NBLE42B_bak)
label(NBLE42C_bak)
label(NBLE42D_bak)
label(NBLE42E_bak)
label(NBLE42F_bak)
label(NBLE42G_bak)
label(NBLE42G_int)
label(NBLE42G_flg)
label(NBLE42G_n_code)
label(NBLE42G_o_code)
label(NBLE42G_exit)
label(NBLE42G_return)
label(NBLE42H_bak)
label(NBLE42I_bak)
label(NBLE42J_bak)
label(NBLE42K_bak)
label(NBLE42K_int)
label(NBLE42K_flg)
label(NBLE42K_n_code)
label(NBLE42K_o_code)
label(NBLE42K_exit)
label(NBLE42K_return)
label(NBLE42L_bak)
memNBLE42_backups:
NBLE42B_bak:
readMem(NBLE42B,9)
NBLE42C_bak:
readMem(NBLE42C,6)
NBLE42D_bak:
readMem(NBLE42D,6)
NBLE42E_bak:
readMem(NBLE42E,6)
NBLE42F_bak:
readMem(NBLE42F,4)
NBLE42H_bak:
readMem(NBLE42H,2)
NBLE42I_bak:
readMem(NBLE42I,6)
NBLE42J_bak:
readMem(NBLE42J,4)
NBLE42L_bak:
readMem(NBLE42L,6)
memNBLE42A:
NBLE42A_bak:
readMem(NBLE42A,7)
align 10
NBLE42A_int:
dd (int)2
align 10
NBLE42A_flg:
db 00
align 10 CC
NBLE42A_n_code:
cmp byte ptr [NBLE42A_flg],01
jne NBLE42A_o_code
mov esi,[NBLE42A_int]
NBLE42A_o_code:
readMem(NBLE42A,7)
NBLE42A_exit:
jmp NBLE42A_return
memNBLE42G:
NBLE42G_bak:
readMem(NBLE42G,5)
align 10
NBLE42G_int:
dd (int)3
align 10
NBLE42G_flg:
db 00
align 10 CC
NBLE42G_n_code:
cmp byte ptr [NBLE42G_flg],01
jne NBLE42G_o_code
mov ebx,[NBLE42G_int]
NBLE42G_o_code:
readMem(NBLE42G,5)
NBLE42G_exit:
jmp NBLE42G_return
memNBLE42K:
NBLE42K_bak:
readMem(NBLE42K,10)
align 10
NBLE42K_int:
dd (int)2
align 10
NBLE42K_flg:
db 00
align 10 CC
NBLE42K_n_code:
cmp byte ptr [NBLE42K_flg],01
jne NBLE42K_o_code
mov eax,[NBLE42K_int]
NBLE42K_o_code:
readMem(NBLE42K,10)
NBLE42K_exit:
jmp NBLE42K_return
NBLE42A:
jmp NBLE42A_n_code
nop 2
NBLE42A_return:
NBLE42G:
jmp NBLE42G_n_code
NBLE42G_return:
NBLE42K:
jmp NBLE42K_n_code
nop 5
NBLE42K_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42A:
readMem(NBLE42A_bak,7)
NBLE42G:
readMem(NBLE42G_bak,5)
NBLE42K:
readMem(NBLE42K_bak,10)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1230</ID>
<Description>"Spawn Rune Wardens"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42A_flg:
db 01
NBLE42B:
xorps xmm6,xmm6
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42A_flg:
db 00
NBLE42B:
readMem(NBLE42B_bak,9)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1231</ID>
<Description>"100% Rune Prison Complex Chance"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42C:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42C:
readMem(NBLE42C_bak,6)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1232</ID>
<Description>"100% Experimental Unique Chance"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42D:
nop 6
NBLE42E:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42D:
readMem(NBLE42D_bak,6)
NBLE42E:
readMem(NBLE42E_bak,6)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1233</ID>
<Description>"Class Specific Experimentals"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42F:
xor eax,eax
mov al,01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42F:
readMem(NBLE42F_bak,4)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1234</ID>
<Description>"Rune Wardens:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE42A_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1235</ID>
<Description>"Spawn Loot Lizards"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42G_flg:
db 01
NBLE42H:
db EB
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42G_flg:
db 00
NBLE42H:
readMem(NBLE42H_bak,2)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1236</ID>
<Description>"Loot Lizards:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE42G_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1237</ID>
<Description>"Spawn Eternity Cache"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42I:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42I:
readMem(NBLE42I_bak,6)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1238</ID>
<Description>"Spawn Favor Cache"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42J:
movss xmm6,xmm7
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42J:
readMem(NBLE42J_bak,4)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1239</ID>
<Description>"Spawn Champions"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42K_flg:
db 01
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42K_flg:
db 00
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1240</ID>
<Description>"Champions:"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>NBLE42K_int</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1241</ID>
<Description>"Spawn Nemesis"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
NBLE42L:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE42L:
readMem(NBLE42L_bak,6)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1242</ID>
<Description>"FOV Modifier"</Description>
<Options moHideChildren="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE18,GameAssembly.dll,F3xxxxxxxx77xx0F2Fxx0F28)
alloc(memNBLE18,$400,NBLE18)
registerSymbol(NBLE18)
registerSymbol(NBLE18_bak)
registerSymbol(NBLE18_flt)
label(NBLE18_bak)
label(NBLE18_flt)
label(NBLE18_n_code)
label(NBLE18_o_code)
label(NBLE18_exit)
label(NBLE18_return)
memNBLE18:
NBLE18_bak:
readMem(NBLE18,5)
align 10
NBLE18_flt:
dd (float)1.5
align 10 CC
NBLE18_o_code:
readMem(NBLE18,5)
NBLE18_n_code:
mulss xmm2,[NBLE18_flt]
NBLE18_exit:
jmp NBLE18_return
NBLE18:
jmp NBLE18_o_code
NBLE18_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE18:
readMem(NBLE18_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>1243</ID>
<Description>"Note: Multiplies how far the camera is zoomed out"</Description>
<GroupHeader>1</GroupHeader>
</CheatEntry>
<CheatEntry>
<ID>1244</ID>
<Description>"Multiplier"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>NBLE18_flt</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>1245</ID>
<Description>"Reveal Zone Map"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE23,GameAssembly.dll,F3xxxxxxxx488Bxxxxxxxxxx8BxxxxE8xxxxxxxx4584)
alloc(memNBLE23,$400,NBLE23)
registerSymbol(NBLE23)
registerSymbol(NBLE23_bak)
registerSymbol(NBLE23_flt)
label(NBLE23_bak)
label(NBLE23_flt)
label(NBLE23_n_code)
label(NBLE23_o_code)
label(NBLE23_exit)
label(NBLE23_return)
memNBLE23:
NBLE23_bak:
readMem(NBLE23,5)
align 10
NBLE23_flt:
dd (float)1000
align 10 CC
NBLE23_o_code:
readMem(NBLE23,5)
NBLE23_n_code:
movss xmm2,[NBLE23_flt]
NBLE23_exit:
jmp NBLE23_return
NBLE23:
jmp NBLE23_o_code
NBLE23_return:
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE23:
readMem(NBLE23_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1246</ID>
<Description>"Waypoints Everywhere"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE26A,MapPanel.SelectLocation,MapPanel.SelectLocation+200,410Fxxxx410Fxxxx4Cxxxx488Bxx0F85xxxxxxxx488DxxxxxxxxxxE8)
aobScanModule(NBLE26B,GameAssembly.dll,0F85xxxxxxxx80xxxxxx0F84xxxxxxxx80xxxxxx0F85xxxxxxxx488B)
alloc(memNBLE26A,$400,NBLE26A)
registerSymbol(NBLE26A)
registerSymbol(NBLE26A_bak)
registerSymbol(NBLE26B)
registerSymbol(NBLE26B1_bak)
registerSymbol(NBLE26B2_bak)
label(NBLE26A_bak)
label(NBLE26A_n_code)
label(NBLE26A_o_code)
label(NBLE26A_exit)
label(NBLE26A_return)
label(NBLE26B1_bak)
label(NBLE26B2_bak)
memNBLE26A:
NBLE26A_bak:
readMem(NBLE26A,8)
align 10
NBLE26B1_bak:
readMem(NBLE26B,6)
align 10
NBLE26B2_bak:
readMem(NBLE26B+A,6)
align 10 CC
NBLE26A_n_code:
cmp byte ptr [rbx+61],1
je NBLE26A_o_code
mov rsi,[rbx+18]
cmp [rsi+10],7
jne @f
cmp byte ptr [rbx+60],0
jne NBLE26A_o_code
@@:
mov r9b,1
mov r8b,1
NBLE26A_o_code:
readMem(NBLE26A,8)
NBLE26A_exit:
jmp NBLE26A_return
NBLE26A:
jmp NBLE26A_n_code
nop 3
NBLE26A_return:
NBLE26B:
nop 6
NBLE26B+A:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE26A:
readMem(NBLE26A_bak,8)
NBLE26B:
readMem(NBLE26B1_bak,6)
NBLE26B+A:
readMem(NBLE26B2_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1247</ID>
<Description>"No Dungeon Keys Required"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanRegion(NBLE17,LE.Dungeons.DungeonLobby.AttemptEntry+1C0,LE.Dungeons.DungeonLobby.AttemptEntry+2C0,0F84xxxxxxxx488Bxxxxxxxxxx83xxxxxxxxxxxx75xx488BxxE8)
alloc(NBLE17_bak,6)
registerSymbol(NBLE17)
registerSymbol(NBLE17_bak)
NBLE17_bak:
readMem(NBLE17,6)
NBLE17:
nop 6
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE17:
readMem(NBLE17_bak,6)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1248</ID>
<Description>"Unlimited Eternity Cache Usage"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobScanModule(NBLE34A,GameAssembly.dll,C7xxxxxxxxxxxx488Bxxxxxx488Bxxxxxx4883xxxx5FC34885xx0F84xxxxxxxx488Bxxxxxxxxxx488B)
define(NBLE34B,EternityCacheZoneManager.ActorCanUseEternityCacheInThisZone)
define(NBLE34C,Item.getMaxUniqueLevelRequirementForDungeonTier)
alloc(NBLE34A_bak,7)
alloc(NBLE34B_bak,3)
alloc(NBLE34C_bak,5)
registerSymbol(NBLE34A)
registerSymbol(NBLE34A_bak)
registerSymbol(NBLE34B)
registerSymbol(NBLE34B_bak)
registerSymbol(NBLE34C)
registerSymbol(NBLE34C_bak)
NBLE34A_bak:
readMem(NBLE34A,7)
NBLE34B_bak:
readMem(NBLE34B,3)
NBLE34C_bak:
readMem(NBLE34C,5)
NBLE34A:
nop 7
NBLE34B:
db B0 01 C3
NBLE34C:
db 31 C0 B0 7F C3
{$lua}
memrec.Color = 0x00FF00
{$asm}
[DISABLE]
NBLE34A:
readMem(NBLE34A_bak,7)
NBLE34B:
readMem(NBLE34B_bak,3)
NBLE34C:
readMem(NBLE34C_bak,5)
unregisterSymbol(*)
dealloc(*)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>1249</ID>
<Description>"Infinite Woven Enchanter Uses"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
local aobStr = 'FFxxxxE9xxxxxxxx4885xx0F84xxxxxxxx4533xx488Dxxxx488BxxE8'
local scan = AOBScan(aobStr,'+X',2,'4')
if scan ~= nil then
local result = tonumber(scan[0], 16)
if getAddressSafe('NBLE44') ~= nil then unregisterSymbol('NBLE44') end
registerSymbol('NBLE44',result)
scan.destroy()
end
memrec.Color = 0x00FF00
{$asm}
alloc(NBLE44_bak,3)
registerSymbol(NBLE44_bak)
NBLE44_bak:
readMem(NBLE44,3)
NBLE44:
nop 3
[DISABLE]
NBLE44:
readMem(NBLE44_bak,3)
unregisterSymbol(NBLE44)
unregisterSymbol(NBLE44_bak)
dealloc(NBLE44_bak)
{$lua}
if darkMode() then
memrec.Color = 0xF5F5F5
else
memrec.Color = 0x000000
end
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
<Comments>================================================================
NidasBot - Last Epoch Cheat Table
================================================================
Game Version: 1.2.0.3 - Windows (Steam)
Cheat Table Version: 2.1.1
================================================================
https://fearlessrevolution.com/viewtopic.php?p=338132#p338132
================================================================
Changelog
================================================================
22-Apr-2025: (v2.1.1) Script Addition & Fixes
20-Apr-2025: (v2.1.0) Script Additions & Fixes
19-Apr-2025: (v2.0.2) Script Additions & Fixes
18-Apr-2025: (v2.0.1) Season 2 Update
18-Jan-2024: (v2.0.0) Table Rework
07-Oct-2024: (v1.5.5) Fixed broken scripts
20-Sep-2024: (v1.5.4) Fixed broken scripts
10-Sep-2024: (v1.5.3) Fixed broken scripts
02-Sep-2024: (v1.5.2) Fixed broken scripts
17-Jul-2024: (v1.5.1) Fixed broken scripts
14-Jul-2024: (v1.5.0) Added and updated some scripts
10-Jul-2024: (v1.4.6) Updated for patch 1.1.0
10-Apr-2024: (v1.4.2) Fixed broken scripts
22-Mar-2024: (v1.4.1) Fixed broken scripts
18-Mar-2024: (v1.4.0) Table restructure & script additions
16-Mar-2024: (v1.3.0) Added some scripts
15-Mar-2024: (v1.2.9) Added and updated some scripts
14-Mar-2024: (v1.2.7) Added some scripts
13-Mar-2024: (v1.2.4) Added some scripts
12-Mar-2024: (v1.2.0) Added and updated some scripts
11-Mar-2024: (v1.1.5) New scripts added
08-Mar-2024: (v1.1.0) Script changes
07-Mar-2024: (v1.0.9) Added FOV modifier
07-Mar-2024: (v1.0.8) Updated EXP Modifier & Forge Item
05-Mar-2024: (v1.0.6) Two new scripts added
04-Mar-2024: (v1.0.4) Activation & Drop Rate scripts
03-Mar-2024: (v1.0.2) Updated table and added script
02-Mar-2024: (v0.8.0) Rewrote and added several scripts
29-Feb-2024: (v0.3.0) Initial Release
================================================================
Features
================================================================
[ Player & Gear ]
- Player Data
> Force Unlock Skill Slots
> Attack Rate
> Increased Leech Rate
> Gold
> Soul Embers
> Passive Points Earned
> Weaver Points Earned:
- Item Dupe
- Bypass Item Level Requirement
- Bypass Set Bonus Requirement
- Bypass Offhand Limitations
- Bypass Weaver Tree Points
- Bypass Skill Points
- Bypass Passive Points
- Bypass Passive Tree Chain
[ Combat ]
- Zero Mana Cost
- Infinite Mana
- Damage Modifier
- Experience Modifier
- No Cooldowns
- Abilities Auto Target
- Movespeed Modifier
- Cast Speed Modifier
- Infinite Buff Duration
- Extra Projectile Multiplier
[ Crafting ]
- Forge Item
> Iem Level Req.
> Forging Potential
> Legendary Potential
> Weavers will
- Bypass Forge Level Requirement
- Infinite Shards
- Infinite Runes & Glyphs
- 100% Glyph of Despair
[ Loot & Items ]
- Item Pickup & Vacuum Crafting Material Range
- Item and Gold Drop Modifier
- Always T7 Affixes
- Perfectly Rolled Items
- Modify All Item Rarity
[ Monolith of Fate ]
- Monolith Data
> Bypass Quest Echoes
> Corruption
> Gaze of Orobyss
- Max Bonus Stability
- Cycle or Force Echo Spawns
- Monolith Monster Density Modifier
- Monster Rarity Weighting
- Reveal Monolith Objective
[ Factions ]
- Faction Data
> Rank
> Favor
> Reputation
- Favor Gain Multiplier
- Instant Faction Rankup
- Bypass Favor & Memory Amber
- Complete Combat Prophecies in Any Zone
- Prophecy Uniques Drop with Max LP
- Prophecy Reward Multiplier
[ Quality of Life ]
- Random Encounters
- FOV Modifier
- Reveal Zone Map
- Waypoints Everywhere
- No Dungeon Keys Required
- Unlimited Eternity Cache Usage
- Infinite Woven Enchanter Uses
================================================================
Credits
================================================================
mgr.inz.Player: Compact Mode Script
- https://forum.cheatengine.org/viewtopic.php?t=558871
Messy6666 | gideon25 | PhCCRQQsd6Bi: Hook point references
- https://fearlessrevolution.com/viewtopic.php?t=14585
imjustmaxie: Script collaboration
- https://fearlessrevolution.com/viewtopic.php?p=341921#p341921
================================================================
Appreciations
================================================================
DarkByte: Cheat Engine
TimFun13: CE Wiki Information,Tutorials
Akira Fudo: CE Assistance
Cheat Engine Community
================================================================
</Comments>
</CheatTable>