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Humankind 17.08.2021

Humankind "Таблица для Cheat Engine" [1.0.26.4437] {Recifense}

  • Minimum Resources - Неограниченные ресурсы
  • God Mode - Неуязвимость
  • Recover Move Points - Восстановить очки перемещения
  • Minimum Settement POP - Изменить уровень популяции в поселении
  • Minimum Settement Prod Net - Изменить производственную сеть для поселения
  • Minimum Research Net - Изменить исследовательскую сеть
  • Some Pointers - Различные указатели

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.

Комментарии: 5
Ваш комментарий

Вышла новая версия игры, и таблица уже не пашет

0
Спойлер

Вот такую ошибку выдаёт:
{

===========================================

Game Title : Humankind

Game Version : 1.0.11.2173 (Steam)

Game Sponsor : PF

Process Name : Humankind.exe

Relevant Info : Amplitude_x64/TBS

Script Version: 1.5

CE Version : 7.4

Release date : 22-Apr-2022

Author : Recifense

History:

17-Aug-2021: Preliminary Release (s0.1) v1.0.01.0034

18-Aug-2021: Preliminary Release (s0.2) v1.0.01.0058 (balancing)

19-Aug-2021: Preliminary Release (s0.3) v1.0.01.0058 (Improvement+fix)

23-Aug-2021: Release for version 1.0.01.0059 (s1.0)

17-Sep-2021: Release for version 1.0.03.0253 (s1.1)

06-Nov-2021: Release for version 1.0.05.0517 (s1.2)

15-Dec-2021: Release for version 1.0.06.0672 (s1.3)

28-Mar-2022: Release for version 1.0.10.1877 (s1.4)

22-Apr-2022: Release for version 1.0.11.2173 (s1.5)

Features:

- Minimum Resources:

- Gold

- Influence

- God Mode

- Recover Move Points

- Minimum Settement POP

- Minimum Settement Prod Net

- Minimum Research Net

- User can define the value

- Some Pointers

===========================================

}

//=========================================

// Checking CE version

{$lua}

if(getCEVersion() < 7.0) then

ShowMessage('Sorry. CE version should be 7.0 or above')

end

{$asm}

//=========================================

// Checking Selected Process

{$lua}

if(process == nil) then

ShowMessage('No process was selected')

elseif (string.upper(process) ~= string.upper("Humankind.exe")) then

ShowMessage('Warning. Expected Process = Humankind.exe')

end

{$asm}

//=========================================

{$lua}

monoAA_USEMONO(process,false)

if waitForPDB then --this way older CE versions are unaffected (By Dark Byte)

waitForPDB()

end

{$asm}

//=========================================

// Definitions

define(LUDO,"Humankind.exe")

define(MOHP,Amplitude.Mercury.AI:AIController:IsControlledByHuman+0058) //.

define(MOSA,Amplitude.Mercury.Simulation:Army:HasUnitStatus+0010)

define(MOUI,Amplitude.Mercury.Simulation:DepartmentOfTheTreasury:GetHealCost+0045) //.

define(MOSI,Amplitude.Mercury.Simulation:Settlement:get_TotalPopulation+0018) //.

define(GDMD,Amplitude.Mercury.Simulation:DepartmentOfDefense:ForceHealthRatio+0008) //.

define(MORN,Amplitude.Framework.Simulation:BaseSimulationEntity:Refresh+0377) //.

//=========================================

// Constants used in the script (that can be changed)

define(ctCE70,(float)7.0)

//=========================================

[ENABLE]

//=========================================

//LuaCall(CheckVersion())

//=========================================

// Check if script is compatible to this game version

// If false the script will not be loaded

assert(MOHP,48 8B C8 83 39 00 0F B6 80 18 02 00 00) //.

assert(MOSA,48 8B F1 48 89 55 E8 48 8B 86 C8 00 00 00)

assert(MOUI,48 8B 86 C8 00 00 00 48 05 90 00 00 00)

assert(MOSI,48 8D 8E 1C 03 00 00 48 8D AD 00 00 00 00) //.

assert(GDMD,48 89 75 F8 48 8B F1 48 89 55 D8 48 85 F6) //.

//assert(MORN,48 8B C8 48 8B D6 4C 63 85 70 FF FF FF) //P

//=========================================

alloc(MyCode,8192,$process)

//=========================================

// Declaration section

label(_MonHumanPlayer)

label(_BackMHP)

label(_MonSelArmy)

label(_BackMSA)

label(_MonUnitInfo)

label(_BackMUI)

label(_MonSetInfo)

label(_BackMSI)

label(_GodMode)

label(_BackGMD)

label(_MonRechNet)

label(_BackMRN)

label(iEnableMMR)

label(iEnableGMD)

label(iEnableMMP)

label(iEnableMSP)

label(iEnableSPN)

label(iEnableMRN)

label(iEmpireID)

label(iMinRN)

label(iMinMR)

label(iMinPN)

label(pEmpire)

label(pArmy)

label(pUnit)

label(pSettle)

label(pMOHP)

label(pMOSA)

label(pMOUI)

label(pMOSI)

label(pGDMD)

label(pMORN)

//=========================================

// Registering Symbols

registersymbol(MyCode)

registersymbol(iEnableMMR)

registersymbol(iEnableGMD)

registersymbol(iEnableMMP)

registersymbol(iEnableMSP)

registersymbol(iEnableSPN)

registersymbol(iEnableMRN)

registersymbol(iEmpireID)

registersymbol(iEmpireIX)

registersymbol(iMinRN)

registersymbol(iMinMR)

registersymbol(iMinPN)

registersymbol(pEmpire)

registersymbol(pArmy)

registersymbol(pUnit)

registersymbol(pSettle)

registersymbol(pMOHP)

registersymbol(pMOSA)

registersymbol(pMOUI)

registersymbol(pMOSI)

registersymbol(pGDMD)

registersymbol(pMORN)

//=========================================

MyCode:

//========================================= 1.0.11 *

// This code finds the Human Player Empire

_MonHumanPlayer:

mov rcx,_BackMHP

mov [pRet+00],rcx

test rax,rax

jz _ExitMHP

cmp byte ptr [rax+00000218],1 // Human Player?

jne _ExitMHP

mov [pEmpire],rax

mov ecx,[rax+10]

mov [iEmpireID],ecx

mov [iEmpireIX],esi

cmp dword ptr [iEnableMMR],0

je _MonHP01 // Jump if feature is disabled

cmp dword [rax+000005A0],00 // MS

je _MonHP00

mov ecx,[iMinMR]

cmp [rax+000005A0],ecx

jns _MonHP00

mov [rax+000005A0],ecx

_MonHP00:

cmp dword [rax+00000630],00 // IS

je _MonHP01

mov ecx,[iMinMR]

cmp [rax+00000630],ecx

jns _MonHP01

mov [rax+00000630],ecx

_MonHP01:

cmp dword ptr [iEnableMRN],0

je _ExitMHP // Jump if feature is disabled

cmp dword [rax+00000598],00 // RN

je _ExitMHP

mov ecx,[iMinRN]

cmp [rax+00000598],ecx

jns _ExitMHP

mov [rax+00000598],ecx

_ExitMHP:

mov rcx,rax // Original code (RAX=MajorEmpire)

cmp dword ptr [rcx],00 // Original code

movzx eax,byte ptr [rax+00000218] // Original code

jmp [pRet+00] // Back to main code

//========================================= 1.0.11 ok

// This code finds Selected Army

_MonSelArmy:

mov rsi,_BackMSA

mov [pRet+08],rsi

mov [pArmy],rcx

cmp dword ptr [iEnableMMP],0

je _ExitMSA // Jump if feature is disabled

mov rsi,[rcx+000000D0] // Empire 2

test rsi,rsi

jz _ExitMSA

mov eax,[rsi+48]

cmp eax,[iEmpireID]

jne _ExitMSA

mov eax,#1000

cmp [rcx+00000144],eax // MR

jns _ExitMSA

mov [rcx+00000144],eax

mov [rcx+0000015C],eax

_ExitMSA:

mov rsi,rcx // Original code

mov [rbp-18],rdx // Original code

mov rax,[rsi+000000C8] // Original code

jmp [pRet+08] // Back to main code

//========================================= 1.0.11 ok

// When an army is selected

_MonUnitInfo:

mov rax,_BackMUI

mov [pRet+10],rax

mov [pUnit],rsi

cmp r12,[pEmpire]

je _MonUI00

cmp r13,[pEmpire]

je _MonUI00

cmp r14,[pEmpire]

jne _ExitMUI

_MonUI00:

cmp dword ptr [iEnableMMP],0

je _MonUI01 // Jump if feature is disabled

mov eax,#1000

cmp [rsi+000001EC],eax

jns _MonUI01

mov [rsi+000001EC],eax

_MonUI01:

cmp dword ptr [iEnableGMD],0

je _MonUI02 // Jump if feature is disabled

mov eax,#1000

cmp [rsi+000001E4],eax

jns _MonUI02

mov [rsi+000001E4],eax

_MonUI02:

_ExitMUI:

mov rax,[rsi+000000C8] // Original code (UD)

add rax,00000090 // Original code

jmp [pRet+10] // Back to main code

//========================================= 1.0.11 *

// When a settlement is selected

_MonSetInfo:

mov rax,_BackMSI

mov [pRet+18],rax

mov [pSettle],rsi

cmp r12,[pEmpire]

je _MonSI00

cmp rbx,[pEmpire]

je _MonSI00

cmp r14,[pEmpire]

jne _ExitMSI

_MonSI00:

cmp dword ptr [iEnableMSP],0

je _MonSI01 // Jump if feature is disabled

mov eax,#1000

cmp [rsi+0000031C],eax

jns _MonSI01

mov [rsi+0000031C],eax

_MonSI01:

cmp dword ptr [iEnableSPN],0

je _MonSI02 // Jump if feature is disabled

mov eax,[iMinPN]

cmp [rsi+000002AC],eax

jns _MonSI02

mov [rsi+000002AC],eax

_MonSI02:

_ExitMSI:

lea rcx,[rsi+0000031C] // Original code (Pop)

lea rbp,[rbp+00000000] // Original code

jmp [pRet+18] // Back to main code

//========================================= 1.0.11 *

// During Battle

_GodMode:

mov rax,_BackGMD

mov [pRet+20],rax

mov [rbp-08],rsi // Original code

cmp dword ptr [iEnableGMD],0

je _ExitGMD // Jump if feature is disabled

mov rsi,[pEmpire]

mov rsi,[rsi+00000160] // UList

test rsi,rsi

jz _ExitGMD

mov eax,[rsi+58]

test rax,rax

jz _ExitGMD

mov rsi,[rsi+40]

lea rsi,[rsi+20]

lea r11,[rsi+rax*4]

mov eax,[rcx+10]

_GodMD00:

cmp eax,[rsi]

je _GodMD01

lea rsi,[rsi+04]

cmp rsi,r11

js _GodMD00

jmp _ExitGMD

//--

_GodMD01:

mov edx,#1000

mov [rcx+000001E4],edx

_ExitGMD:

mov rsi,rcx // Original code (Unit)

mov [rbp-28],rdx // Original code (%HP)

test rsi,rsi // Original code

jmp [pRet+20] // Back to main code

//========================================= 1.0.11 (pending)

// When updating Research Net:

// RSI = Empire

_MonRechNet:

mov rcx,_BackMRN

mov [pRet+28],rcx

cmp rsi,[pEmpire]

jne _ExitMRN

lea rsi,[rsi]

cmp dword ptr [iEnableMRN],0

je _ExitMRN // Jump if feature is disabled

cmp edx,[rsi+00000228] // Territory Count ID

jne _ExitMRN

cmp dword [rbp-00000090],00

je _ExitMRN

mov ecx,[iMinRN]

cmp [rbp-00000090],ecx

jns _ExitMRN

mov [rbp-00000090],ecx

_ExitMRN:

mov rcx,rax // Original code

mov rdx,rsi // Original code

movsxd r8,dword ptr [rbp-00000090] // Original code

jmp [pRet+28] // Back to main code

//=========================================

align 10,'='

//=========================================

db '===============================>'

db 'CE7.4 Script by Recifense 220422'

//=========================================

// Variables

iEnableMMR:

dq 0

iEnableGMD:

dq 0

iEnableMMP:

dq 0

iEnableMSP:

dq 0

iEnableSPN:

dq 0

iEnableMRN:

dq 0

iEmpireID:

dq 55555555

iEmpireIX:

dq #999

iMinRN:

dq #50000

iMinMR:

dq #70000000

iMinPN:

dq #700000

pEmpire:

dq MyCode

pArmy:

dq 0

pUnit:

dq 0

pSettle:

dq 0

pRet:

dq 0

//=========================================

// Hacking Points

MOHP:

pMOHP:

mov rcx,_MonHumanPlayer

jmp rcx

nop

_BackMHP:

MOSA:

pMOSA:

mov rsi,_MonSelArmy

jmp rsi

nop

nop

_BackMSA:

MOUI:

pMOUI:

mov rax,_MonUnitInfo

jmp rax

nop

_BackMUI:

MOSI:

pMOSI:

mov rax,_MonSetInfo

jmp rax

nop

nop

_BackMSI:

GDMD:

pGDMD:

mov rax,_GodMode

jmp rax

nop

nop

_BackGMD:

MORN:

pMORN:

// mov rcx,_MonRechNet

// jmp rcx

// nop

_BackMRN:

//=========================================

// Script for Restoring Original Codes

[DISABLE]

pMOHP:

db 48 8B C8 83 39 00 0F B6 80 18 02 00 00

pMOSA:

db 48 8B F1 48 89 55 E8 48 8B 86 C8 00 00 00

pMOUI:

db 48 8B 86 C8 00 00 00 48 05 90 00 00 00

pMOSI:

db 48 8D 8E 1C 03 00 00 48 8D AD 00 00 00 00

pGDMD:

db 48 89 75 F8 48 8B F1 48 89 55 D8 48 85 F6

//pMORN:

// db 48 8B C8 48 8B D6 4C 63 85 70 FF FF FF

//=========================================

// Unregistering Symbols

unregistersymbol(MyCode)

unregistersymbol(iEnableMMR)

unregistersymbol(iEnableGMD)

unregistersymbol(iEnableMMP)

unregistersymbol(iEnableMSP)

unregistersymbol(iEnableSPN)

unregistersymbol(iEnableMRN)

unregistersymbol(iEmpireID)

unregistersymbol(iEmpireIX)

unregistersymbol(iMinRN)

unregistersymbol(iMinMR)

unregistersymbol(iMinPN)

unregistersymbol(pEmpire)

unregistersymbol(pArmy)

unregistersymbol(pUnit)

unregistersymbol(pSettle)

unregistersymbol(pMOHP)

unregistersymbol(pMOSA)

unregistersymbol(pMOUI)

unregistersymbol(pMOSI)

unregistersymbol(pGDMD)

unregistersymbol(pMORN)

//=========================================

// Turning CE mono features OFF

{$lua}

monopipe.destroy()

monopipe=nil

{$asm}

//=========================================

dealloc(MyCode)

//============= Scripts End ===============

// ****************************************

// NOTES

// ****************************************

{

}

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