таблица чит энджин для ассасин крид юнити
Assassins Creed: Unity: Таблица для Cheat Engine [UPD: 06.06.2020]
Бесплатный чит или таблица для Cheat Engine к игре Assassins Creed: Unity позволяют добавить в игру преимущественные привилегии, которые значительным образом будут влиять на весь игровой процесс в целом.
Данная чит-модификация ускорит и даже упростит прохождение Assassins Creed: Unity, а также добавит новые возможности, такие как: бессмертие, неограниченное количество денег, неуязвимость, режим невидимки и многое другое – внимательно ознакомьтесь с описанием данного чита.
Feature set:
* Player Status: health, god mode (w/ full health restore), invisibility, eagle vision (w/ extended scan zone) // Здоровье, невидимость, ув. орлиного зрения
* Inventory Supplies: everything, incl Sync points (also added ‘Money Pouches’) // Добавить все Предметы
* Teleport & Coordinates… (improved procedure… icons can still be a pain though) // Телепорт
* Free Roam (definitely read Readme) // Свободные Поездки
* Tools – Build Icon List… (builds a list of system icons, but use it primarily to get easy access to ViewPoints)
* Tools – Show Icons… (builds a list of all inventory icons (chests, artifacts, etc) + have them shown on the map permanently)
Процесс запуска:
1. Запустить Cheat Engine, Load и выбрать таблицу
2. Select a process to open, выбрать нужный процесс.
3. Выбрать нужную опцию, поставить крест.
Скачать Cheat Engine с нашего сервера Вы сможете здесь.
FearLess Cheat Engine
Community Cheat Tables of Cheat Engine
Post by STN » Thu Mar 16, 2017 3:47 am
Added GodMode, RefillPlayerHealth and TriggerMissionFailure. See hotkeys below (they can be changed, if you want):
In the fashion of Assassin’s Creed 4: Black Flag Cheat Handler, presenting to you the x64 version for Assassin’s Creed: Unity.
There is a function that contains the entire debug menu the engine (this game) works with. «[Enable]» script finds certain locations in memory and then registers the symbols of these addresses. The «HookWithHWBreakpoint» script then gets the addresses of the storage pointer and the hook address, and places a hardware breakpoint at that location (pContext). LUA helps setting a condition when breakpoint is hit, such as retrieving RCX pointer I need to then call up on game’s debug menu functions Wink
For now, I’ve only added 2 functions:
— ToggleVanish (use Numpad 0 hotkey)
— RefillAllEquipment (use Numpad 1 hotkey)
First one above is toggleable (on/off) with same hotkey. Second function will just refill your inventory, so you don’t have to parkour all the way to a medic.
Will be adding more next week, upon my return from Amalfi Smile Also, a teleporter with two more hardware breakpoints Wink
1. If any of the scripts don’t get enabled, let me know.
2. If game crashes when enabling the Cheat Handler, you’ll probably have to restart the game (did happen to me a few times).
3. Note the pContext pointer is acquired/updated in these situations:
— when you load game for the first time, entering game world;
— when you teleport from one viewpoint to another;
— when you start a mission;
— any other time when a cutscene plays (not everytime);
So, see to it that «pContext» address in the table (under HookWithHWBreakpoint, once enabled) contains a valid pointer (not «??» or «00000000»).
4. To refresh pContect, you can fast travel (just to make sure address is acquired).
5. If pressing Numpad 0 or 1 doesn’t do anything, wait a bit or move around and try pressing again. It should work eventually after 1-2 presses.
Began looking at this title as well, along with Rogue. They’re using same AnvilNEXT Engine ported to x64. Fun fact about this one is the excessive (yet irrelevant) use of VMProtect to envelope game code.
Running the game and dumping it, then studying the unpacked code (to also be read as uncompressed, since VMProtect packed data here) returns the following:
Using IDA to easily get the list of strings returns the following:
Calling convention is a bit changed from x32, since x64 uses _fastcall (instead of _stdcall) and the role of the EBP+X arguments is now taken by (in order of usage) rcx, rdx, r8 and r9 registers. We’ll make use only of the first two, as most Debug Menu functions take 2 parameters (there is one I recall that takes 3, but since I don’t have the right pointer, it won’t work).
More as I progress, later.
Assassin’s Creed: Origins: Таблица для Cheat Engine [UPD: 06.02.2018]
undead
— health still drop when being hit but you won’t die.
— health will stop decreasing when it reaches the «min health block» threshold specified.
— most, if not all, script-kill should be covered. still need testing though.
— beware of the continuous-damage though (e.g., poison, on-fire, etc.), they may kill you if you set the min health block too low (depends on your level). don’t set it smaller than 0.5 block of health and you should be fine.
ignore adrenaline
— allows you to use Overpower Attack any time, regardless of how much adrenaline (both blue and yellow bar) you have.
instant charged heavy attack
— works on all melee weapons, including «unarmed».
instant bow charge
— works on both Hunter Bow and Warrior Bow.
— may works on Enemies when they use these 2 types of bows as well, not tested.
rate of fire mod
— works on Light Bow.
— when activated, it forces the game to use the specified custom rate of fire. the smaller the value the faster.
— setting custom rate of fire to zero would use the standard rate of fire the game use (slower).
— by default, the custom rate of fire is 0.001 (level 4 Rate of Fire of a Light Bow is 0.55).
— if you want set the custom rate of fire real fast (like the script default 0.001), you should activate light bow arrow «clip» mod together so that you can shoot longer.
light bow arrow «clip» mod
— allows you to force set the arrows you draw when using Light Bow.
— best use together with inf. ammo script if the # of arrows to fetch per each draw you set is bigger than your quaver.
ignore curse health-penalty
— when activated, cursed weapon’s health-penalty would be removed.
ignore resources
— allows you to craft anything in the Gear Menu without any resources.
— resources used still decrease upon crafting until they reach zero.
easy chariot race
— player has infinite usage of boost.
— non-player can’t use boost at all, meaning they will be much slower with this script activated.
sync equipments level / reset outfit quantities ***REMOVED on patch 1.20***
— when activated, hold Shift and CapsLock keys together and enter the Gear menu, and all the equipments’ level would be sync with your current level, as long as they have a equipment level higher than 1, and the equipment level is not higher than your current level. could be useful if you have a lot of equipments on you, and you don’t want to spend minutes to upgrade all of them every time.
— note that if the equipment synced is equipped already, it’ll be de-equip and you’ll have to equip it again.
— if somehow you have have 2 or more of the same outfit, you can use this script to reset them to 1, just hold Ctrl and CapsLock keys together and enter the Gear menu.
inf. ammo
— activate item quantity mod first.
— all ammo still decrease when being used until they reach 1.
— for Warrior Bows, you can still shoot multiple arrows when you have 1 arrow left.
— for Light Bows, you can still fetch multiple arrows to shoot without re-fetching arrow for each shot when you have 1 arrow left.
inf. all items
— activate item quantity mod first.
— all items, including ammos, weapons, resources, still decrease when being used/sell/dismantle/craft until they reach 1.
— as the quantity stop decreasing at 1, it’s not meant to be an «infinite crafting» script. check ignore resources if you want that.
— also, not tested on the QUEST ITEMS, it may or may not break the game plot on handling QUEST ITEMS, so I don’t recommend using this for gaming session, but for experiment only.
exp gained multiplier
— exp gained would be multiplied by the specified multiplier, which can be changed by editing the entry.
— quest/explore gained exp shown would still be the original value upon receiving (big +number on the centre of the screen), but the actual gaining value shown (small +number on the top-right hand corner of the screen) would be the multiplied value.
— exp multiplier default: x4, can be changed by editing the script, line 3.
time of day mod
— hold CapsLock and PageUp to rewind time.
— hold CapsLock and PageDown to advance time.
— time of day would advance normally without pressing any of the above keys.
— the value of current time of day can be changed manually, just a normal 24 hours value.
walk key
— activate movement mod first.
— when activated, hold CapsLock and move to walk.
— by script default, the walking speed is 0.525 (while the game’s default walking speed when using keyboard is 0.4), can be changed via the entry «walk speed».
senu teleport
— activate movement mod first.
— when activated, call Senu, then hold CapsLock and create a CUSTOM waypoint (won’t work if selecting an existing map icon or people) to teleport Bayek there immediately.
— Map menu check is implemented, you won’t be teleported accidentally by creating waypoint in the Map menu.
— you can’t teleport when Bayek is wet. if you’ve just get out of the water, wait a while until you’re dry and try again.
— it’s possible Bayek would fall through walls if you choose to teleport to the other side of a wall (just don’t teleport to a wall and you should be fine).
— if you teleport when the aim DOT is ON Senu, you may be teleported to where Senu are and you’d drop from mid-air and result in desynchronise.
no-clip
— activate movement mod first.
— when movement mod is activated, press numpad0 and numpad- to toggle no-clip.
— when activated, use keyboard+mouse to fly around. using the walk key allows you to move slower.
— may work with controller as well, report
— you may get hurt or even desynchronized if you deactivate no-clip in mid-air if you’ve fly for a long time already.
— only deactivate the script when you’re «landed» and you should be fine.
— in short, use with caution.
slow motion on bow aim
— when activated, hold CapsLock during bow aiming would enter slow motion (using CE’s Speedhack).
— if it crash the game when you activate it, try to enable CE’s Speedhack manually at the «Press Any Key» screen, because it’s possible the game would crash if you enable CE’s Speedhack in-game.
weapon editor
— for testing purpose only, BACKUP SAVES FIRST. and CRASH is expected if you edit a value that you’re not supposed to touch.
— as it’s for testing purpose for now, it’s separated from the main «enable» script.
— when activated, equip the weapon (or re-equip if you’re equipping that weapon already) you want to edit to populate the pointers.
— you can’t add new properties to the weapon, you can change the property itself or edit the modifiers of the existing properties.
— the modifiers are property-dependent. e.g., if you changed the modifiers of the CURSE property to zero, all weapons that have the CURSE property would be benefit from the change.
— if the pointer is GREY in colour, DO NOT edit them. they are for reference only.
— if the «# of properties» of a weapon is 4, only edit the first 4 properties presented; «[property 5]» is actually the first property of another gear.
— so far I’ve seen a maximum of 5 properties on a weapon, so I’ve only set up 6 «[property x]», if a weapon has more than 6 properties, examine the «[property x]» pointers and add more yourself.
— the above 2 points also applicable for «[modifier x]» pointers.
— for some modifiers have different values depends on the weapon’s level (even though they are all the same most of the time). the «modifier» pointer would most likely be invalid. if it’s the case, use the «[modifier x]» pointers instead.
— if the modifier doesn’t change depends on the weapon’s level, «[modifier 2]» pointers would most likely be invalid, just use the «modifier» pointer instead.
— [base property] probably holds the base damage info of the weapon.
— the sub-properties start at [property 2].
— to change a property it self:
— in every «[property x]», the first pointer would be «base», let say the weapon you’re editing have only one sub-property «Level 1 Critical Hit Rate», navigate to «[property 2]», the value should looks something like this: «0x000000000DF9F0F8».
— to change it to «Level 2 Critical Hit Rate», add 0x18 to the value, it’d become something like this «0x000000000DF9F110». then exit the Gear menu and re-enter, the weapon order should be changed as its quality is upped, and you should see the weapon’s sub-property should be changed to «Level 2 Critical Hit Rate» then.
— to change the modifieres of a property, e.g. if the weapon has only one sub-property and it’s «Level 2 Critical Hit Rate»:
— its modifiers can be found in [property 2].
— [modifier 1] would holds the actual critical hit rate. if the weapon is Lv28, change the value of «level 28».
— [modifier 2] have a (float)1.7 as long as the property is «Critical Hit Rate», don’t know what it affects. feel free to test it yourself
— the changes would apply to all weapon that uses «Level 2 Critical Hit Rate».
— the changes doesn’t visually change the «Level 2 Critical Hit Rate» icon, it would still have 2 bars on-screen. look above if you want to change the property itself.
— it was fun to locate the structure, but I’m getting bored to refine the pointers. probably won’t update them myself. still feel free to share your findings and I’ll try to update the table later. or if you’re familiar with lua script, feel free to build an editor with UI and I’ll link to your post. here’s the start of the properties retrieval loop (game v1.03): «ACOrigins.exe»+1B363F0
Процесс запуска:
1. Запустить Cheat Engine, «Load» и выбрать таблицу
2. «Select a process to open», выбрать нужный процесс.
3. Выбрать нужную опцию, поставить крест.
Скачать Cheat Engine с нашего сервера Вы сможете здесь.
Google перевод описания.
Assassin’s Creed: Syndicate → Файлы
Assassin’s Creed: Syndicate — приключенческий экшен с видом от третьего лица во вселенной Assassin’s Creed. События игры разворачиваются в Лондоне 19-го. Подробнее
Таблица для Cheat Engine [UPD: 20.06.2020] Assassin’s Creed: Syndicate
also only routine that occassionally hangs/crashes game. // Телепорт
Note: I have introduced a ‘drop from great height’ option. The default is still set to «my way of teleporting»: basically drop from minimum height to avoid ‘collisions/etc’. The other setting will apply the height that comes from your selected waypoint marker. (with a bigger chance of ‘collision/fall through surface/andwhatnot/. ‘
* Free Roam (definitely read Readme) // Свободное Перемещение
* Tools — Build Icon List. (builds a list of «system» icons, but use it primarily to get easy access to ViewPoints) // Инструменты Постройки
* Tools — Show Icons. (builds a list of all «inventory» icons (chests, etc) + have them shown on the map permanently)
ps: not really needed in this game, as you can buy the proper maps (but took little time to adapt to this title)
Процесс запуска:
1. Запустить Cheat Engine, «Load» и выбрать таблицу
2. «Select a process to open», выбрать нужный процесс.
3. Выбрать нужную опцию, поставить крест.
Assassin’s Creed: Origins: Таблица для Cheat Engine (+19) [UPD: 25:12:2017]
undead
— health still drop when being hit but you won’t die.
— health will stop decreasing when it reaches the «min health block» threshold specified.
— most, if not all, script-kill should be covered. still need testing though.
— beware of the continuous-damage though (e.g., poison, on-fire, etc.), they may kill you if you set the min health block too low (depends on your level). don’t set it smaller than 0.5 block of health and you should be fine.
ignore adrenaline
— allows you to use Overpower Attack any time, regardless of how much adrenaline (both blue and yellow bar) you have.
instant charged heavy attack
— works on all melee weapons, including «unarmed».
instant bow charge
— works on both Hunter Bow and Warrior Bow.
— may works on Enemies when they use these 2 types of bows as well, not tested.
rate of fire mod
— works on Light Bow.
— may works on Enemies when they use these 2 types of bows as well, not tested.
— when activated, it forces the game to use the specified custom rate of fire. the smaller the value the faster.
— setting custom rate of fire to zero would use the standard rate of fire the game use (slower).
— by default, the custom rate of fire is 0.001 (level 4 Rate of Fire of a Light Bow is 0.55).
— if you want set the custom rate of fire real fast (like the script default 0.001), you should activate light bow arrow «clip» mod together so that you can shoot longer.
light bow arrow «clip» mod
— allows you to force set the arrows you draw when using Light Bow.
— best use together with inf. ammo script if the # of arrows to fetch per each draw you set is bigger than your quaver.
ignore curse health-penalty
— when activated, cursed weapon’s health-penalty would be removed.
ignore ability points
— allows you to learn any ability with 0 ability points.
— ability points still decrease upon learning abilities until it reaches zero.
ignore resources
— allows you to craft anything in the Gear Menu without any resources.
— resources used still decrease upon crafting until they reach zero.
easy chariot race
— player has infinite usage of boost.
— non-player can’t use boost at all, meaning they will be much slower with this script activated.
sync equipments level / reset outfit quantities
— when activated, hold Shift and CapsLock keys together and enter the Gear menu, and all the equipments’ level would be sync with your current level, as long as they have a equipment level higher than 1, and the equipment level is not higher than your current level. could be useful if you have a lot of equipments on you, and you don’t want to spend minutes to upgrade all of them every time.
— note that if the equipment synced is equipped already, it’ll be de-equip and you’ll have to equip it again.
— if somehow you have have 2 or more of the same outfit, you can use this script to reset them to 1, just hold Ctrl and CapsLock keys together and enter the Gear menu.
inf. ammo
— activate item quantity mod first.
— all ammo still decrease when being used until they reach 1.
— for Warrior Bows, you can still shoot multiple arrows when you have 1 arrow left.
— for Light Bows, you can still fetch multiple arrows to shoot without re-fetching arrow for each shot when you have 1 arrow left.
inf. all items
— activate item quantity mod first.
— all items, including ammos, weapons, resources, still decrease when being used/sell/dismantle/craft until they reach 1.
— as the quantity stop decreasing at 1, it’s not meant to be an «infinite crafting» script. check ignore resources if you want that.
— also, not tested on the QUEST ITEMS, it may or may not break the game plot on handling QUEST ITEMS, so I don’t recommend using this for gaming session, but for experiment only.
time of day mod
— hold CapsLock and PageUp to rewind time.
— hold CapsLock and PageDown to advance time.
— time of day would advance normally without pressing any of the above keys.
— the value of current time of day can be changed manually, just a normal 24 hours value.
walk key
— activate movement mod first.
— when activated, hold CapsLock and move to walk.
— by script default, the walking speed is 0.525 (while the game’s default walking speed when using keyboard is 0.4), can be changed via the entry «walk speed».
senu teleport
— activate movement mod first.
— when activated, call Senu, then hold CapsLock and create a CUSTOM waypoint (won’t work if selecting an existing map icon or people) to teleport Bayek there immediately.
— Map menu check is implemented, you won’t be teleported accidentally by creating waypoint in the Map menu.
— it’s possible Bayek would fall through walls if you choose to teleport to the other side of a wall (just don’t teleport to a wall and you should be fine).
— if you teleport when the aim DOT is ON Senu, you may be teleported to where Senu are and you’d drop from mid-air and result in desynchronise.
no-clip
— activate movement mod first.
— when movement mod is activated, press numpad0 and numpad- to toggle no-clip.
— when activated, use keyboard+mouse to fly around. using the walk key allows you to move slower.
— may work with controller as well, report
— you may get hurt or even desynchronized if you deactivate no-clip in mid-air if you’ve fly for a long time already.
— only deactivate the script when you’re «landed» and you should be fine.
— in short, use with caution.
weapon editor
— for testing purpose only, BACKUP SAVES FIRST. and CRASH is expected if you edit a value that you’re not supposed to touch.
— as it’s for testing purpose for now, it’s separated from the main «enable» script.
— when activated, equip the weapon (or re-equip if you’re equipping that weapon already) you want to edit to populate the pointers.
— you can’t add new properties to the weapon, you can change the property itself or edit the modifiers of the existing properties.
— the modifiers are property-dependent. e.g., if you changed the modifiers of the CURSE property to zero, all weapons that have the CURSE property would be benefit from the change.
— if the pointer is GREY in colour, DO NOT edit them. they are for reference only.
— if the «# of properties» of a weapon is 4, only edit the first 4 properties presented; «[property 5]» is actually the first property of another gear.
— so far I’ve seen a maximum of 5 properties on a weapon, so I’ve only set up 6 «[property x]», if a weapon has more than 6 properties, examine the «[property x]» pointers and add more yourself.
— the above 2 points also applicable for «[modifier x]» pointers.
— for some modifiers have different values depends on the weapon’s level (even though they are all the same most of the time). the «modifier» pointer would most likely be invalid. if it’s the case, use the «[modifier x]» pointers instead.
— if the modifier doesn’t change depends on the weapon’s level, «[modifier 2]» pointers would most likely be invalid, just use the «modifier» pointer instead.
— [base property] probably holds the base damage info of the weapon.
— the sub-properties start at [property 2].
— to change a property it self:
— in every «[property x]», the first pointer would be «base», let say the weapon you’re editing have only one sub-property «Level 1 Critical Hit Rate», navigate to «[property 2]», the value should looks something like this: «0x000000000DF9F0F8».
— to change it to «Level 2 Critical Hit Rate», add 0x18 to the value, it’d become something like this «0x000000000DF9F110». then exit the Gear menu and re-enter, the weapon order should be changed as its quality is upped, and you should see the weapon’s sub-property should be changed to «Level 2 Critical Hit Rate» then.
— to change the modifieres of a property, e.g. if the weapon has only one sub-property and it’s «Level 2 Critical Hit Rate»:
— its modifiers can be found in [property 2].
— [modifier 1] would holds the actual critical hit rate. if the weapon is Lv28, change the value of «level 28».
— [modifier 2] have a (float)1.7 as long as the property is «Critical Hit Rate», don’t know what it affects. feel free to test it yourself
— the changes would apply to all weapon that uses «Level 2 Critical Hit Rate».
— the changes doesn’t visually change the «Level 2 Critical Hit Rate» icon, it would still have 2 bars on-screen. look above if you want to change the property itself.
— it was fun to locate the structure, but I’m getting bored to refine the pointers. probably won’t update them myself. still feel free to share your findings and I’ll try to update the table later. or if you’re familiar with lua script, feel free to build an editor with UI and I’ll link to your post. here’s the start of the properties retrieval loop (game v1.03): «ACOrigins.exe»+1B363F0
Процесс запуска:
1. Запустить Cheat Engine, «Load» и выбрать таблицу
2. «Select a process to open», выбрать нужный процесс.
3. Выбрать нужную опцию, поставить крест.
Скачать Cheat Engine с нашего сервера Вы сможете здесь.