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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Mon Jun 24, 2013 6:55 pm Post subject: |
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Sorry...looked like rain was coming...had to cut the grass.
Gniarf has more knowledge than me...so I'll bow out.
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Mon Jun 24, 2013 7:02 pm Post subject: |
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@the other Gni: look at this thread, page 2.5 and few lasts posts...You know the feeling...
@Jacusiek: Only change is a jb that became a jl _ExitGM
| Code: | //=========================================
_GodMode:
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp byte ptr [ecx-26],01 // Player's unit ?
jne _ExitGM
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
pop ebx // Original code
jmp _BackGM // Back to main code
//========================================= |
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Jacusiek Advanced Cheater
Reputation: 0
Joined: 24 Jan 2011 Posts: 81
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Posted: Mon Jun 24, 2013 7:09 pm Post subject: |
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@Gniarf: Still regenerates too fast (but protection against 100% damage is working)
@GNIREENIGNE: At first someone was faster than him, now he is faster than You, but don't worry, I will think about new script with which I will need help, and You will be faster that time
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Mon Jun 24, 2013 7:11 pm Post subject: |
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| Gniarf wrote: | | @the other Gni: look at this thread, page 2.5 and few lasts posts...You know the feeling... |
Yeah...I just try to help. There are a handful of people on this forum (you are one of them) that are on a much higher level than I am, so anytime I can learn more from them/you, I welcome that.
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Mon Jun 24, 2013 7:33 pm Post subject: |
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| Jacusiek wrote: | | @Gniarf: Still regenerates too fast (but protection against 100% damage is working) | I don't fully understand why, but let's be blunt:
| Code: | //=========================================
_GodMode:
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp byte ptr [ecx-26],01 // Player's unit ?
jne _ExitGM
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
cmp edx, 0 //damage<0
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
pop ebx // Original code
jmp _BackGM // Back to main code
//========================================= |
| Jacusiek wrote: | | @GNIREENIGNE: At first someone was faster than him, now he is faster than You | Blame my weird sleeping habits.
@GNIREENIGNE: if you've looked at the disassembly screenshot in the OP, any idea what's they're doing at .exe+4544c1? It looks like if (hp+ebx <= incurred damage) { hp += incurred damage; } I don't quite see what ebx can be here.
Last edited by Gniarf on Tue Jun 25, 2013 6:50 am; edited 1 time in total |
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4196
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Posted: Mon Jun 24, 2013 7:46 pm Post subject: |
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| I do not know. I was probably wrong from the start.
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Jacusiek Advanced Cheater
Reputation: 0
Joined: 24 Jan 2011 Posts: 81
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Posted: Tue Jun 25, 2013 5:34 am Post subject: |
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It regenerates HP too fast, but protection against 100% damage is working (the same as previous). Maybe the last lines:
| Code: | //SpellForce.exe+454890:
pGodMode:
mov [ecx+06],ax
pop ebx |
also should be edited?
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Tue Jun 25, 2013 6:15 am Post subject: |
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This is starting to get weird. What does this one do?
theory: it doesn't change anything compared to the previous one
reality: ???
| Code: | //=========================================
_GodMode:
pushad
pushfd
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp byte ptr [ecx-26],01 // Player's unit ?
jne _ExitGM
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
popfd
popad
pop ebx // Original code
jmp _BackGM // Back to main code
//========================================= | Do you use alt+tab to activate the hacks? If yes, Do you have xxl regen if you alt-tab twice without activating any godmode?
When you have super regen, does it stop if you deactivate all hacks?
| Jacusiek wrote: | | Code: | //SpellForce.exe+454890:
pGodMode:
mov [ecx+06],ax
pop ebx |
also should be edited? | Those lines are the code that is restored when you deactivate the hack, and should not be edited.
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Jacusiek Advanced Cheater
Reputation: 0
Joined: 24 Jan 2011 Posts: 81
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Posted: Tue Jun 25, 2013 6:29 am Post subject: |
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Still the same (fast regeneration + 100% damage protection). But I don't understand what do You mean:
| Gniarf wrote: | Do you use alt+tab to activate the hacks? If yes, Do you have xxl regen if you alt-tab twice without activating any godmode?
When you have super regen, does it stop if you deactivate all hacks? |
I copy those lines of script, You made, paste them into the real one, open the game, hide game (with alt+tab), activate script, go to game and test. Yes, it stops when I deactivate all hacks.
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Tue Jun 25, 2013 6:44 am Post subject: |
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| Jacusiek wrote: | | Gniarf wrote: | Do you use alt+tab to activate the hacks? If yes, Do you have xxl regen if you alt-tab twice without activating any godmode?
When you have super regen, does it stop if you deactivate all hacks? |
I copy those lines of script, You made, paste them into the real one, open the game, hide game (with alt+tab), activate script, go to game and test. | Sometimes using alt+tab has a weird effect on game timers, hence regeneration, so I wanted you to play, atl-tab out of the game, click anywhere, alt-tab back into the game, and see if it affects regeneration...Mah, since disabling hacks disables super regen it's not caused by alt-tabs.
What does this script do?
| Code: | [enable]
Spellforce.exe+454510:
pop ebx
mov word [ecx+06],ax
[disable]
Spellforce.exe+454510:
mov word [ecx+06],ax
pop ebx | Normally: absolutely nothing, no godmode, no fast regen... unless there is an hack detection mechanism (but why didn't it detect the other hacks?), or an unlucky jump.
Does this one have super regen?:
(warning: it also shields enemies against insta-kill, but it's a test)
| Code: | //=========================================
_GodMode:
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
pop ebx // Original code
jmp _BackGM // Back to main code
//========================================= |
Also locate this piece of code
| Code: | //=========================================
_MonHP:
cmp dword ptr [iEnableMH],0
je _ExitMH // Jump if feature is disabled | Replace the "je" by "jmp", and use my "best" godmode. Does it still have super regen?
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Jacusiek Advanced Cheater
Reputation: 0
Joined: 24 Jan 2011 Posts: 81
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Posted: Tue Jun 25, 2013 7:02 am Post subject: |
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| Gniarf wrote: | | Replace the "je" by "jmp", and use my "best" godmode. Does it still have super regen? |
Now it finally works. I put the code:
| Code: | //=========================================
_GodMode:
pushad
pushfd
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp byte ptr [ecx-26],01 // Player's unit ?
jne _ExitGM
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
popfd
popad
pop ebx // Original code
jmp _BackGM // Back to main code
//========================================= |
and that one:
| Code: | //=========================================
_MonHP:
cmp dword ptr [iEnableMH],0
je _ExitMH (changed to jmp) // Jump if feature is disabled |
I think it works (because my regen is normal, and I can't be killed with one shot - I don't know how the enemies are, I took this code from some posts before, not that one, which was for test). Let suppose this script is working, now - how to make it separate from the original God Mode?
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mgr.inz.Player I post too much
Reputation: 223
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Tue Jun 25, 2013 7:23 am Post subject: |
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Alt+1 - enable godmode
Alt+A - enable protect from towers only
Alt+Q - disable godmode or disable protect from towers
| Description: |
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 Download |
| Filename: |
Spellforce.CT |
| Filesize: |
16.52 KB |
| Downloaded: |
850 Time(s) |
_________________
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Tue Jun 25, 2013 7:32 am Post subject: |
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| Jacusiek wrote: | | Now it finally works | Yahh FINALLY !
| Jacusiek wrote: | | Let suppose this script is working, now | I get the feeling I'll soon be told "my avatar is protected against 1 hit kills, but not my other units. I want protection against 1 hit kills for all my units"...
| Jacusiek wrote: | | how to make it separate from the original God Mode? | Track the pieces that mention the word "god" and you'll end up with godmode(A) alone: | Code: | {
===========================================
Spellforce - Platinum Edition
Game Version : 1.54.75000
Script Version: 3.0
CE Version : 6.2
GodMode
Edited from Recifense's table
===========================================
}
[enable]
//=========================================
alloc(MyCode,1024)
//=========================================
aobscan(aobGodMode,66 89 41 06 5b 59 c2 04 00)
//=========================================
// Declaration section
label(pGodMode)
label(_GodMode)
label(_BackGM)
label(_ExitGM)
registersymbol(pGodMode)
MyCode:
//=========================================
_GodMode:
cmp dword ptr [iEnableMH],0
je _ExitGM // Jump if feature is disabled
cmp byte ptr [ecx-26],01 // Player's unit ?
jne _ExitGM
cmp dx, word [ecx] //damage<max HP ?
jl _ExitGM
cmp edx, 0 //damage<0
jl _ExitGM
sub eax,edx // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
_ExitGM:
mov [ecx+06],ax // Original code
pop ebx // Original code
jmp _BackGM // Back to main code
//=========================================
//SpellForce.exe+454890:
aobGodMode:
pGodMode:
jmp _GodMode
_BackGM:
//=========================================
// Original Codes
[disable]
//SpellForce.exe+454890:
pGodMode:
mov [ecx+06],ax
pop ebx
unregistersymbol(pGodMode)
dealloc(MyCode) | Do the same for godmode B and...: | Code: | {
===========================================
Spellforce - Platinum Edition
Game Version : 1.54.75000
Script Version: 3.0
CE Version : 6.2
GodMode for buildings
Ripped from Recifense's table
===========================================
}
[enable]
//=========================================
alloc(MyCode,1024)
//=========================================
aobscan(aobGodModeB,8d 4c 81 11 33 c0 66 8b 01 66 3b c2 ?? ?? 2b c2 66 89 01 c2 08 00)
//=========================================
// Declaration section
label(pGodModeB)
label(_GodModeB)
label(_BackGMB)
label(_ExitGMB)
registersymbol(pGodModeB)
MyCode:
//=========================================
_GodModeB:
cmp dword ptr [iEnableMH],0
je _ExitGMB // Jump if feature is disabled
cmp byte ptr [ecx-09],01 // Player´s Building ?
jne _ExitGMB // Jump if false
xor edx,edx // Value2Decrease = 0
mov ax,[ecx+04] // Gt maximum HP
_ExitGMB:
sub eax,edx // Original code
mov [ecx],ax // Original code
jmp _BackGMB // Back to main code
//=========================================
//SpellForce.exe+3418b1:
aobGodModeB+0e:
pGodModeB:
jmp _GodModeB
_BackGMB:
//=========================================
// Original Codes
[disable]
//SpellForce.exe+3418b1:
pGodModeB:
// sub eax,edx
db 2b,c2
mov [ecx],ax
unregistersymbol(pGodModeB)
dealloc(MyCode) |
@mgr.inz.Player: it's not status flag corruption that causes the super regen, it's the _MonHP hack (which is also enabled by iEnableMH).
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Jacusiek Advanced Cheater
Reputation: 0
Joined: 24 Jan 2011 Posts: 81
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Posted: Tue Jun 25, 2013 7:40 am Post subject: |
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Awww, I knew it wouldn't be the end of problems. The new one appeared, I will describe it:
1. I go near the tower, which deals 100% damage, I survive that attack
2. I go to hunt some monsters, I get hit
3. I have normal regeneration
4. I go back to tower, which... now kills me.
The problem is, that when I have been hit by monsters, this script seems to be not working.
@Edit: I know the problem: Script works, when I have 100% HP, but when I have eg. 90% it doesn't work (it should be like that 90% is our maximum HP, but it is real current HP).
Last edited by Jacusiek on Tue Jun 25, 2013 7:50 am; edited 1 time in total |
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mgr.inz.Player I post too much
Reputation: 223
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Tue Jun 25, 2013 7:49 am Post subject: |
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@Gniarf, ahh I forgot to comment out "mov word ptr [ecx+eax+48],0000"
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