<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="19">
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Auto Assemble script - Address Register"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : AkibasUU.exe
  Version: 
  Date   : 2016-05-02
  Author : PersonalPC

  This script does Search for a value and create a Variable to a Entry to use.
}

[ENABLE]
aobscan(PLAYER_BASE,?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 02 00 00 00 50 4C 41 59 45 52)

label(_player_base)
registersymbol(_player_base)

PLAYER_BASE:
_player_base:

[DISABLE]
unregistersymbol(_player_base)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>128</ID>
          <Description>"Name"</Description>
          <VariableType>String</VariableType>
          <Length>10</Length>
          <Unicode>1</Unicode>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>_player_base+1A4</Address>
          <CheatEntries>
            <CheatEntry>
              <ID>141</ID>
              <Description>"Base Attack"</Description>
              <VariableType>Byte</VariableType>
              <Address>+88</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>140</ID>
              <Description>"Base Defence"</Description>
              <VariableType>Byte</VariableType>
              <Address>+84</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>131</ID>
              <Description>"Head Durability Max"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+78</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>130</ID>
              <Description>"Head Durability"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+6c</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>133</ID>
              <Description>"Upper Durability Max"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+7c</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>132</ID>
              <Description>"Upper Durability"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+70</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>135</ID>
              <Description>"Lower Durability Max"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>+80</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>134</ID>
              <Description>"Lower Durability"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+74</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>136</ID>
      <Description>"Auto Assemble script - Address Register"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : AkibasUU.exe
  Version: 
  Date   : 2016-05-02
  Author : PersonalPC

  This script does Search for a value and create a Variable to a Entry to use.
}

[ENABLE]
//This will search for these OP codes in the memory
aobscan(MONEY_BASE,00 00 00 00 1D 00 00 00 01 00 00 00 1A 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 02 00 00 00 01 00 00 00 03 00 00 00 01 00 00 00 04 00 00 00)
//This will force aobscan to use a specific process.
//aobscan(PLAYER_BASE, notepad.exe,83 C4 04 59 59)

//Creates a label that is not yet initialized
label(_money_base)
//Initialize the label for proper usage
registersymbol(_money_base)

//  Initiate the code at the aaobscan address
MONEY_BASE:
// Defines the label as the base address value, for shifting use _Label+?? where ?? is the shift bytes in Hex
_money_base:

[DISABLE]
// Unregister the Label to free up memory and disable entries using it.
unregistersymbol(_money_base)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>137</ID>
          <Description>"Money"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>_money_base+2820</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols>
    <SymbolEntry>
      <Name>_money_base</Name>
      <Address>008A1CA0</Address>
    </SymbolEntry>
    <SymbolEntry>
      <Name>_player_head</Name>
      <Address>0B800000</Address>
    </SymbolEntry>
    <SymbolEntry>
      <Name>_player_base</Name>
      <Address>1644B454</Address>
    </SymbolEntry>
  </UserdefinedSymbols>
</CheatTable>
