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Raylands How do I cheat? Reputation: 0
Joined: 26 Nov 2017 Posts: 1
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Posted: Sun Nov 26, 2017 11:38 am Post subject: Need help guys. Cmp doesn't work :( |
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Hey Guys,
I am trying now for hours to fix my health AOB injection for Titan Quest.
My problem is that the comparison between Friendly and Enemy doesn't work. I don't know what to do.
Description: |
I hope that the picture is selfexplaining. |
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3356 Time(s) |
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Sun Nov 26, 2017 1:55 pm Post subject: |
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do you want to give friendly units unlimited health too? or only player?
if friendly and player want unlimited health, then friendly and player must be in 1 group.
if only player want unlimited health, then friendly and enemies should be in a group.
Raylands wrote: | My problem is that the comparison between Friendly and Enemy doesn't work. I don't know what to do. |
there is only one comparison here, one cmp you made only.
to compare 1 (player&friendly) against 3 (enemies)
that what your uploaded img say, and your comments inside the script say the same.
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About Me;
I Use CE Since Version 1.X, And Still Learning How To Use It Well!
Jul 26, 2020
STN wrote: | i am a sweetheart. |
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Prehistoricman Advanced Cheater Reputation: 0
Joined: 02 Aug 2016 Posts: 80
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Posted: Sun Nov 26, 2017 5:24 pm Post subject: |
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Put a breakpoint into your code, step through it and check what it does. Hopefully you should find something wrong with either your thinking or the code, and everything will make sense.
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atom0s Moderator Reputation: 199
Joined: 25 Jan 2006 Posts: 8518 Location: 127.0.0.1
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Posted: Sun Nov 26, 2017 9:33 pm Post subject: |
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Here is an old script of mine for TQ:AV for infinite health:
Code: |
[ENABLE]
aobscanmodule(health1,Game.dll,F3 0F 11 87 34 07 00 00 F3 0F 10 87 3C 07 00 00)
aobscanmodule(health2,Game.dll,F3 0F 11 46 1C F3 0F 5C C1)
registersymbol(health1)
registersymbol(health2)
alloc(newmem1,1024,"Game.dll")
alloc(newmem2,1024,"Game.dll")
registersymbol(infiniteHealth)
label(infiniteHealth)
label(notplayer)
label(skip1)
label(skip2)
label(skip3)
label(rethere1)
registersymbol(oneHitKills)
label(oneHitKills)
label(skip4)
label(rethere2)
//
// Part 1 - CombatManager::ApplyDamage
// One hit kills and prevent player damage.
//
newmem1:
// Check that this entity is the player..
push eax
mov eax, [playerPointer]
mov eax, [eax+00000020]
cmp eax, [edi+00000020]
pop eax
jne notplayer
// Check if infinite health is enabled..
cmp [infiniteHealth], 1
jne skip1
// Infinite health is enabled..
//push [edi+00000778] // Max Health
//pop [edi+00000734] // Current Health
pushad
mov ecx, edi
call GAME::Character::GetLifeLimit
fstp [edi+00000734]
popad
jmp rethere1
// Infinite health is disabled..
skip1:
movss [edi+00000734], xmm0
jmp rethere1
notplayer:
// Check if one hit kills is enabled..
cmp [oneHitKills], 1
jne skip3
// One hit kills is enabled..
// Check if the attacker is the player..
push eax
mov eax, [playerPointer]
mov eax, [eax+00000020]
cmp eax, [ebx+000000BC] // Attacker id..
pop eax
jne skip2
mov [edi+00000734], (float)0.0 // Set monster to 0 health..
jmp rethere1
// Check if the attacker is a player pet..
skip2:
push eax
push ecx
push [ebx+000000BC]
mov ecx, [Game.GAME::gGameEngine]
call GAME::GameEngine::IsLocalPet
test al, al
pop ecx
pop eax
jz skip3
mov [edi+00000734], (float)0.0 // Set monster to 0 health..
jmp rethere1
// One hit kill is disabled..
skip3:
movss [edi+00000734], xmm0
jmp rethere1
infiniteHealth:
dd 0
oneHitKills:
dd 0
health1:
jmp newmem1
nop
nop
nop
rethere1:
//
// Part 2 - Health tick update.
// Force set the players health to their max constantly.
//
newmem2:
cmp [infiniteHealth], 1
jne skip4
cmp [playerPointer], ebp
jne skip4
// Set to the players max health..
movss [esi+0000001C], xmm4
subss xmm0, xmm1
jmp rethere2
skip4:
// Restore original code..
movss [esi+0000001C], xmm0
subss xmm0, xmm1
jmp rethere2
health2:
jmp newmem2
db 90 90 90 90
rethere2:
[DISABLE]
health1:
db F3 0F 11 87 34 07 00 00 F3 0F 10 87 3C 07 00 00
health2:
db F3 0F 11 46 1C F3 0F 5C C1
dealloc(newmem1)
dealloc(newmem2)
unregistersymbol(health1)
unregistersymbol(health2)
unregistersymbol(infiniteHealth)
unregistersymbol(oneHitKills)
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This makes use of two entries on a cheat table:
Infinite Health
Code: | [ENABLE]
infiniteHealth:
dd 1
[DISABLE]
infiniteHealth:
dd 0 |
One Hit Kills
Code: |
[ENABLE]
oneHitKills:
dd 1
[DISABLE]
oneHitKills:
dd 0
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These are from before the game was recently updated. So the offsets are probably off now as the player structure shifted some data around. Shouldn't be hard to fix them though. But this shows how to check for the player and so on.
Oh and here is the 'master' code for the player pointer:
Code: | [ENABLE]
aobscanmodule(mastercode,Game.dll,57 E8 ?? ?? ?? ?? A1 ?? ?? ?? ?? 8B 88 ?? ?? ?? ?? 8B 01)
registersymbol(mastercode)
alloc(newmem,1024,"Game.dll")
label(rethere)
registersymbol(playerPointer)
label(playerPointer)
/*
Extra thread variables. This is used for a few scripts that need to execute
code in their disable portions. We register the info here in the master code
script to ensure the area of memory is going to be available and safe from
dealloc calls that may create a race condition in the same script.
*/
alloc(threadGame,2048,"Game.dll")
registersymbol(threadGame)
newmem:
// Store the player pointer..
mov [playerPointer], ebx
// Restore original code..
mov eax, [Game.GAME::gGameEngine]
mov ecx, [eax+0000123C]
jmp rethere
playerPointer:
dd 0
mastercode+6:
jmp newmem
db 90 90 90 90 90 90
rethere:
[DISABLE]
mastercode+6:
mov eax, [Game.GAME::gGameEngine]
mov ecx, [eax+0000123C]
dealloc(newmem)
dealloc(threadGame)
unregistersymbol(playerPointer)
unregistersymbol(mastercode)
unregistersymbol(threadGame) |
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