Resource icon

Pokemon Revolution Online Cheat Table V1.6 Shiny Poke fix

Login to enable download
Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat
Features -

Pokemon Hunter Script - Run away from pokemon until it finds the one you want. Never runs away from Shiny Pokemon

Pokemon Avoider - Run away from pokemon that you set

Anti-Cheat Bypass - Bypass detection for Speed Hacks

Fast Battle Animations - Kills animation to make battle animation faster

No Dark In Caves - Allow vision in caves that require flash

Dialogue Speed Hack No Bypass Needed - Dialogue Speed Hack you must go into option then set dialogue to 0 then back to max. Hit apply.

Dialogue Speed Hack (Bypass Needed) - Dialogue Speed Hack. Once enabled you need to go to option then close it.

Movement Speed Hack (Bypass Needed) - Movement speed hack. Once enable and set wait about 30 second it will update.

No NPC LoS - You don't get seen by npc. Trainers or Quest npc.

Walk On Ice - Walk on ice

Walk On Panel - Walk on panels or anything that push you back.


Cheat Table is Available For Download.

6/3/2020

Updated the Pokemon Hunter script and No Run Delay to current version of the game.

Add the following to address table 4 Bytes -
EscapePoke1
EscapePoke2
EscapePoke3
EscapePoke4

Change any of the top value to the Pokemon ID you want to capture. For example Pidgey ID in the pokedex is 16 and Rattata ID in the pokedex is 19.

Below script will Automatically run away from any pokemon that isn't found in the EscapePoke(ID) until it discovers it. You will have to figure out a way to move the character to trigger random encounter yourself.

Pokemon Hunter Script:
[ENABLE]

aobscanmodule(ID,GameAssembly.dll,33 D2 48 8B CB E8 ?? ?? ?? ?? 89 87 0C 0A 00 00 41 83 7D 18 03) //PokeID
aobscanmodule(RUN,GameAssembly.dll,33 D2 8B C8 E8 ?? ?? ?? ?? 84 C0 0F 84 ?? ?? ?? ?? 33 D2 49 8B CE) //Run
aobscanmodule(CALLRUN,GameAssembly.dll,48 89 5C 24 08 57 48 83 EC 40 48 8B D9 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 8B 8C 02 48 71 00 00 45 33 C0 4C 89 44 24 20 4C 89 44 24 28 4C 89 44 24 30 4C 8D 44 24 20) // call run back
aobscanmodule(JMPRUN,GameAssembly.dll,33 C9 ?? ?? ?? ?? ?? 0F 28 C8 49 8B CE ?? ?? ?? ?? ?? 44 0F 28 AC 24 60 01 00 00 48 8B B4 24 28 02 00 00 44 0F 28 A4 24 70 01 00 00 44 0F 28 9C 24 80 01 00 00 44 0F 28 94 24 90 01 00 00) //Jmp Return
aobscanmodule(EFJUMP,GameAssembly.dll,44 0F 28 AC 24 60 01 00 00 48 8B B4 24 28 02 00 00 44 0F 28 A4 24 70 01 00 00 44 0F 28 9C 24 80 01 00 00 44 0F 28 94 24 90 01 00 00 44 0F 28 84 24 B0 01 00 00 0F 28 BC 24 C0 01 00 00 0F 28 B4 24 D0 01 00 00 4C 8B A4 24 E0 01 00 00 48 8B BC 24 E8 01 00 00 48 8B 9C 24 18 02 00 00 44 0F 28 8C 24 A0 01 00 00 48 81 C4 F0 01 00 00 41 5F 41 5E 5D C3) //Found
aobscanmodule(IDJBE,GameAssembly.dll,48 8B C8 33 D2 E8 ?? ?? ?? ?? CC E8 ?? ?? ?? ?? 48 8B C8 33 D2 E8 ?? ?? ?? ?? CC E8 ?? ?? ?? ?? CC E8 ?? ?? ?? ?? 48 8B C8 33 D2 E8 ?? ?? ?? ?? CC CC CC CC CC CC CC CC CC CC CC CC CC CC CC CC) // ID JBE Return
aobscanmodule(SHINYPOKE,GameAssembly.dll,88 87 18 0A 00 00 48 8B 8F 98 0A 00 00 48 85 C9) // IsPokeShiny
aobscanmodule(BattleEnded,GameAssembly.dll,33 D2 48 8B CF FF D0 C6 83 B8 09 00 00 00 C6 83 04 0B 00 00 00 33 D2 48 8B CB) // Battle Ended reset shiny counter

registersymbol(SHINYPOKE)
registersymbol(ID)
registersymbol(PokeID)
registersymbol(EscapePoke1)
registersymbol(EscapePoke2)
registersymbol(EscapePoke3)
registersymbol(EscapePoke4)
registersymbol(YesShiny)
registersymbol(RUN)
registersymbol(CALLRUN)
registersymbol(JMPRUN)
registersymbol(EFJUMP)
registersymbol(IDJBE)
registersymbol(BattleEnded)

alloc(FindID,$1000) //ID
alloc(PokeID,$1000) //ID

alloc(IsPokeShiny,$1000) //IsPokeShiny?
alloc(BatEnded,$1000) // Did battle ended?

alloc(Escape,$1000) //RUN
alloc(EscapePoke1,$100) //RUN
alloc(EscapePoke2,$100) //RUN
alloc(EscapePoke3,$100) //RUN
alloc(EscapePoke4,$100) //RUN
alloc(YesShiny,$100) // YesShiny

label(ReturnEscape) //RUN

label(SaveID) //ID
label(ReturnID) //ID
label(ShinyPokeReturn) //ShinyReturnAddress
label(BattleEndedReturn) //Battle Ended Return
label(ThisIsShiny)//ShinyConfirm

EscapePoke1:
dd 1
EscapePoke2:
dd 1
EscapePoke3:
dd 1
EscapePoke4:
dd 1
YesShiny:
dd 0


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Escape:
  test al,al
  push rax
  mov rax,[PokeID]
  cmp [EscapePoke1],rax
  pop rax
  je EscapeFound
  push rax
  mov rax,[PokeID]
  cmp [EscapePoke2],rax
  pop rax
  je EscapeFound
  push rax
  mov rax,[PokeID]
  cmp [EscapePoke3],rax
  pop rax
  je EscapeFound
  push rax
  mov rax,[PokeID]
  cmp [EscapePoke4],rax
  pop rax
  je EscapeFound
  cmp [YesShiny],(float)1
  je EscapeFound
  mov [YesShiny],(float)0
  db 33 d2
  mov rcx,r14
  call CALLRUN
  jmp JMPRUN
  jmp RUN+20
EscapeFound:
  jmp EFJUMP


RUN+9:
  jmp Escape
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
ReturnEscape:

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

FindID:
SaveID:
  mov [PokeID],eax
  mov [rdi+00000A0C],eax
  cmp dword ptr [r13+18],03
  jbe SaveIDBE
  jmp ID+1B
SaveIDBE:
  jmp IDJBE-350


ID+A:
  jmp FindID
  nop
  nop
  nop
ReturnID:

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

IsPokeShiny:
  db 88 87 18 0A 00 00
  cmp [rdi+00000A18],1
  je ThisIsShiny
  db 48 8B 8F 98 0A 00 00 48 85 C9
  jmp ShinyPokeReturn
ThisIsShiny:
  mov [YesShiny],(float)1
  db 48 8B 8F 98 0A 00 00 48 85 C9
  jmp ShinyPokeReturn

SHINYPOKE:
  jmp IsPokeShiny
  db 90 90
ShinyPokeReturn:

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BatEnded:
  mov [YesShiny],(float)0
  db 33 D2 48 8B CF FF D0 C6 83 B8 09 00 00 00
  jmp BattleEndedReturn

BattleEnded:
  jmp BatEnded
BattleEndedReturn:

[DISABLE]

ID+A:
  mov [rdi+00000A0C],eax
  cmp dword ptr [r13+18],03
  jbe IDJBE-350

RUN+9:
  test al,al
  je EFJUMP
  db 33 d2
  mov rcx,r14
  call CALLRUN
  jmp JMPRUN

SHINYPOKE:
  db 88 87 18 0A 00 00 48 8B 8F 98 0A 00 00 48 85 C9

BattleEnded:
  db 33 D2 48 8B CF FF D0 C6 83 B8 09 00 00 00



unregistersymbol(SHINYPOKE)
unregistersymbol(ID)
unregistersymbol(PokeID)
unregistersymbol(EscapePoke1)
unregistersymbol(EscapePoke2)
unregistersymbol(EscapePoke3)
unregistersymbol(EscapePoke4)
unregistersymbol(YesShiny)
unregistersymbol(RUN)
unregistersymbol(CALLRUN)
unregistersymbol(JMPRUN)
unregistersymbol(EFJUMP)
unregistersymbol(IDJBE)
unregistersymbol(BattleEnded)
dealloc(IsPokeShiny)
dealloc(FindID)
dealloc(Escape)
dealloc(PokeID)
dealloc(EscapePoke1)
dealloc(EscapePoke2)
dealloc(EscapePoke3)
dealloc(EscapePoke4)
dealloc(YesShiny)
dealloc(BatEnded)

Below script is No Run Delay. Basically kills the battle animation to the point where you can run or interact in battles as soon as you find a encounter.

No Run Delay:
[ENABLE]

aobscanmodule(FastAnimation,GameAssembly.dll,FF D0 48 85 C0 0F 84 ?? ?? ?? ?? 45 33 C0 B2 01 48 8B C8) // Fast Animation
aobscanmodule(FastAnimationJMP,GameAssembly.dll,48 81 C4 90 00 00 00 41 5F 41 5E 41 5D 41 5C 5F 5E 5D C3 E8 ?? ?? ?? ?? 48 8B C8 33 D2 E8 ?? ?? ?? ?? CC E8 ?? ?? ?? ??) //Fast Animation JMP Return

FastAnimation:
call rax
test rax,rax
jmp FastAnimationJMP
nop

registersymbol(FastAnimation)
registersymbol(FastAnimationJMP)

[DISABLE]

FastAnimation:
call rax
test rax,rax
je FastAnimationJMP

unregistersymbol(FastAnimation)
unregistersymbol(FastAnimationJMP)
No Darkness In Cave:
[ENABLE]

aobscanmodule(NoDark,UnityPlayer.dll,43 8B 04 83 49 FF C0 89 01 48 8D 49 04 4D 3B C2) // No Dark In Cave

alloc(NDCheat,$1000)

label(CheckDarkCode)
label(NDCheatReturn)
label(NDJumpCheat)


NDCheat:

CheckDarkCode:
  mov eax,[r11+r8*4]
  cmp eax,(float)0.7300000191
  je NDJumpCheat
  inc r8
  mov [rcx],eax
  lea rcx,[rcx+04]
  db 4D 3B C2
  jmp NDCheatReturn
NDJumpCheat:
  mov eax,(float)-1.7300000191
  inc r8
  mov [rcx],eax
  lea rcx,[rcx+04]
  db 4D 3B C2
  jmp NDCheatReturn

NoDark:
  jmp NDCheat
  nop 2
NDCheatReturn:


registersymbol(NoDark)

[DISABLE]

NoDark:
  mov eax,[r11+r8*4]
  inc r8
  mov [rcx],eax
  lea rcx,[rcx+04]
  db 4D 3B C2

unregistersymbol(NoDark)
dealloc(NDCheat)
No NPC LoS Including Quest:
[ENABLE]
aobscanmodule(HandleLoS,GameAssembly.dll,48 8B C4 48 89 58 10 55 56 57 48 8D 68 D8 48 81 EC 10 01 00 00 0F 29 70 D8 0F 29 78 C8 44 0F 29 40 B8 44 0F 29 48 A8 44 0F 29 50 98 44 0F 29 58 88) // Main cNPC.HandleLoS
aobscanmodule(NoNPCLoS,GameAssembly.dll,33 D2 E8 ?? ?? ?? ?? 84 C0 ?? ?? 8B C3 89 5D 60 C7 06 5D 00 00 00) // Nopping NPC LoS
aobscanmodule(NoQuestLoS,GameAssembly.dll,41 FF 4E 28 33 D2 48 8B CF E8 7B D7 FF FF ?? ?? ?? ?? ?? 49 8D 46 10 BB FF FF FF FF 89 18 48 85 FF) // Nopping Quest NPC LoS
NoNPCLoS+2:
  db 90 90 90 90 90
NoQuestLoS+9:
  db 90 90 90 90 90

registersymbol(NoNPCLoS)
registersymbol(HandleLoS)
registersymbol(NoQuestLoS)

[DISABLE]

NoNPCLoS+2:
  call HandleLoS
NoQuestLoS+9:
  call HandleLoS

unregistersymbol(NoNPCLoS)
unregistersymbol(HandleLoS)
unregistersymbol(NoQuestLoS)
Walk On Ice:
[ENABLE]

aobscanmodule(WalkOnIce,GameAssembly.dll,45 33 C0 49 8B CD 66 48 0F 6E F8 66 48 0F 7E FA ?? ?? ?? ?? ?? 84 C0 ?? ?? 49 8B CD) // Handle if you are on ICE

WalkOnIce+17:
  db 90 90

registersymbol(WalkOnIce)

[DISABLE]

WalkOnIce+17:
  jne WalkOnIce+56

unregistersymbol(WalkOnIce)


Bypass NEEDS to be activated before you enable Dialogue Hack or Speed Hack



Anti Cheat Bypass:
[ENABLE]
aobscanmodule(AntiCheatBypass,GameAssembly.dll,48 8B 08 48 8B 42 40 48 39 41 40 ?? ?? ?? ?? ?? ?? 41 33 F6 F3 41 0F 2C 40 10 3B C6) // +1C JNE Change to JMP to bypass
aobscanmodule(AntiCheatJmpReturn,GameAssembly.dll,0F 57 C9 0F 10 45 08 0F 11 45 30 0F 11 4D 40 F2 0F 10 45 28 F2 0F 11 45 50 0F 1F 40 00) // Return pattern for jump

registersymbol(AntiCheatBypass)
registersymbol(AntiCheatJmpReturn)

AntiCheatBypass+1C:
jmp AntiCheatJmpReturn+28
nop

[DISABLE]
AntiCheatBypass+1C:
je AntiCheatJmpReturn+28

unregistersymbol(AntiCheatBypass)
unregistersymbol(AntiCheatJmpReturn)
Put ISet_SSpeed in Add Address Manually from cheat table if you want to slow it down or speed it up. It can break the game.

Dialogue Speed Hack:
[ENABLE]

aobscanmodule(GetSaySpeed,GameAssembly.dll,F3 0F 10 81 AC 05 00 00 C3 CC CC CC CC CC CC CC 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1 48 8B D9) // Get Say Speed

alloc(Get_SSpeed,$1000)
alloc(ISet_SSpeed,$100)

label(Set_SSpeed)
label(Get_SSpeedReturn)

ISet_SSpeed:
dd (float)840

Get_SSpeed:

Set_SSpeed:
  db 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1 48 8B D9
  movss xmm6,[ISet_SSpeed]
  jmp Get_SSpeedReturn

GetSaySpeed+10:
  jmp Get_SSpeed
  nop 3
Get_SSpeedReturn:

registersymbol(GetSaySpeed)
registersymbol(ISet_SSpeed)

[DISABLE]

GetSaySpeed+10:
  db 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1 48 8B D9

unregistersymbol(GetSaySpeed)
unregistersymbol(ISet_SSpeed)
dealloc(ISet_SSpeed)
dealloc(Get_SSpeed)
Put ISetMSpeed in Add Address Manually from cheat table. Once below script activate then manipulate ISetMSpeed value
4 = Walking
6 = Surfing
8 = Bike

Speed Hack:
[ENABLE]

aobscanmodule(GetMoveSpeed,GameAssembly.dll,F3 0F 10 81 A8 05 00 00 C3 CC CC CC CC CC CC CC 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1 48 8B D9) // Get Move Speed

alloc(ISetMSpeed,$100)
alloc(Get_MSpeed,$1000)

label(SetMoveSpeed)
label(Get_MSpeedReturn)

ISetMSpeed:
dd (float)4

Get_MSpeed:

SetMoveSpeed:
  db 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1
  mov rbx,rcx
  movss xmm6,[ISetMSpeed]
  jmp Get_MSpeedReturn

GetMoveSpeed+10:
  jmp Get_MSpeed
  db 90 90 90
Get_MSpeedReturn:

registersymbol(ISetMSpeed)
registersymbol(GetMoveSpeed)

[DISABLE]

GetMoveSpeed+10:
  db 40 53 48 83 EC 50 0F 29 74 24 40 0F 28 F1
  mov rbx,rcx

unregistersymbol(ISetMSpeed)
unregistersymbol(GetMoveSpeed)
dealloc(ISetMSpeed)
dealloc(Get_MSpeed)
Never get push back by floor Panels or sand or etc. Anything that force your character to be Pushed into a direction.

Walk on panels and other:
[ENABLE]

aobscanmodule(Walk_On_Panels,GameAssembly.dll,45 33 C0 66 48 0F 7E FA 49 8B CD ?? ?? ?? ?? ?? 8B D8 41 3B C4) // Walk on Panels

Walk_On_Panels+15:
  jmp Walk_On_Panels+40

registersymbol(Walk_On_Panels)

[DISABLE]

Walk_On_Panels+15:
  jle Walk_On_Panels+40

unregistersymbol(Walk_On_Panels)
Author
xviet4xlife
Downloads
78
Views
1,475
First release
Last update
Rating
0.00 star(s) 0 ratings

Latest updates

  1. Pokemon hunter fix to support shiny pokemon

    Fix an issue where if you encounter a shiny pokemon then the counter never reset to 0 which...
  2. Anti Cheat Bypass/Speed Hack/Dialogue Hack/Walk on Panels

    going to just release everything now. V1.5 [ENABLE]...
  3. No NPC LoS and Walk on Ice

    No NPC LoS prevents battle with trainers and getting caught by team rocket npc during quest...
Community Mods