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livetorise

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Jan 3, 2015
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Stellaris has been updated to 2.1.2

Please update, thank you <3 Here Not sure if this will assist, but here is a Custom Trainer for now. If you want you can pull the offsets from it.

HTML:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="26">
  <CheatEntries>
    <CheatEntry>
      <ID>49</ID>
      <Description>"[X] &lt;== Stellaris v2.1.2-170f Steam Script v8.3"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{
===========================================
 Game Title    : Stellaris - Apocalypse
 Game Version  : 2.1.2 (170f)
 Game Sponsor  : Ubykh + WalletGifts + darkedone02 + hbpateiv + Patrons
 Process Name  : stellaris.exe
 Relevant Info : 32bits/Space RTS with Pause
 Script Version: 8.3
 CE Version    : 6.7
 Release date  : 07-Aug-2018
 Author        : Recifense
 History:
 14-Mar-16: First Release
 15-Mar-16: Add one more feature and Fixed GM (s2.0)
 18-Mar-16: Release for version 1.0.3.
 20-Mar-16: Added more features (Warp Wind-down/Troop Morale/GM/Research).
 23-Mar-16: Added more features (Planet Tile Info/Produced Resource Changing).
 02-Jun-16: Release for version 1.1.0. (+improvement) (s4.1)
 04-Jun-16: Added a new feature (max leaders) (s5.0)
 27-Jun-16: Release for version 1.2.0.
 01-Jul-16: Release for version 1.2.1.
 05-Aug-16: Release for version 1.2.3. (+Renamed Fleets by TranscendPerfection)
 12-Aug-16: Release for version 1.2.4. (+Wormhole+Terraforming)
 16-Aug-16: Release for version 1.2.5. (+Hyperlane) (v6.5)
 30-Oct-16: Release for version 1.3.1. (v6.6)
 31-Oct-16: Finished the troop related scripts(v6.7)
 10-Nov-16: Release for version 1.3.2. (v6.8)
 13-Nov-16: Finished implementation of "Pretty Quick Move" (by TranscendPerfection) (v6.9)
 05-Dec-16: Release for version 1.4.0. (v6.92)
 09-Dec-16: Release for version 1.4.1.
 09-Apr-17: Release for version 1.5.0. (+Unity)(v6.95)
 10-Apr-17: Added quick mega construc and some adjustment (s7.0)
 11-Apr-17: Change HP for player identification (v7.1)
 11-Apr-17: Fixes for crashing. Added Anomaly Cheat (by TranscendPerfection). (v7.2)
 11-Apr-17: Release for version 1.5.1. (BETA)
 12-Apr-17: Release for version 1.5.1. (official Release)(+new feature)(v7.3)
 13-Apr-17: Added one more option (Anomaly related)
 10-May-17: Release for version 1.6.0 + Quick Level Up. (v7.5)
 12-May-17: Release for version 1.6.1 (beta)
 13-May-17: Fix for minimum Resources (v7.6)
 17-Jun-17: Release for version 1.6.2.
 22-Jul-17: Release for version 1.7.4 (beta)
 22-Sep-17: Release for version 1.8.0 (s7.7)
 23-Sep-17: Fixed  Anomaly Risk (s7.8)
 04-Oct-17: Added Machine in Quick Population (s7.9)
 04-Oct-17: Release for version 1.8.1 (Beta)
 11-Oct-17: Release for version 1.8.2.
 25-Oct-17: Release for version 1.8.3.
 01-Nov-17: Fix for construction of Megastructures (s7.a)
 07-Dec-17: Release for version 1.9.0.
 14-Dec-17: Release for version 1.9.1.
 24-Feb-18: Release for version 2.0.0. (S8.0) Preliminary
 25-Feb-18: Release for version 2.0.0. (S8.0) Final
 27-Feb-18: Release for version 2.0.1. + Colossus Quick Action (S8.1)
 03-Mar-18: Release for version 2.0.2. (Beta)
 06-Mar-18: Release for version 2.0.2. (5781) (Beta)
 11-Mar-18: Release for version 2.0.2. (5b9d) (Beta)
 15-Mar-18: Release for version 2.0.2. (9b47) (Beta)
 26-Mar-18: Release for version 2.0.2. (d07e) (Beta)
 29-Mar-18: Release for version 2.0.2. (5e21) (Final)
 18-Apr-18: Release for version 2.0.3. (6da2)
 20-Apr-18: Release for version 2.0.4. (1368) (beta) (0040)
 25-Apr-18: Release for version 2.0.4. (1368) (beta) (20180425) (0040)
 15-May-18: Release for version 2.0.5. (6d3e)
 23-May-18: Release for version 2.1.0. (01a9) (s8.2)
 15-Jun-18: Release for version 2.1.1. (d173) (s8.3)(CE68)
 07-Aug-18: Release for version 2.1.2. (170f) (s8.3)(back to CE67)
 Features:
 - Minimum Resources:
   - Energy
   - Minerals
   - Influence
   - Unity (can be included or not)
 - Minimum Research Points:
   - Physics
   - Society
   - Engineering
 - Quick Research
   - Only Special Projects (original by transcendperfection) (v6.92)
 - Quick Task (for some ships):
   - Survey
   - Investigation
 - Quick Production (Ship Construction)
 - Quick Colonization
 - Quick Population
   - included Machines (s7.9)
 - Quick Buiding
   - By Planet
   - By Constructor Ship:
     - Stations
     - Megastructures (Utopia)
 - God Mode:
   - ships (Hull/Shield/Armor)
   - Stations (Hull/Shield/Armor)
   - Troops   (new)
 - Minimum Production per tile
 - Troop Morale
 - Planet Tile Info
 - Minimum Maximum # Leaders
 - Pretty Quick Fleet Move (original by transcendperfection) (v6.8/6.9)
 - Player's Characters quick level-up to max (v7.5)
 - Colossus Quick Actions (2 days)  new (v8.1)
 - Some Pointers
===========================================
}

//=========================================
// Checking CE version
{$lua}
  if(getCEVersion() &lt; 6.7) then
    ShowMessage('Warning. CE version should be 6.7 or above')
  end
{$asm}

//=========================================
// Checking Selected Process
{$lua}
  if(process == nil) then
    ShowMessage('No process was selected')
  elseif (process ~= "stellaris.exe") then
    ShowMessage('Error. Expected Process = stellaris.exe')
  end
{$asm}

//=========================================
// Definitions
define(LUDO,"stellaris.exe")
define(MOHP,stellaris.exe+006e6c87) //#===#===#===#== 2 2
define(MOSC,stellaris.exe+0031ddd4) //============#==
define(MOSS,stellaris.exe+002b8b01) //X===========#==
define(MOSF,stellaris.exe+003388aa) //#===========##=
define(MOSP,stellaris.exe+00759c90) //X=#============ 5 5
define(MSTE,stellaris.exe+008dbfa3) //#==============
define(MSTP,stellaris.exe+002f6c51) //#===========#==

define(MORP,stellaris.exe+002f8e9f) //#===#===#===#==
define(MOTP,stellaris.exe+00151df3) //#===========#==
define(MOIP,stellaris.exe+00152c02) //#===========#==

define(MOPP,stellaris.exe+0029925d) //X=#============
define(MPP2,stellaris.exe+002a3be5) //X=#============
define(MPP3,stellaris.exe+00347475) //N=#============
define(MPP4,stellaris.exe+0017755d) //X=#============

define(MOCP,stellaris.exe+00134ed1) //#=#============
define(MCP2,stellaris.exe+001501f4) //#==============
define(MBP2,stellaris.exe+0014d0b9) //#==============
define(MOPT,stellaris.exe+00345d81) //#==============

define(MSHL,stellaris.exe+002b6be7) //#=#=#==========
define(MSSD,stellaris.exe+002b6b5b) //N===#==========
define(MSAR,stellaris.exe+002b6b71) //N===#==========

define(MOTH,stellaris.exe+002f3c7a) //#==============
define(MOTM,stellaris.exe+002f4c77) //X==============
define(MOCX,stellaris.exe+0031c4da) //#===========#==

define(MRIO,stellaris.exe+006ed735) //#==============
define(MOTC,stellaris.exe+00177193) //#==============
define(MOML,stellaris.exe+00256ea5) //#=#===#=#======
define(MBP4,stellaris.exe+0015ae5e) //X==============

define(MOIM,stellaris.exe+003cf9ab) //=============#=
define(MIM2,stellaris.exe+003ce7fe) //#==============
define(MIM3,stellaris.exe+003ca67b) //X==============
define(MIM4,stellaris.exe+003ca7eb) //X==============
define(MIM5,stellaris.exe+002b30f9) //#===========#==
define(OOIM,stellaris.exe+010dc329) //=========######

define(MOSM,stellaris.exe+00826f23) //#==============
define(MCP3,stellaris.exe+0064fdbe) //===============

define(MOSO,stellaris.exe+003b74c1) //N==============
define(MOCA,stellaris.exe+0015c0c0) //-N=============

//=========================================
// Constants used in the script (that can be changed)
define(ctCE68,(float)6.8)

//=========================================
[ENABLE]
//=========================================
//LuaCall(CheckVersion())
//=========================================
// Check if script is compatible to this game version
// If false the script will not be loaded

assert(MOHP,8b b6 08 09 00 00 8b 06 8b ce 8b 40 40 ff d0 84 c0 ?? ?? 8b 06 8b ce)
assert(MOSC,8b b1 a4 00 00 00 85 f6 ?? ?? 8b c6 5e 5f c3 81 c1 98 00 00 00 e8 ??)
assert(MOSS,8b 83 a4 00 00 00 3b 45 84 0f 8d ?? ?? ?? ?? 8b 43 28 d1 e8 a8 01 0f)
assert(MOSF,8b b1 38 07 00 00 8b c6 57 8b b9 3c 07 00 00 0b c7 ?? ?? 8d 44 24 08)
assert(MOSP,8b 87 20 02 00 00 25 ff ff ff 00 3b 42 10 ?? ?? 8d 0c 40 8b 42 0c 8b)
assert(MSTE,8b 48 78 8b 01 8b 40 04 ff d0 8d 4d d8 84 c0 0f 84 ?? ?? ?? ?? 6a 05)
assert(MSTP,8b 4e 28 89 0a 8d 8d cc fe ff ff e8 ?? ?? ?? ?? 50 68 ?? ?? ?? ?? ba)
//---
assert(MORP,8b 70 04 8b 01 8b 40 1c ff d0 84 c0 ?? ?? 8b 45 fc 8d 8b 94 01 00 00)
assert(MOTP,8b 00 39 47 1c 5f 5e 0f 9d c0 5b 8b e5 5d c2 04 00 cc cc ?? ?? ?? ??)
assert(MOIP,8b 00 39 46 1c 5e 0f 9d c0 5d c2 04 00 cc ?? ?? ?? ?? ?? ?? ?? ?? ??)

assert(MOPP,8b 46 34 3b 45 fc 5f 0f 9d c0 5e 8b e5 5d c3 cc cc ?? ?? ?? ?? ?? ??)
assert(MPP2,8b 00 01 41 34 8b 4d fc 3b 7d 10 ?? ?? 8b 43 0c 48 89 45 f8 83 f8 ff)
assert(MPP3,8b 00 01 41 34 8b 43 14 32 c9 2b 43 10 33 f6 c1 f8 02 88 4d ee c6 45)
assert(MPP4,8b 45 e0 01 41 34 8b 0f 8b 09 e8 ?? ?? ?? ?? 84 c0 0f 84 ?? ?? ?? ??)

assert(MOCP,8b 77 20 03 30 ?? ?? c7 47 20 18 fc ff ff c7 47 1c 02 00 00 00 5f 5e)
assert(MCP2,81 43 48 e8 03 00 00 5e 5f 5b 8b e5 5d c2 04 00 8b 5d fc 8b 4b 04 8b)
assert(MBP2,8b 00 39 46 24 0f 9d c0 5e 5d c2 04 00 8b 00 39 46 24 5e 0f 9d c0 5d)
assert(MOPT,8b 4b 78 8b 01 8b 40 04 ff d0 84 c0 ?? ?? 32 c0 5b 8b 4d f4 64 89 0d)

assert(MSHL,29 b7 8c 00 00 00 8b 0d ?? ?? ?? ?? be 18 fc ff ff 81 c1 98 00 00 00)
assert(MSSD,89 8f 90 00 00 00 33 c9 8b 87 94 00 00 00 2b 45 bc 85 c0 0f 4f c8 89)
assert(MSAR,89 8f 94 00 00 00 85 f6 ?? ?? e8 ?? ?? ?? ?? f6 40 20 01 ?? ?? 8a 1d)

assert(MOTH,8b 45 08 29 43 28 8b 43 28 8b 75 fc ?? ?? c7 43 28 00 00 00 00 ?? ??)
assert(MOTM,8b 46 68 3b c8 ?? ?? 8b c8 8b 45 08 29 4e 68 8b 4e 68 89 08 5f 5e 8b)
assert(MOCX,8b 00 39 46 78 ?? ?? 51 8b ce e8 ?? ?? ?? ?? 8b 7e 7c 8b ce e8 ?? ??)

assert(MRIO,8b 7a 04 2b 3a c1 ff 02 85 ff 0f 8e ?? ?? ?? ?? 8b 83 f4 05 00 00 03)
assert(MOTC,69 46 4c e8 03 00 00 39 46 54 0f 9d c0 84 c0 0f 84 ?? ?? ?? ?? 8b 46)
assert(MOML,8a 80 4d 2d 00 00 84 c0 8b 47 10 8b 4c c8 04 0f 84 ?? ?? ?? ?? 85 c9)
assert(MBP4,8b 00 39 46 5c 0f 9d c0 5e 5d c2 04 00 8b 00 39 46 5c 5e 0f 9d c0 5d)

assert(MOIM,80 3d ?? ?? ?? ?? 00 53 56 57 8b f9 89 7d ec ?? ?? 8b 55 08 8b 42 04)
assert(MIM2,80 3d ?? ?? ?? ?? 00 ?? ?? 83 bf 84 00 00 00 01 ?? ?? 8b 57 04 8d 77)
assert(MIM3,80 3d ?? ?? ?? ?? 00 53 56 57 8b f1 ?? ?? 33 c0 8b 4d f4 64 89 0d 00)
assert(MIM4,80 3d ?? ?? ?? ?? 00 53 56 57 8b f1 ?? ?? 33 c0 8b 4d f4 64 89 0d 00)
assert(MIM5,80 3d ?? ?? ?? ?? 00 53 56 57 8b da 8b f9 89 5c 24 24 89 7c 24 14 ??)

assert(MOSM,8b 89 ac 00 00 00 85 c9 ?? ?? 83 c9 ff ?? ?? 8b 46 28 3d 8c 6c e7 ff)
assert(MCP3,8b 4b 40 8d 43 44 57 50 56 ff 35 ?? ?? ?? ?? e8 ?? ?? ?? ?? 80 3d ??)

assert(MOSO,c6 46 04 01 50 8d 4f 04 e8 ?? ?? ?? ?? 8b 06 8b ce 57 ff 50 04 5f 5e)
assert(MOCA,8b 41 1c 39 41 18 0f 9d c0 c2 04 00 cc cc ?? ?? ?? ?? ?? ?? ?? ?? ??)

//=========================================
alloc(MyCode,4096,$process)
//=========================================
// Declaration section
label(_MonHumanPlayer)
label(_BackMHP)
label(_MonSelChar)
label(_BackMSC)
label(_MonSelShip)
label(_BackMSS)
label(_MonSelFleet)
label(_BackMSF)
label(_MonSelPlanet)
label(_BackMSP)
label(_MonSelTile)
label(_BackSTE)
label(_MonSelTroop)
label(_BackMST)

label(_MonResearchProg)
label(_BackMRP)
label(_MonTaskProg)
label(_BackMTP)
label(_MonInvestigationProg)
label(_BackMIP)

label(_MonProdProg)
label(_BackMPP)
label(_MonProdProg2)
label(_BackPP2)
label(_MonProdProg3)
label(_BackPP3)
label(_MonProdProg4)
label(_BackPP4)

label(_MonColProg)
label(_BackMCP)
label(_MonColProg2)
label(_BackCP2)
label(_MonBuildProg2)
label(_BackBP2)
label(_MonPlanetTiles)
label(_BackMPT)

label(_MonShipHull)
label(_BackMSH)
label(_MonShipShield)
label(_BackSSD)
label(_MonShipArmor)
label(_BackMSA)

label(_MonTroopHealth)
label(_BackMTH)
label(_MonTroopMorale)
label(_BackMTM)
label(_MonCharXP)
label(_BackMCX)

label(_MonResourceInfo)
label(_BackRIO)
label(_MonTileConst)
label(_BackMTC)
label(_MonMaxLeaders)
label(_BackMML)
label(_MonBuildProg4)
label(_BackBP4)

label(_MonInstantMove)
label(_BackMIM)
label(_MonInstantMove2)
label(_BackIM2)
label(_MonInstantMove3)
label(_BackIM3)
label(_MonInstantMove4)
label(_BackIM4)
label(_MonInstantMove5)
label(_BackIM5)

label(_MonSelMega)
label(_BackMSM)
label(_MonSelObj)
label(_BackMSO)
label(_MonColossusAction)
label(_BackMCA)

label(iEnableMMR)
label(iEnableMSR)
label(iEnableMRP)
label(iEnableMTP)
label(iEnableMPP)
label(iEnableMCP)
label(iEnableMBP)
label(iEnableMPT)
label(iEnableGMD)
label(iEnableMTM)
label(iEnableQRP)
label(iEnableMML)
label(iEnableMTF)
label(iEnableQCP)
label(iEnableMIM)
label(iEnableSPO)
label(iEnableRIU)
label(iEnableMBM)
label(iEnableIPR)
label(iEnableMCX)
label(iEnableMPG)
label(iEnableMCA)

label(iOwnerID)
label(iStatusID)
label(iResIndex)
label(iResMax)
label(iMinUnity)

label(pPlayer)
label(pRuler)
label(pChar)
label(pPlanet)
label(pShip)
label(pFleet)
label(pCommon)
label(pStatusInfo)
label(pProd)
label(pTile)
label(pResInfo)
label(pTroop)
label(pMega)
label(pObj)

//=========================================
// Registering Symbols
registersymbol(MyCode)
registersymbol(iEnableMMR)
registersymbol(iEnableMSR)
registersymbol(iEnableMRP)
registersymbol(iEnableMTP)
registersymbol(iEnableMPP)
registersymbol(iEnableMCP)
registersymbol(iEnableMBP)
registersymbol(iEnableMPT)
registersymbol(iEnableGMD)
registersymbol(iEnableMTM)
registersymbol(iEnableQRP)
registersymbol(iEnableMML)
registersymbol(iEnableMTF)
registersymbol(iEnableQCP)
registersymbol(iEnableMIM)
registersymbol(iEnableSPO)
registersymbol(iEnableRIU)
registersymbol(iEnableMBM)
registersymbol(iEnableIPR)
registersymbol(iEnableMCX)
registersymbol(iEnableMPG)
registersymbol(iEnableMCA)

registersymbol(iOwnerID)
registersymbol(iStatusID)
registersymbol(iResIndex)
registersymbol(iResMax)
registersymbol(iMinUnity)

registersymbol(pPlayer)
registersymbol(pRuler)
registersymbol(pChar)
registersymbol(pPlanet)
registersymbol(pShip)
registersymbol(pFleet)
registersymbol(pCommon)
registersymbol(pStatusInfo)
registersymbol(pTile)
registersymbol(pResInfo)
registersymbol(pTroop)
registersymbol(pMega)
registersymbol(pObj)

//=========================================
MyCode:
//========================================= 210 * pending
// At main game screen
_MonHumanPlayer:
 push eax
 push ebx
 push ecx
 push edx
 push edi

 mov edi,esi

 mov ecx,[edi+08]
 test ecx,ecx
 js _ExitMHP

 mov [pPlayer],edi
 and ecx,00ffffff
 mov [iOwnerID],ecx
 lea ecx,[edi+00000a3c]
 mov [pBaseStatus],ecx
 mov ecx,[edi+00000174]
 mov [pCommon],ecx

 cmp dword ptr [iEnableMSR],0
 je _MonHPZZ                       // Jump if feature is disabled

 mov ecx,#268000
 mov ebx,[edi+000001d8]
 cmp ebx,ecx
 cmovs ebx,ecx
 mov [edi+000001d8],ebx

 mov ebx,[edi+000001dc]
 cmp ebx,ecx
 cmovs ebx,ecx
 mov [edi+000001dc],ebx

 mov ebx,[edi+000001e0]
 cmp ebx,ecx
 cmovs ebx,ecx
 mov [edi+000001e0],ebx

_MonHPZZ:
 mov ecx,[edi+000000908]
 test ecx,ecx
 jz _ExitMHP

 cmp dword ptr [iEnableMMR],0
 je _ExitMHP                       // Jump if feature is disabled

 mov ebx,[ecx+0000008c]
 test ebx,ebx
 jz _ExitMHP

 mov edx,[ecx+00000090]
 test edx,edx
 jz _ExitMHP

_MonHP00:
 cmp ebx,edx
 jns _ExitMHP

 mov ecx,[ebx]
 mov eax,[ecx+0c]
 cmp eax,'unit'
 je _MonHPNU

 mov eax,[ecx+00000090]
 test eax,eax
 jns _MonHPNS

 jmp _MonHP01
//=
_MonHPNU:
 cmp dword ptr [iEnableRIU],0
 je _MonHP01                       // Jump if feature is disabled

 mov eax,[iMinUnity]
 imul eax,eax,#2000

_MonHPNS:
 shr eax,1

 movzx ecx,word ptr [ecx+00000180] // Get Res ID
 call _ChkAdditionalRes
 add eax,ecx

 test eax,eax
 jz _MonHP01

_MonHPNZ:
 cmp eax,[ebx+04]
 js _MonHP01

 mov [ebx+04],eax

_MonHP01:
 lea ebx,[ebx+10]
 jmp _MonHP00

_ExitMHP:
 pop edi
 pop edx
 pop ecx
 pop ebx
 pop eax

 mov esi,[esi+00000908]            // Original code (get pResourcesInfo)
 jmp _BackMHP                      // Back to main code

//========================================= 210 *
// Character Under Cursor (displaying age)
_MonSelChar:
 mov [pChar],ecx

_ExitMSC:
 mov esi,[ecx+000000a4]            // Original code (get age)
 jmp _BackMSC                      // Back to main code

//========================================= 210 #
// Last selected ship/station (UC on flee view)
_MonSelShip:
 mov [pShip],ebx

_ExitMSS:
 mov eax,[ebx+000000A4]            // Original code (get cHull)
 jmp _BackMSS                      // Back to main code

//========================================= 211 *
// Last selected fleet/station
_MonSelFleet:
 mov [pFleet],ecx

_ExitMSF:
 mov esi,[ecx+00000738]            // Original code (get Total Hull)
 jmp _BackMSF                      // Back to main code

//========================================= 210 ok
// Last selected planet/sun/asteroid
_MonSelPlanet:
 mov [pPlanet],edi

_ExitMSP:
 mov eax,[edi+00000220]            // Original code (get value)
 jmp _BackMSP                      // Back to main code

//========================================= 210 ok
// Last selected Tile
_MonSelTile:
 mov [pTile],eax

_ExitSTE:
 mov ecx,[eax+78]                  // Original code (get pInfo)
 mov eax,[ecx]                     // Original code
 jmp _BackSTE                      // Back to main code

//========================================= 210 #
// Last Troop Under Cursor
_MonSelTroop:
 mov [pTroop],esi

_ExitMST:
 mov ecx,[esi+28]                  // Original code (get HP)
 mov [edx],ecx                     // Original code
 jmp _BackMST                      // Back to main code

//========================================= 210 ok
// Every day
_MonResearchProg:
 cmp dword ptr [iEnableMRP],0
 je _ExitMRP                       // Jump if feature is disabled

 cmp ebx,[pPlayer]
 jne _ExitMRP

 mov esi,[eax+04]
 test esi,esi
 jz _ExitMRP

 cmp dword ptr [iEnableSPO],0
 je _MonRP00                       // Jump if feature is disabled

 cmp dword ptr [ecx+24],3
 jne _ExitMRP

_MonRP00:
 mov esi,#680000000
 cmp [eax+04],esi
 jns _ExitMRP

 mov [eax+04],esi

_ExitMRP:
 mov esi,[eax+04]                  // Original code (get prog)
 mov eax,[ecx]                     // Original code
 jmp _BackMRP                      // Back to main code

//========================================= 210 *
// During updating (min = 90%) Science
_MonTaskProg:
 push esi
 push ecx
 push edx
 mov ecx,eax

 cmp dword ptr [iEnableMTP],0
 je _ExitMTP                       // Jump if feature is disabled

 test ebx,ebx
 jz _ExitMTP

 mov eax,[ebx+00000090]
 cmp eax,[iOwnerID]
 jne _ExitMTP

 mov eax,[ecx]
 imul eax,eax,#90

 xor edx,edx
 mov esi,#100
 div esi

 cmp [edi+1c],eax
 jns _ExitMTP

 mov [edi+1c],eax

_ExitMTP:
 mov eax,ecx
 pop edx
 pop ecx
 pop esi

 mov eax,[eax]                     // Original code
 cmp [edi+1C],eax                  // Original code (chk prog)
 jmp _BackMTP                      // Back to main code

//========================================= 210 X
// During updating (min = 98%)
_MonInvestigationProg:
 push ebx
 push ecx
 push edx
 push edi
 mov ecx,eax

 cmp dword ptr [iEnableMTP],0
 je _ExitMIP                       // Jump if feature is disabled

 mov ebx,[ebp+0c]
 test ebx,ebx
 jz _ExitMIP

 mov ebx,[ebx+00000090]
 and ebx,00ffffff
 cmp ebx,[iOwnerID]
 jne _ExitMIP

 mov eax,[ecx]
 imul eax,eax,#98

 xor edx,edx
 mov edi,#100
 div edi

 cmp [esi+1c],eax
 jns _ExitMIP

 mov [esi+1c],eax

_ExitMIP:
 mov eax,ecx
 pop edi
 pop edx
 pop ecx
 pop ebx

 mov eax,[eax]                     // Original code
 cmp [esi+1C],eax                  // Original code (chk prog)
 jmp _BackMIP                      // Back to main code

//========================================= 202 *
// Right After updating (ships/Yards)(from Planet/Starbase)
_MonProdProg:
 cmp dword ptr [iEnableMPP],0
 je _ExitMPP                       // Jump if feature is disabled

 cmp esi,[pProd]
 jne _ExitMPP

 mov dword ptr [pProd],55555555

 mov eax,[ebp-04]
 lea eax,[eax-000007d0]
 test eax,eax
 js _ExitMPP

 cmp [esi+34],eax
 jns _ExitMPP

 mov [esi+34],eax

_ExitMPP:
 mov eax,[esi+34]                  // Original code (get prod prog)
 cmp eax,[ebp-04]                  // Original code
 jmp _BackMPP                      // Back to main code

//========================================= 202 *
// When updating (from Starbase) (prepare environment for previous script)
// Ships/Platforms/Modules
_MonProdProg2:
 push edx

 mov edx,[ebp-04]                  // Get Starbase
 test edx,edx
 jz _ExitPP2

 mov edx,[edx+1c]
 and edx,00ffffff
 cmp edx,[iOwnerID]
 jne _ExitPP2

 mov [pProd],ecx

_ExitPP2:
 pop edx

 mov eax,[eax]                     // Original code
 add [ecx+34],eax                  // Original code (set prod prog)
 jmp _BackPP2                      // Back to main code

//========================================= 202 *
// When updating ship prod from planet (same as previous script)
_MonProdProg3:
 push eax

 mov eax,[edi+00000220]
 and eax,00ffffff
 cmp eax,[iOwnerID]
 jne _ExitPP3

 mov [pProd],ecx

_ExitPP3:
 pop eax

 mov eax,[eax]                     // Original code
 add [ecx+34],eax                  // Original code (upd prog)
 jmp _BackPP3                      // Back to main code

//========================================= 202 *
// When updating soldiers prod from planet (same as previous script)
_MonProdProg4:
 mov eax,[ebx+00000220]
 and eax,00ffffff
 cmp eax,[iOwnerID]
 jne _ExitPP4

 mov [pProd],ecx

_ExitPP4:
 mov eax,[ebp-20]                  // Original code
 add [ecx+34],eax                  // Original code (upd prog)
 jmp _BackPP4                      // Back to main code

//========================================= 202 *
// When updating planet colonization or Tile pop Growth
_MonColProg:
 push ebx
 push ecx

 mov ebx,[edi+08]
 test ebx,ebx
 jns _MonCP00

 cmp dword ptr [iEnableMCP],0
 je _ExitMCP                       // Jump if feature is disabled

// Planet Colonization
 lea ebx,[edi-68]

 cmp dword ptr [ebx+000002a8],'plan'
 jne _ExitMCP

 mov ecx,[ebx+00000220]
 and ecx,00ffffff
 cmp ecx,[iOwnerID]
 jne _ExitMCP

 mov ecx,[ebx+00000088]
 test ecx,ecx
 js _ExitMCP

 mov ecx,[ebx+00000094]
 cmp [ebx+00000088],ecx
 jns _ExitMCP

 mov [ebx+00000088],ecx
 jmp _ExitMCP
// Tile Population
_MonCP00:
 cmp dword ptr [iEnableMPG],0
 je _ExitMCP                       // Jump if feature is disabled
// Mechs
 mov ebx,[pPlayer]
 cmp ebx,[iTileID]
 je _MonCP01
//Normal
 mov ebx,[ebp+14]
 test ebx,ebx
 jz _ExitMCP
 js _ExitMCP

 cmp dword ptr [ebx+000002a8],'plan'
 jne _ExitMCP

 mov ecx,[ebx+00000220]
 and ecx,00ffffff
 cmp ecx,[iOwnerID]
 jne _ExitMCP

_MonCP01:
 mov [iTileID],55555555

 mov ebx,#1680000
 cmp [edi+20],ebx
 jns _ExitMCP

 mov [edi+20],ebx

_ExitMCP:
 pop ecx
 pop ebx

 mov esi,[edi+20]                  // Original code
 add esi,[eax]                     // Original code
 jmp _BackMCP                      // Back to main code

//========================================= 200 ok
// When updating (colonization by ship) 90% (x100)
_MonColProg2:
 add [ebx+48],000003E8             // Original code (upd prog)

 cmp dword ptr [iEnableQCP],0
 je _ExitCP2                       // Jump if feature is disabled

 test edi,edi
 jz _ExitCP2

 mov esi,[edi+00000090]
 cmp esi,[iOwnerID]
 jne _ExitCP2

 mov esi,#9000
 cmp [ebx+48],esi
 jns _ExitCP2

 mov [ebx+48],esi

_ExitCP2:
 jmp _BackCP2                      // Back to main code

//========================================= 210 ok
// When constructing by constructor ship (ex.: outpost)(%)
// EDI = pFleet
_MonBuildProg2:
 push ecx

 cmp dword ptr [iEnableMBP],0
 je _ExitBP2                       // Jump if feature is disabled

 mov ecx,[ebp+0c]
 test ecx,ecx
 jz _ExitBP2

 mov ecx,[ecx+00000090]
 cmp ecx,[iOwnerID]
 jne _ExitBP2

 mov ecx,#97000
 cmp [esi+24],ecx
 jns _ExitBP2

 mov [esi+24],ecx

_ExitBP2:
 pop ecx

 mov eax,[eax]                     // Original code
 cmp [esi+24],eax                  // Original code (chk % prog)
 jmp _BackBP2                      // Back to main code

//========================================= 202
// When looking at the planet surface (min existing res = 20)
_MonPlanetTiles:
 push edx

 cmp dword ptr [iEnableMPT],0
 je _ExitMPT                       // Jump if feature is disabled

 mov eax,[ebx+10]
 test eax,eax
 jz _ExitMPT

 mov ecx,[ebx+04]
 test ecx,ecx
 jz _ExitMPT

 mov ecx,[ecx+00000220]
 and ecx,00ffffff
 cmp ecx,[iOwnerID]
 jne _ExitMPT

 mov ecx,[ebx+1c]
 test ecx,ecx
 jz _ExitMPT

 mov edx,[ebx+20]
 test edx,edx
 jz _ExitMPT

 mov eax,#20000

_MonPT00:
 cmp ecx,edx
 jge _ExitMPT

 cmp eax,[ecx+04]
 js _MonPT01

 mov [ecx+04],eax

_MonPT01:
 lea ecx,[ecx+10]
 jmp _MonPT00
//--
_ExitMPT:
 pop edx

 mov ecx,[ebx+78]                  // Original code (get pType)
 mov eax,[ecx]                     // Original code
 jmp _BackMPT                      // Back to main code

//========================================= 202 5b9d *
// During Battle (ship/stations)
_MonShipHull:
 cmp dword ptr [iEnableGMD],0
 je _ExitMSH                       // Jump if feature is disabled

 mov eax,[edi+38]
 call _ChkPlayerFleet
 jne _ExitMSH

 xor esi,esi

_ExitMSH:
 sub [edi+0000008C],esi            // Original code (dec cHull)
 jmp _BackMSH                      // Back to main code

//========================================= 202 5b9d *
// During Battle (ship/stations)
_MonShipShield:
 cmp dword ptr [iEnableGMD],0
 je _ExitSSD                       // Jump if feature is disabled

 mov eax,[edi+38]
 call _ChkPlayerFleet
 jne _ExitSSD

 cmp ecx,[edi+00000090]
 jns _ExitSSD

 mov ecx,[edi+00000090]

_ExitSSD:
 mov [edi+00000090],ecx            // Original code (upd Shield)
 jmp _BackSSD                      // Back to main code

//========================================= 202 5b9d *
// During Battle (ship/stations)
_MonShipArmor:
 cmp dword ptr [iEnableGMD],0
 je _ExitMSA                       // Jump if feature is disabled

 mov eax,[edi+38]
 call _ChkPlayerFleet
 jne _ExitMSA

 cmp ecx,[edi+00000094]
 jns _ExitMSA

 mov ecx,[edi+00000094]

_ExitMSA:
 mov [edi+00000094],ecx            // Original code (upd Shield)
 jmp _BackMSA                      // Back to main code

//========================================= 200 ok
// During Battle (Troops)
_MonTroopHealth:
 cmp dword ptr [iEnableGMD],0
 je _ExitMTH                       // Jump if feature is disabled

 mov eax,[ebx+08]
 call _ChkPlayerTroop
 jne _ExitMTH

 xor eax,eax
 mov [ebp+08],eax

_ExitMTH:
 mov eax,[ebp+08]                  // Original code
 sub [ebx+28],eax                  // Original code (dec cHealth)
 jmp _BackMTH                      // Back to main code

//========================================= 200 ok
// During Battle (Troops)(defender/attacker)
_MonTroopMorale:
 cmp dword ptr [iEnableMTM],0
 je _ExitMTM                       // Jump if feature is disabled

 mov eax,[esi+08]
 call _ChkPlayerTroop
 jne _ExitMTM

 xor ecx,ecx

_ExitMTM:
 mov eax,[esi+68]                  // Original code (get morale)
 cmp ecx,eax                       // Original code
 jmp _BackMTM                      // Back to main code

//========================================= 210 *
// Character will level up to max when getting any XP
_MonCharXP:
 push ecx
 mov ecx,eax

 cmp dword ptr [esi+0000007c],5
 jns _ExitMCX

 cmp dword ptr [iEnableMCX],0
 je _ExitMCX                       // Jump if feature is disabled

 mov eax,[esi+08]
 call _ChkPlayerChars
 jnz _ExitMCX

 mov eax,[ecx]
 cmp [esi+78],eax
 jns _ExitMCX

 mov [esi+78],eax

_ExitMCX:
 mov eax,ecx
 pop ecx

 mov eax,[eax]                     // Original code
 cmp [esi+78],eax                  // Original code
 jmp _BackMCX                      // Back to main code

//========================================= 210 OK
// Find out the resource info of a given Index
_MonResourceInfo:
 push ebx

 mov edi,[edx+04]
 sub edi,[edx]

 mov dword ptr [iResMax],00

 test edi,edi
 jz _ExitRIO

 sar edi,02
 mov [iResMax],edi
 cmp edi,[iResIndex]
 js _ExitRIO

 mov edi,[iResIndex]
 test edi,edi
 jz _ExitRIO

 mov ebx,[edx]
 mov edi,[ebx+edi*4-04]
 mov [pResInfo],edi

_ExitRIO:
 pop ebx

 mov edi,[edx+04]                  // Original code (get pEnd)
 sub edi,[edx]                     // Original code (pBegin)
 jmp _BackRIO                      // Back to main code

//========================================= 210 ok
// When checking const prog during turn (for tiles)
_MonTileConst:
 push ecx

 imul eax,[esi+4c],000003E8        // Original code (get #Days)

 cmp dword ptr [iEnableMBP],0
 je _ExitMTC                       // Jump if feature is disabled

 mov ecx,[ebx+00000220]
 and ecx,00ffffff
 cmp ecx,[iOwnerID]
 jne _ExitMTC

 mov [esi+54],eax

_ExitMTC:
 pop ecx
 jmp _BackMTC                      // Back to main code

//========================================= 210 ok
// At the pick one leader up screen (additional leader researched)
_MonMaxLeaders:
 push eax
 push ebx

 cmp dword ptr [iEnableMML],0
 je _ExitMML                       // Jump if feature is disabled

 cmp edi,[pBaseStatus]
 jne _ExitMML

 mov eax,#68000

 mov ebx,[edi+10]
 cmp [ebx+ecx*8+04],eax
 jns _ExitMML

 mov [ebx+ecx*8+04],eax            // Additional # of leaders (67)

_ExitMML:
 pop ebx
 pop eax

 mov al,[eax+00002d4d]             // Original code
 jmp _BackMML                      // Back to main code

//========================================= 210 ok
// When constructing by ship constructor (ex.: MEGA)
_MonBuildProg4:
 push edi

 cmp dword ptr [iEnableMBM],0
 je _ExitBP4                       // Jump if feature is disabled

 mov edi,[ebp+0c]
 test edi,edi
 jz _ExitBP4

 cmp edi,[ebp-04]
 jne _ExitBP4

 mov edi,[edi+00000090]
 cmp edi,[iOwnerID]
 jne _ExitBP4

 mov edi,[eax]

 cmp [esi+5C],edi
 jns _ExitBP4

 mov [esi+5C],edi

_ExitBP4:
 pop edi

 mov eax,[eax]                     // Original code
 cmp [esi+5C],eax                  // Original code (chk prog)
 jmp _BackBP4                      // Back to main code

//========================================= 211 #
// When Moving Fleet (original by transcendperfection)
_MonInstantMove:
 push eax
 push esi

 movzx eax,byte ptr [OOIM]

 cmp dword ptr [iEnableMIM],0
 je _ExitMIM                       // Jump if feature is disabled

 mov esi,[ecx+04]
 test esi,esi
 jz _ExitMIM

 mov esi,[esi+00000090]
 and esi,00ffffff
 cmp esi,[iOwnerID]
 jne _ExitMIM

 inc eax

_ExitMIM:
 test eax,eax

 pop esi
 pop eax
 jmp _BackMIM                      // Back to main code

//========================================= 210 OK
// When Moving Fleet (original by transcendperfection)
_MonInstantMove2:
 push eax
 push esi

 movzx eax,byte ptr [OOIM]

 cmp dword ptr [iEnableMIM],0
 je _ExitIM2                       // Jump if feature is disabled

 mov esi,[edi+04]
 test esi,esi
 jz _ExitIM2

 mov esi,[esi+00000090]
 cmp esi,[iOwnerID]
 jne _ExitIM2

 inc eax

_ExitIM2:
 test eax,eax

 pop esi
 pop eax
 jmp _BackIM2                      // Back to main code

//========================================= 210 ok
// When Moving Fleet (original by transcendperfection)
_MonInstantMove3:
 push eax
 push esi

 movzx esi,byte ptr [OOIM]

 cmp dword ptr [iEnableMIM],0
 je _ExitIM3                       // Jump if feature is disabled

 mov eax,[ecx+20]                  // Get fleet ID
 call _ChkPlayerFleet
 jnz _ExitIM3

 inc esi

_ExitIM3:
 test esi,esi

 pop esi
 pop eax
 jmp _BackIM3                      // Back to main code

//========================================= 210 ok
// When Moving Fleet (original by transcendperfection)
_MonInstantMove4:
 push eax
 push esi

 movzx esi,byte ptr [OOIM]

 cmp dword ptr [iEnableMIM],0
 je _ExitIM4                       // Jump if feature is disabled

 mov eax,[ecx+20]                  // Get fleet ID
 call _ChkPlayerFleet
 jnz _ExitIM4

 inc esi

_ExitIM4:
 test esi,esi

 pop esi
 pop eax
 jmp _BackIM4                      // Back to main code

//========================================= 210 #
// When Moving Ship (original by transcendperfection)
_MonInstantMove5:
 push eax
 push esi

 movzx esi,byte ptr [OOIM]

 cmp dword ptr [iEnableMIM],0
 je _ExitIM5                       // Jump if feature is disabled

 mov eax,[ecx+50]
 call _ChkPlayerFleet
 jnz _ExitIM5

 inc esi

_ExitIM5:
 test esi,esi

 pop esi
 pop eax
 jmp _BackIM5                      // Back to main code

//========================================= 210 ok
// Last selected megastructure during upgrade (game paused)
_MonSelMega:
 mov [pMega],esi

_ExitMSM:
 mov ecx,[ecx+000000ac]            // Original code
 jmp _BackMSM                      // Back to main code

//========================================= 210 ok
// When Populating a Tile (with Machine)
_MonColProg3:
 mov [iTileID],esi

_ExitCP3:
 mov ecx,[ebx+40]                  // Original code
 lea eax,[ebx+44]                  // Original code
 jmp _BackCP3                      // Back to main code

//========================================= 210 ok
// Last selected Object
_MonSelObj:
 mov [pObj],esi

_ExitMSO:
 mov byte ptr [esi+04],01          // Original code (set sel)
 push eax                          // Original code
 jmp _BackMSO                      // Back to main code

//========================================= 210 ok
// When colossus is preparing or cracking
_MonColossusAction:
 cmp dword ptr [iEnableMCA],0
 je _ExitMCA                       // Jump if feature is disabled

 test edi,edi
 jz _ExitMCA

 mov eax,[edi+00000090]
 cmp eax,[iOwnerID]
 jne _ExitMCA

 mov eax,[ecx+1C]
 lea eax,[eax-000007d0]

 cmp [ecx+18],eax
 jns _ExitMCA

 mov [ecx+18],eax

_ExitMCA:
 mov eax,[ecx+1C]                  // Original code
 cmp [ecx+18],eax                  // Original code (chk prog)
 jmp _BackMCA                      // Back to main code

//=========================================
align 10,cc
//========================================= 210 #
// Check if it is a player's ship/Station (based on its fleet id)
// Input : EAX = FleetID
// Output: Z = found and NZ = Not Found
_ChkPlayerFleet:
 push ebx
 push ecx

 mov ebx,[pPlayer]
 mov ecx,[ebx+00000780]
 mov ebx,[ebx+0000077c]
 test ebx,ebx
 jz _ChkPF01

_ChkPF00:
 cmp ecx,ebx
 jle _ChkPF01

 cmp eax,[ebx]
 je _ChkPF02

 lea ebx,[ebx+04]
 jmp _ChkPF00
//==
_ChkPF01:
 inc eax
 test eax,eax

_ChkPF02:
 pop ecx
 pop ebx
 ret

//=========================================
align 10,cc
//========================================= 210 #
// Check if it is a player's troop (based on its id)
// Input : EAX = TroopID
// Output: Z = found and NZ = Not Found
_ChkPlayerTroop:
 push ebx
 push ecx

 mov ebx,[pPlayer]
 mov ecx,[ebx+0000078c]
 mov ebx,[ebx+00000788]
 test ebx,ebx
 jz _ChkPT01

_ChkPT00:
 cmp ecx,ebx
 jle _ChkPF01

 cmp eax,[ebx]
 je _ChkPT02

 lea ebx,[ebx+04]
 jmp _ChkPT00
//--
_ChkPT01:
 inc eax
 test eax,eax

_ChkPT02:
 pop ecx
 pop ebx
 ret

//=========================================
align 10,cc
//========================================= 210 #
// Check if it is a player's character (based on its id)
// Input : EAX = CharID
// Output: Z = found and NZ = Not Found
_ChkPlayerChars:
 push ebx
 push ecx

 mov ebx,[pPlayer]
 mov ecx,[ebx+00000774]
 mov ebx,[ebx+00000770]
 test ebx,ebx
 jz _ChkPC01

_ChkPC00:
 cmp ecx,ebx
 jle _ChkPC01

 cmp eax,[ebx]
 je _ChkPC02

 lea ebx,[ebx+04]
 jmp _ChkPC00
//==
_ChkPC01:
 inc eax
 test eax,eax

_ChkPC02:
 pop ecx
 pop ebx
 ret

//=========================================
align 10,cc
//========================================= 210 #
// Check for additional resource max value (via id)
// Input : ECX = Resource ID
// Output: ECX = Additinal value or Zero
_ChkAdditionalRes:
 push ebx
 push edx

 mov ebx,[pPlayer]
 mov edx,[ebx+00000a50]
 mov ebx,[ebx+00000a4c]
 test ebx,ebx
 jz _ChkAR02

_ChkAR00:
 cmp edx,ebx
 jle _ChkAR02

 cmp ecx,[ebx]
 je _ChkAR01

 lea ebx,[ebx+08]
 jmp _ChkAR00
//--
_ChkAR01:
 mov ecx,[ebx+04]
 test ecx,ecx
 jns _ChkAR03

_ChkAR02:
 xor ecx,ecx

_ChkAR03:
 pop edx
 pop ebx
 ret

//=========================================
align 10,'='
//=========================================
 db '===============================&gt;'
 db 'CE6.7 Script by Recifense 180807'
//=========================================
// Variables
iEnableMMR:
 dd 0
iEnableMSR:
 dd 0
iEnableMRP:
 dd 0
iEnableMTP:
 dd 0
iEnableMPP:
 dd 0
iEnableMCP:
 dd 0
iEnableMBP:
 dd 0
iEnableMPT:
 dd 0
iEnableGMD:
 dd 0
iEnableMTM:
 dd 0
iEnableQRP:
 dd 0
iEnableMML:
 dd 0
iEnableMTF:
 dd 0
iEnableQCP:
 dd 0
iEnableMIM:
 dd 0
iEnableSPO:
 dd 0
iEnableRIU:
 dd 0
iEnableMBM:
 dd 0
iEnableIPR:
 dd 0
iEnableMCX:
 dd 0
iEnableMPG:
 dd 0
iEnableMCA:
 dd 0
iOwnerID:
 dd #999
iStatusID:
 dd 0
iResIndex:
 dd 2
iResMax:
 dd 2
iMinUnity:
 dd #680
iTileID:
 dd 55555555
pPlayer:
 dd MyCode
pRuler:
 dd 0
pChar:
 dd 0
pPlanet:
 dd 0
pShip:
 dd 0
pFleet:
 dd 0
pTile:
 dd 0
pResInfo:
 dd 0
pCommon:
 dd MyCode
pStatusInfo:
 dd 0
pProd:
 dd MyCode
pTroop:
 dd 0
pMega:
 dd 0
pObj:
 dd 0
pBaseStatus:
 dd MyCode

//=========================================
// ******* Points
MOHP:
 jmp _MonHumanPlayer
 nop
_BackMHP:

MOSC:
 jmp _MonSelChar
 nop
_BackMSC:

MOSS:
 jmp _MonSelShip
 nop
_BackMSS:

MOSF:
 jmp _MonSelFleet
 nop
_BackMSF:

MOSP:
 jmp _MonSelPlanet
 nop
_BackMSP:

MSTE:
 jmp _MonSelTile
_BackSTE:

MSTP:
 jmp _MonSelTroop
_BackMST:

MORP:
 jmp _MonResearchProg
_BackMRP:

MOTP:
 jmp _MonTaskProg
_BackMTP:

MOIP:
 jmp _MonInvestigationProg
_BackMIP:

MOPP:
 jmp _MonProdProg
 nop
_BackMPP:

MPP2:
 jmp _MonProdProg2
_BackPP2:

MPP3:
 jmp _MonProdProg3
_BackPP3:

MPP4:
 jmp _MonProdProg4
 nop
_BackPP4:

MOCP:
 jmp _MonColProg
_BackMCP:

MCP2:
 jmp _MonColProg2
 nop
 nop
_BackCP2:

MBP2:
 jmp _MonBuildProg2
_BackBP2:

MOPT:
 jmp _MonPlanetTiles
_BackMPT:

MSHL:
 jmp _MonShipHull
 nop
_BackMSH:

MSSD:
 jmp _MonShipShield
 nop
_BackSSD:

MSAR:
 jmp _MonShipArmor
 nop
_BackMSA:

MOTH:
 jmp _MonTroopHealth
 nop
_BackMTH:

MOTM:
 jmp _MonTroopMorale
_BackMTM:

MOCX:
 jmp _MonCharXP
_BackMCX:

MRIO:
 jmp _MonResourceInfo
_BackRIO:

MOTC:
 jmp _MonTileConst
 nop
 nop
_BackMTC:

MOML:
 jmp _MonMaxLeaders
 nop
_BackMML:

MBP4:
 jmp _MonBuildProg4
_BackBP4:

MOIM:
 jmp _MonInstantMove
 nop
 nop
_BackMIM:

MIM2:
 jmp _MonInstantMove2
 nop
 nop
_BackIM2:

MIM3:
 jmp _MonInstantMove3
 nop
 nop
_BackIM3:

MIM4:
 jmp _MonInstantMove4
 nop
 nop
_BackIM4:

MIM5:
 jmp _MonInstantMove5
 nop
 nop
_BackIM5:

MOSM:
 jmp _MonSelMega
 nop
_BackMSM:

MCP3:
 jmp _MonColProg3
 nop
_BackCP3:

MOSO:
 jmp _MonSelObj
_BackMSO:

MOCA:
 jmp _MonColossusAction
 nop
_BackMCA:

//=========================================
// Script for Restoring Original Codes
[DISABLE]
MOHP:
// mov esi,[esi+00000908]
 db 8b b6 08 09 00 00

MOSC:
// mov esi,[ecx+000000A4]
 db 8b b1 a4 00 00 00

MOSS:
// mov eax,[ebx+000000A4]
 db 8b 83 a4 00 00 00

MOSF:
// mov esi,[ecx+00000738]
 db 8b b1 38 07 00 00

MOSP:
// mov eax,[edi+00000220]
 db 8b 87 20 02 00 00

MSTE:
// mov ecx,[eax+78]
// mov eax,[ecx]
 db 8b 48 78 8b 01

MSTP:
// mov ecx,[esi+28]
// mov [edx],ecx
 db 8b 4e 28 89 0a

MORP:
// mov esi,[eax+04]
// mov eax,[ecx]
 db 8b 70 04 8b 01

MOTP:
// mov eax,[eax]
// cmp [edi+1C],eax
 db 8b 00 39 47 1c

MOIP:
// mov eax,[eax]
// cmp [esi+1C],eax
 db 8b 00 39 46 1c

MOPP:
// mov eax,[esi+34]
// cmp eax,[ebp-04]
 db 8b 46 34 3b 45 fc

MPP2:
// mov eax,[eax]
// add [ecx+34],eax
 db 8b 00 01 41 34

MPP3:
// mov eax,[eax]
// add [ecx+34],eax
 db 8b 00 01 41 34

MPP4:
// mov eax,[ebp-20]
// add [ecx+34],eax
 db 8b 45 e0 01 41 34

MOCP:
// mov esi,[edi+20]
// add esi,[eax]
 db 8b 77 20 03 30

MCP2:
// add [ebx+48],000003E8
 db 81 43 48 e8 03 00 00

MBP2:
// mov eax,[eax]
// cmp [esi+24],eax
 db 8b 00 39 46 24

MOPT:
// mov ecx,[ebx+78]
// mov eax,[ecx]
 db 8b 4b 78 8b 01

MSHL:
// sub [edi+0000008C],esi
 db 29 b7 8c 00 00 00

MSSD:
// mov [edi+00000090],ecx
 db 89 8f 90 00 00 00

MSAR:
// mov [edi+00000094],ecx
 db 89 8f 94 00 00 00

MOTH:
// mov eax,[ebp+08]
// sub [ebx+28],eax
 db 8b 45 08 29 43 28

MOTM:
// mov eax,[esi+68]
// cmp ecx,eax
 db 8b 46 68 3b c8

MOCX:
// mov eax,[eax]
// cmp [esi+78],eax
 db 8b 00 39 46 78

MRIO:
// mov edi,[edx+04]
// sub edi,[edx]
 db 8b 7a 04 2b 3a

MOTC:
// imul eax,[esi+4C],000003E8
 db 69 46 4c e8 03 00 00

MOML:
// mov al,[eax+00002D4D]
 db 8a 80 4d 2d 00 00

MBP4:
// mov eax,[eax]
// cmp [esi+5C],eax
 db 8b 00 39 46 5c

MOIM:
 cmp byte ptr [OOIM],00

MIM2:
 cmp byte ptr [OOIM],00

MIM3:
 cmp byte ptr [OOIM],00

MIM4:
 cmp byte ptr [OOIM],00

MIM5:
 cmp byte ptr [OOIM],00

MOSM:
// mov ecx,[ecx+000000AC]
 db 8b 89 ac 00 00 00

MCP3:
// mov ecx,[ebx+40]
// lea eax,[ebx+44]
 db 8b 4b 40 8d 43 44

MOSO:
// mov byte ptr [esi+04],01
// push eax
 db c6 46 04 01 50

MOCA:
// mov eax,[ecx+1C]
// cmp [ecx+18],eax
 db 8b 41 1c 39 41 18

//=========================================
// Unregistering Symbols
unregistersymbol(MyCode)
unregistersymbol(iEnableMMR)
unregistersymbol(iEnableMSR)
unregistersymbol(iEnableMRP)
unregistersymbol(iEnableMTP)
unregistersymbol(iEnableMPP)
unregistersymbol(iEnableMCP)
unregistersymbol(iEnableMBP)
unregistersymbol(iEnableMPT)
unregistersymbol(iEnableGMD)
unregistersymbol(iEnableMTM)
unregistersymbol(iEnableQRP)
unregistersymbol(iEnableMML)
unregistersymbol(iEnableMTF)
unregistersymbol(iEnableQCP)
unregistersymbol(iEnableMIM)
unregistersymbol(iEnableSPO)
unregistersymbol(iEnableRIU)
unregistersymbol(iEnableMBM)
unregistersymbol(iEnableIPR)
unregistersymbol(iEnableMCX)
unregistersymbol(iEnableMPG)
unregistersymbol(iEnableMCA)

unregistersymbol(iOwnerID)
unregistersymbol(iStatusID)
unregistersymbol(iResIndex)
unregistersymbol(iResMax)
unregistersymbol(iMinUnity)

unregistersymbol(pPlayer)
unregistersymbol(pRuler)
unregistersymbol(pChar)
unregistersymbol(pPlanet)
unregistersymbol(pShip)
unregistersymbol(pFleet)
unregistersymbol(pCommon)
unregistersymbol(pStatusInfo)
unregistersymbol(pTile)
unregistersymbol(pResInfo)
unregistersymbol(pTroop)
unregistersymbol(pMega)
unregistersymbol(pObj)

//=========================================
dealloc(MyCode)
//============= Scripts End ===============

// ****************************************
// NOTES
// ****************************************
{
}

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>96</ID>
          <Description>"[X] &lt;== Minimum Resources (main ones)"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMMR",1)
getAddressList().getMemoryRecordByID(96).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMMR",0)
getAddressList().getMemoryRecordByID(96).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
          <CheatEntries>
            <CheatEntry>
              <ID>350</ID>
              <Description>"[X] &lt;== Include UNITY"</Description>
              <Options moHideChildren="1"/>
              <LastState/>
              <Color>C08000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableRIU",1)
getAddressList().getMemoryRecordByID(350).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableRIU",0)
getAddressList().getMemoryRecordByID(350).Color = 0x00c08000
{$ASM}

</AssemblerScript>
              <Hotkeys>
                <Hotkey>
                  <Action>Activate</Action>
                  <Keys>
                    <Key>17</Key>
                    <Key>36</Key>
                  </Keys>
                  <ID>0</ID>
                </Hotkey>
                <Hotkey>
                  <Action>Deactivate</Action>
                  <Keys>
                    <Key>17</Key>
                    <Key>35</Key>
                  </Keys>
                  <ID>1</ID>
                </Hotkey>
              </Hotkeys>
              <CheatEntries>
                <CheatEntry>
                  <ID>357</ID>
                  <Description>"Minimum Value for UNITY ==&gt; (x1)"</Description>
                  <Color>0080FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>iMinUnity</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>229</ID>
          <Description>"[X] &lt;== Minimum Research Points"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMSR",1)
getAddressList().getMemoryRecordByID(229).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMSR",0)
getAddressList().getMemoryRecordByID(229).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>230</ID>
          <Description>"[X] &lt;== Quick Research (in Few months or days)"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMRP",1)
getAddressList().getMemoryRecordByID(230).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMRP",0)
getAddressList().getMemoryRecordByID(230).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
          <CheatEntries>
            <CheatEntry>
              <ID>339</ID>
              <Description>"[X] &lt;== Special Projects Only (original by TranscendPerfection)"</Description>
              <LastState/>
              <Color>C08000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableSPO",1)
getAddressList().getMemoryRecordByID(339).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableSPO",0)
getAddressList().getMemoryRecordByID(339).Color = 0x00c08000
{$ASM}

</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>231</ID>
          <Description>"[X] &lt;== Quick Tasks  (Survey, Investigation, etc)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMTP",1)
getAddressList().getMemoryRecordByID(231).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMTP",0)
getAddressList().getMemoryRecordByID(231).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>232</ID>
          <Description>"[X] &lt;== Quick Production (of ships)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMPP",1)
getAddressList().getMemoryRecordByID(232).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMPP",0)
getAddressList().getMemoryRecordByID(232).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>233</ID>
          <Description>"[X] &lt;== Quick Colonization Process (in a few months or days)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMCP",1)
getAddressList().getMemoryRecordByID(233).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMCP",0)
getAddressList().getMemoryRecordByID(233).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>234</ID>
          <Description>"[X] &lt;== Quick Building (in Few months or days)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMBP",1)
getAddressList().getMemoryRecordByID(234).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMBP",0)
getAddressList().getMemoryRecordByID(234).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>351</ID>
          <Description>"[X] &lt;== Quick Building of Megastructures "</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMBM",1)
getAddressList().getMemoryRecordByID(351).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMBM",0)
getAddressList().getMemoryRecordByID(351).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>235</ID>
          <Description>"[X] &lt;== Minimum Resource per Tile (look at the planet surface)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMPT",1)
getAddressList().getMemoryRecordByID(235).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMPT",0)
getAddressList().getMemoryRecordByID(235).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>236</ID>
          <Description>"[X] &lt;== God Mode (Ships/Stations/Planets/Troops)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableGMD",1)
getAddressList().getMemoryRecordByID(236).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableGMD",0)
getAddressList().getMemoryRecordByID(236).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>246</ID>
          <Description>"[X] &lt;== Static Troop Morale "</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMTM",1)
getAddressList().getMemoryRecordByID(246).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMTM",0)
getAddressList().getMemoryRecordByID(246).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>290</ID>
          <Description>"[X] &lt;== Minimum Maximum # of Leaders "</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMML",1)
getAddressList().getMemoryRecordByID(290).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMML",0)
getAddressList().getMemoryRecordByID(290).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>331</ID>
          <Description>"[X] &lt;== Quick Colonization (ship task)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableQCP",1)
getAddressList().getMemoryRecordByID(331).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableQCP",0)
getAddressList().getMemoryRecordByID(331).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>337</ID>
          <Description>"[X] &lt;== Pretty Quick Fleet Movement (original by TranscendPerfection)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMIM",1)
getAddressList().getMemoryRecordByID(337).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMIM",0)
getAddressList().getMemoryRecordByID(337).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>352</ID>
          <Description>"[X] &lt;== Quick Population Growth (Tiles)"</Description>
          <Options moDeactivateChildrenAsWell="1"/>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMPG",1)
getAddressList().getMemoryRecordByID(352).Color = 0x00004000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMPG",0)
getAddressList().getMemoryRecordByID(352).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>371</ID>
          <Description>"[X] &lt;== Character Quick Level Up"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMCX",1)
getAddressList().getMemoryRecordByID(371).Color = 0x00008000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMCX",0)
getAddressList().getMemoryRecordByID(371).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>372</ID>
          <Description>"[X] &lt;== Colossus Quick Action (Cracking Planets)"</Description>
          <LastState/>
          <Color>C08000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
writeInteger("iEnableMCA",1)
getAddressList().getMemoryRecordByID(372).Color = 0x00004000
{$ASM}

[disable]
{$LUA}
writeInteger("iEnableMCA",0)
getAddressList().getMemoryRecordByID(372).Color = 0x00c08000
{$ASM}

</AssemblerScript>
          <Hotkeys>
            <Hotkey>
              <Action>Activate</Action>
              <Keys>
                <Key>17</Key>
                <Key>36</Key>
              </Keys>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Deactivate</Action>
              <Keys>
                <Key>17</Key>
                <Key>35</Key>
              </Keys>
              <ID>1</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>141</ID>
          <Description>"[X] &lt;======= Player Info"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>404080</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>143</ID>
              <Description>"Faction Name (&gt;16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>32</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pPlayer</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>c8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>142</ID>
              <Description>"Faction Name (&lt; 16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pPlayer</Address>
              <Offsets>
                <Offset>c8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>144</ID>
              <Description>"Physics Research Stored Points (x1000) ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pPlayer</Address>
              <Offsets>
                <Offset>1d8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>156</ID>
              <Description>"Society Research Stored Points (x1000) ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pPlayer</Address>
              <Offsets>
                <Offset>1dc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>157</ID>
              <Description>"Engineering Research Stored Points (x1000) ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pPlayer</Address>
              <Offsets>
                <Offset>1e0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>146</ID>
          <Description>"[X] &lt;======= Last Selected Character Info (game Paused)"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>404080</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>148</ID>
              <Description>"First Name (&gt;16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>32</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pChar</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>10</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>147</ID>
              <Description>"First Name (&lt; 16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pChar</Address>
              <Offsets>
                <Offset>10</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>149</ID>
              <Description>"Current XP (x1000) ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pChar</Address>
              <Offsets>
                <Offset>78</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>150</ID>
              <Description>"Age Base (x1) ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pChar</Address>
              <Offsets>
                <Offset>a4</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>115</ID>
          <Description>"[X] &lt;================ Resource X Selected Tile Info"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>404080</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>266</ID>
              <Description>"[X] &lt;===================== Pick a Resource Info (by Index)"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>4080FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>258</ID>
                  <Description>"Resource Current Index (1 to MAX) =====&gt;"</Description>
                  <Color>0000FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>iResIndex</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>116</ID>
                  <Description>"Resource Maximum Index (DONNOT CHANGE IT)"</Description>
                  <Color>0000FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>iResMax</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>259</ID>
                  <Description>"Resource Current Index Pointer (can be copied) &lt;======="</Description>
                  <ShowAsHex>1</ShowAsHex>
                  <Color>FF00FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>pResInfo</Address>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>118</ID>
                      <Description>"Resource Name (&gt;15)"</Description>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>48</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pResInfo</Address>
                      <Offsets>
                        <Offset>0</Offset>
                        <Offset>C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>117</ID>
                      <Description>"Resource Name (&lt;16)"</Description>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pResInfo</Address>
                      <Offsets>
                        <Offset>C</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>267</ID>
              <Description>"[X] &lt;===================== Selected Tile Resource(s) Info"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>4080FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>260</ID>
                  <Description>"Tile 1st Resource Type Pointer (can be pasted) =======&gt;"</Description>
                  <ShowAsHex>1</ShowAsHex>
                  <Color>FF00FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>pTile</Address>
                  <Offsets>
                    <Offset>0</Offset>
                    <Offset>1C</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>262</ID>
                      <Description>"Tile 1st Resource Name (&gt;15)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>0</Offset>
                        <Offset>C</Offset>
                        <Offset>0</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>261</ID>
                      <Description>"Tile 1st Resource Name (&lt;16)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>C</Offset>
                        <Offset>0</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>263</ID>
                  <Description>"Tile 2nd Resource Type Pointer (can be pasted) =======&gt;"</Description>
                  <ShowAsHex>1</ShowAsHex>
                  <Color>FF00FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>pTile</Address>
                  <Offsets>
                    <Offset>10</Offset>
                    <Offset>1C</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>265</ID>
                      <Description>"Tile 1st Resource Name (&gt;15)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>0</Offset>
                        <Offset>C</Offset>
                        <Offset>10</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>264</ID>
                      <Description>"Tile 1st Resource Name (&lt;16)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>C</Offset>
                        <Offset>10</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>295</ID>
                  <Description>"Tile 3rd Resource Type Pointer (can be pasted) =======&gt;"</Description>
                  <ShowAsHex>1</ShowAsHex>
                  <Color>FF00FF</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>pTile</Address>
                  <Offsets>
                    <Offset>20</Offset>
                    <Offset>1C</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>296</ID>
                      <Description>"Tile 1st Resource Name (&gt;15)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>0</Offset>
                        <Offset>C</Offset>
                        <Offset>20</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>297</ID>
                      <Description>"Tile 1st Resource Name (&lt;16)"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <Color>0000FF</Color>
                      <VariableType>String</VariableType>
                      <Length>16</Length>
                      <Unicode>0</Unicode>
                      <CodePage>0</CodePage>
                      <ZeroTerminate>1</ZeroTerminate>
                      <Address>pTile</Address>
                      <Offsets>
                        <Offset>C</Offset>
                        <Offset>20</Offset>
                        <Offset>1C</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>334</ID>
          <Description>"[X] &lt;====================== Selected Planet Info"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>404080</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>336</ID>
              <Description>"Name (&lt; 16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pPlanet</Address>
              <Offsets>
                <Offset>204</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>335</ID>
              <Description>"Name (&gt;16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>32</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pPlanet</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>204</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>332</ID>
              <Description>"Days already passed to Terraform ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pPlanet</Address>
              <Offsets>
                <Offset>8</Offset>
                <Offset>3c4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>333</ID>
              <Description>"Days necessary to Terraform ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pPlanet</Address>
              <Offsets>
                <Offset>c</Offset>
                <Offset>3c4</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>364</ID>
          <Description>"[X] &lt;=========== Selected Megastructure Upgrade Info"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>404080</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>365</ID>
              <Description>"Name (&lt; 16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pMega</Address>
              <Offsets>
                <Offset>8</Offset>
                <Offset>24</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>366</ID>
              <Description>"Name (&gt;16)"</Description>
              <ShowAsHex>1</ShowAsHex>
              <Color>0000FF</Color>
              <VariableType>String</VariableType>
              <Length>32</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>pMega</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>8</Offset>
                <Offset>24</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>367</ID>
              <Description>"Days already passed to Upgrade ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pMega</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>368</ID>
              <Description>"Days necessary to Upgrade ==&gt;"</Description>
              <Color>FF00FF</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>pMega</Address>
              <Offsets>
                <Offset>ac</Offset>
                <Offset>24</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>228</ID>
      <Description>"[X] &lt;== Table/Script Information"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[enable]
define(test,LUDO)

{$LUA}
getMainForm().CommentButton.doClick()
{$ASM}

[disable]

</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols>
    <SymbolEntry>
      <Name>Recifense</Name>
      <Address>20180807</Address>
    </SymbolEntry>
  </UserdefinedSymbols>
  <Comments>===========================================
 Game Title    : Stellaris - Apocalypse
 Game Version  : 2.1.2 (170f)
 Game Sponsor  : Ubykh + WalletGifts + darkedone02 + hbpateiv + Patrons
 Process Name  : stellaris.exe
 Relevant Info : 32bits/Space RTS with Pause
 Script Version: 8.3
 CE Version    : 6.7
 Release date  : 07-Aug-2018
 Author        : Recifense
 History:
 14-Mar-16: First Release
 15-Mar-16: Add one more feature and Fixed GM (s2.0)
 18-Mar-16: Release for version 1.0.3.
 20-Mar-16: Added more features (Warp Wind-down/Troop Morale/GM/Research).
 23-Mar-16: Added more features (Planet Tile Info/Produced Resource Changing).
 02-Jun-16: Release for version 1.1.0. (+improvement) (s4.1)
 04-Jun-16: Added a new feature (max leaders) (s5.0)
 27-Jun-16: Release for version 1.2.0.
 01-Jul-16: Release for version 1.2.1.
 05-Aug-16: Release for version 1.2.3. (+Renamed Fleets by TranscendPerfection)
 12-Aug-16: Release for version 1.2.4. (+Wormhole+Terraforming)
 16-Aug-16: Release for version 1.2.5. (+Hyperlane) (v6.5)
 30-Oct-16: Release for version 1.3.1. (v6.6)
 31-Oct-16: Finished the troop related scripts(v6.7)
 10-Nov-16: Release for version 1.3.2. (v6.8)
 13-Nov-16: Finished implementation of "Pretty Quick Move" (by TranscendPerfection) (v6.9)
 05-Dec-16: Release for version 1.4.0. (v6.92)
 09-Dec-16: Release for version 1.4.1.
 09-Apr-17: Release for version 1.5.0. (+Unity)(v6.95)
 10-Apr-17: Added quick mega construc and some adjustment (s7.0)
 11-Apr-17: Change HP for player identification (v7.1)
 11-Apr-17: Fixes for crashing. Added Anomaly Cheat (by TranscendPerfection). (v7.2)
 11-Apr-17: Release for version 1.5.1. (BETA)
 12-Apr-17: Release for version 1.5.1. (official Release)(+new feature)(v7.3)
 13-Apr-17: Added one more option (Anomaly related)
 10-May-17: Release for version 1.6.0 + Quick Level Up. (v7.5)
 12-May-17: Release for version 1.6.1 (beta)
 13-May-17: Fix for minimum Resources (v7.6)
 17-Jun-17: Release for version 1.6.2.
 22-Jul-17: Release for version 1.7.4 (beta)
 22-Sep-17: Release for version 1.8.0 (s7.7)
 23-Sep-17: Fixed  Anomaly Risk (s7.8)
 04-Oct-17: Added Machine in Quick Population (s7.9)
 04-Oct-17: Release for version 1.8.1 (Beta)
 11-Oct-17: Release for version 1.8.2.
 25-Oct-17: Release for version 1.8.3.
 01-Nov-17: Fix for construction of Megastructures (s7.a)
 07-Dec-17: Release for version 1.9.0.
 14-Dec-17: Release for version 1.9.1.
 24-Feb-18: Release for version 2.0.0. (S8.0) Preliminary
 25-Feb-18: Release for version 2.0.0. (S8.0) Final
 27-Feb-18: Release for version 2.0.1. + Colossus Quick Action (S8.1)
 03-Mar-18: Release for version 2.0.2. (Beta)
 06-Mar-18: Release for version 2.0.2. (5781) (Beta)
 11-Mar-18: Release for version 2.0.2. (5b9d) (Beta)
 15-Mar-18: Release for version 2.0.2. (9b47) (Beta)
 26-Mar-18: Release for version 2.0.2. (d07e) (Beta)
 29-Mar-18: Release for version 2.0.2. (5e21) (Final)
 18-Apr-18: Release for version 2.0.3. (6da2)
 20-Apr-18: Release for version 2.0.4. (1368) (beta) (0040)
 25-Apr-18: Release for version 2.0.4. (1368) (beta) (20180425) (0040)
 15-May-18: Release for version 2.0.5. (6d3e)
 23-May-18: Release for version 2.1.0. (01a9) (s8.2)
 15-Jun-18: Release for version 2.1.1. (d173) (s8.3)(CE68)
 07-Aug-18: Release for version 2.1.2. (170f) (s8.3)(back to CE67)
 Features:
 - Minimum Resources:                   [1]
   - Energy
   - Minerals
   - Influence
   - Unity (can be included or not)  (new)
 - Minimum Research Points:             [2]
   - Physics
   - Society
   - Engineering
 - Quick Research                       [3]
   - Special Projects Only              [31] (by TranscendPerfection)
 - Quick Task (for some ships):         [4]
   - Survey
   - Investigation
 - Quick Production (Ship Construction) [5]
 - Quick Colonization
 - Quick Population                     [6]
   - included Machines (s7.9)
 - Quick Buiding                        [7]
   - By Planet
   - By Constructor Ship:
     - Stations
     - Megastructures (Utopia)
 - God Mode:                            [8]
   - ships (Hull/Shield/Armor)
   - Stations (Hull/Shield/Armor)
   - Troops                                      (pending)
 - Minimum Production per tile (new)    [9]
 - Troop Morale (new)                   [B]      (pending)
 - Pretty Quick Fleet Move (original by transcendperfection)  [C]
 - Player's Characters quick level-up to max (v7.5)           [D]
 - Colossus Quick Actions (2 days)  new (v8.1)                [E]
 - Some Pointers                        [F]
===========================================
[1] It will not go under MAximum/2;
[2] It will not go under 100;
[3] It may take a few days or months (but always faster than normal);
[31] Only Special Projects will be affected;
[4] It may take a few days (but always faster than normal);
[5] It may take a few days (but always faster than normal);
[6] It may take a few days or months (but always faster than normal);
[7] It may take a few days (but always faster than normal);
[8] That's it;
[9] Minimum Resource = 20; (looking at the planet surface)
[B] Morale will not decrease during battle;
[C] Human Play's fleets will travel pretty quickly;
[D] Human Play's characters will level to max pretty quickly;
[E] Human Play's Colossus will act quickly (~2 days);
[F] Used at the table;
===========================================
[USAGE]
1) Run CE68 or greater;
2) Run Game;
3) Load the game process "stellaris.exe" in CE;
4) Load this table and activate the main script;
5) Now Activate the script of each cheat you want to use;
6) Game On;
===========================================
HOTKEYS:
[HOTKEYS]
CTRL+Home      = Enable  ALL cheats;
CTRL+End       = Disable ALL cheats;
===========================================
[IMPORTANT]
Save your game before unsing the cheats.
===========================================
[INFO]
Tested on Win 10 64bits
===========================================
BIG THANKS to Ubykh for providing the game.
===========================================
Have fun!
</Comments>
</CheatTable>
 

KaneP

New Member
Joined
Feb 16, 2015
Messages
3
Reaction score
0
Its now v2.1.3 (42f6) Niven
And trainer wont works anymore.
 
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