![]() ![]() Dying Light v1.6.0 DEV MENU + LEVEL 99 + DEV TWEAKS.Dying Light v1.6.1 DEV MENU + LEVEL 99 + DEV TWEAKS.Dying Light v1.6.2 DEV MENU + LEVEL 99 + DEV TWEAKS.Dying Light + The Following v1.13.0 +1 TRAINER.Dying Light + The Following v1.13.0 +20 TRAINER.Dying Light + The Following v1.14.0 +20 TRAINER.Dying Light: Hellraid v1.30.0 +22 TRAINER.Dying Light v20220201 +30 TRAINER/EDITOR.Dying Light: The Bozak Horde v1.6.0 Fixed Files #1.Dying Light: The Bozak Horde v1.6.0 Fixed Files #2.Dying Light v1.2.0 - v1.6.2 Fixed Files.Dying Light: Enhanced Edition v1.23 Fixed Files.Dying Light: Hellraid v1.30 Fixed Files #1.Dying Light: Hellraid v1.30 Fixed Files #2.Dying Light: Hellraid v1.35.0 - v1.39.0 Fixed Files.Dying Light: Hellraid v1.41.0 Fixed Files.Dying Light: Platinum Edition v1.42.0 Fixed Files.Dying Light: Platinum Edition v1.44.0 Fixed Files.Dying Light: Platinum Edition v1.45.0 Fixed Files.Dying Light: Platinum Edition v1.46.0 Fixed Files.Mulsd xmm0,xmm1 // multiply difference by multiplier ($4 * 1.5 = $6)Ĭvttsd2si ecx,xmm0 // convert w/ truncation (i.e.Game or Patch Questions? Visit FileForums Subsd xmm0,xmm1 // xmm0 = amount money is changing ($104 - $100 = $4) Pxor xmm0,xmm0 // eliminates any false dependencies observed by `cvtsi2sd`Ĭvtsi2sd xmm0, // converts integers to doubles example: old value = $100, new value ecx = $104, multiplier = 1.5 You may also want to use floating point math to allow for rational multipliers (e.g. After that instruction has executed, would be whatever the value in ecx is ($104). The mov instruction moves the new value ($104) into the memory location, overwriting the old value. $100) and ecx is the new value of cash (e.g. In other words, just before that instruction is executed, is the old value of cash (e.g. It's not adding the same way the `add` instruction would. That instruction is `mov`- it's moving data from a register into memory. Mov ,ecx = everytime I sell a item, the ecx(value of the item) gets added into (Total cash on me). I only wanted it to affect the item value. But everytime I use a imul #2 it will multiply the total cash and the item value. code from here till the end of the code will be used to disable the cheatįrom what I've learned, mov ,ecx = everytime I sell a item, the ecx(value of the item) gets added into (Total cash on me). code from here to '' will be used to enable the cheatĪlloc(newmem,2048,"gamedll_圆4_rwdi.dll"+CC9C0A)Īlloc(cashmul,4,"gamedll_圆4_rwdi.dll"+CC9C0A) Use auto assemble on mov ,ecx, used Cheat Table Framework and Code Injection. When I buy item and currency decreases, mov ,eax.ģ. When I sell item and currency increases, mov ,ecx. Checked "What writes to this address." Only two appeared. I tried to create a currency multiplier, so every time I sell stuff I get a multiplier of the original value and my currency will decrease normally if I buy stuff.īut for some reason every time I activated the multiplier, it multiplied the currency I have on me, not the multiplied item sell value.Įxample: I have $100 on me, if I sell a $4 item, I should get $108 in the end. So I'm going to jump straight onto the problem I faced. Posted: Thu 7:53 am Post subject: Trying to create Multiplier scripts for Dying Light ![]()
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