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Selected Unit [Mono/Unity(x64)]

 
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Alphasoldier
Advanced Cheater
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Joined: 07 Apr 2009
Posts: 95

PostPosted: Fri Feb 09, 2018 3:30 pm    Post subject: Selected Unit [Mono/Unity(x64)] Reply with quote

Right. So I want to hack a game that probably has been hacked already,
but I want to do it anyway for my own benefit. Endless Legend. It's a 4x strategy game much like the Civilization series. It's also Unity game in 64 bit, and a lot of its primary functions are shared.

I want to be able to adjust the values of the units on the map. I figured to do so; without continuously scanning new units by their variables, I would need to create a script that responds to which unit is selected.
I'm sure it's a hack often done by the more experienced hackers here. And I too have made similar scripts like it (amount of items currently selected with the cursor, etc).
But the few ways I know of to approach this have not been successful and I am entirely at a loss on how to proceed.

What I usually do is simply scan what accesses a value like health, stack size, or in this case movement. Then inject code at that spot to intercept an address in the structure, and rebuild it from there.
However, with this game all unit values (and more) go through a singular function of "set_Value" and "get_Value".
Now, usually this wouldn't stop me. I would find a registry value that's consistent across all of the values that the unit hands over. But there's really way too many values that go through this function.

So my question is, how do you guys do it? Is there a comprehensive and diverse guide on this somewhere? Am I missing something obvious? Should I try finding something C# related in the dissector and try from there?

Any advice would be much appreciated.
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Alphasoldier
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Joined: 07 Apr 2009
Posts: 95

PostPosted: Tue Mar 13, 2018 5:48 pm    Post subject: Reply with quote

Bump
Anyone?
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FreeER
Grandmaster Cheater
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Joined: 09 Aug 2013
Posts: 765

PostPosted: Wed Mar 14, 2018 8:46 am    Post subject: Reply with quote

You'll have to either keep narrowing it down through the registers (sometimes you have to make multiple compares) or stack, sometimes one of the values you find will be a pointer to a structure that has other values you can use to compare.

Alternatively you can try seeing what code calls the generic function and see if you can do your hook there.

I'm afraid I don't have enough experience with any of the game engines that work like that to suggest something more helpful.

_________________
https://github.com/FreeER/ has a few CE related repos
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