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God Mode which protects only from 100% damage - SpellForce
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++METHOS
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PostPosted: Mon Jun 24, 2013 6:55 pm    Post subject: Reply with quote

Sorry...looked like rain was coming...had to cut the grass.

Gniarf has more knowledge than me...so I'll bow out. Very Happy
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Gniarf
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PostPosted: Mon Jun 24, 2013 7:02 pm    Post subject: Reply with quote

@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
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PostPosted: Mon Jun 24, 2013 7:09 pm    Post subject: Reply with quote

@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 Very Happy
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++METHOS
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PostPosted: Mon Jun 24, 2013 7:11 pm    Post subject: Reply with quote

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. Very Happy
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Gniarf
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PostPosted: Mon Jun 24, 2013 7:33 pm    Post subject: Reply with quote

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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PostPosted: Mon Jun 24, 2013 7:46 pm    Post subject: Reply with quote

I do not know. I was probably wrong from the start.
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Jacusiek
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PostPosted: Tue Jun 25, 2013 5:34 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 6:15 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 6:29 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 6:44 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 7:02 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 7:23 am    Post subject: Reply with quote

Alt+1 - enable godmode
Alt+A - enable protect from towers only

Alt+Q - disable godmode or disable protect from towers



Spellforce.CT
 Description:
based on Recifense

Download
 Filename:  Spellforce.CT
 Filesize:  16.52 KB
 Downloaded:  850 Time(s)


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Gniarf
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PostPosted: Tue Jun 25, 2013 7:32 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 7:40 am    Post subject: Reply with quote

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
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PostPosted: Tue Jun 25, 2013 7:49 am    Post subject: Reply with quote

@Gniarf, ahh I forgot to comment out "mov word ptr [ecx+eax+48],0000"
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