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i have problem with ohk

 
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OswaldoAomine
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PostPosted: Tue Sep 21, 2021 1:09 pm    Post subject: i have problem with ohk Reply with quote

hello everyone i make the script ohk and work perfect but the affect my allie i found the cmp of my allie but when i put in the script the ohk affect me i don't know why but if anyone know please help me.



aobscanmodule(health,FadeToSilence-Win64-Shipping.exe,F3 0F 11 8B 3C 01 00 00 48 8D) // should be unique
alloc(newmem,$1000,health)
alloc(OHK1,4)
label(code)
label(return)
OHK1:
dd (float)0
newmem:
cmp [rbx+1DC],4 //PLAYER COMPARE
jne code
cmp [rbx+1D8],7 //COMPANION COMPARE
movss xmm1,[rbx+140]
movss [rbx+0000013C],xmm1
jmp return
code:
movss xmm1,[OHK1]
movss [rbx+0000013C],xmm1
jmp return

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DanyDollaro
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Joined: 01 Aug 2019
Posts: 334

PostPosted: Tue Sep 21, 2021 2:40 pm    Post subject: Reply with quote

I state that I do not know the game, much less the data structures we are dealing with, but seeing what you wrote I already see a couple of things:

1) after the comparison commented with "COMPANION COMPARE" you aren't making a conditional jump.

2) The reason why once it affects your character and another time your allies is because you are making the comparisons wrong, in case the character concerned by the code is yours, after the "PLAYER COMPARE" comparison it will jump to the normal code, in case it is an enemy or an ally they will pass to the modified code without going through the "COMPANION COMPARE" comparison.

What you need to do is:

Check that the character is you, in this case go to the normal code, in the opposite case you still have to check that the character in question is an ally, if it is, switch to the normal code, if it is not, it will probably be an enemy, then you will send it to the modified code part.

When you publish a script, do not delete the comments on the injection point, and report it all, so it is easier to understand what you are doing.
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OswaldoAomine
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PostPosted: Tue Sep 21, 2021 4:58 pm    Post subject: Reply with quote

bro i found the compares of my health and the health of my companion both numbers are different how you see the number of the player is 4 and the companion es 7
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LeFiXER
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Joined: 02 Sep 2011
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PostPosted: Wed Sep 22, 2021 4:12 am    Post subject: Reply with quote

Adding to what DannyDollaro said, please use code tags for submitting code. You should add labels to tell the script what code to execute based on the logic. I would do something like this.

Code:

aobscanmodule(health,FadeToSilence-Win64-Shipping.exe,F3 0F 11 8B 3C 01 00 00 48 8D) // should be unique
alloc(newmem,$1000,health)
alloc(OHK1,4)

label(OHK1) // You didn't declare a label yet you used one.
label(code)
label(return)
label(isPlayer)
label(isAlly)

OHK1: // this is a label
dd (float)0

newmem:
  cmp [rbx+1DC],4 //PLAYER COMPARE
  je isPlayer
  cmp [rbx+1D8],7 //COMPANION COMPARE
  je isAlly
  movss xmm1,[rbx+140]
  movss [rbx+0000013C],xmm1
  jmp return

isPlayer:
  // code to execute if it's the player
  movss xmm1,[rbx+140]
  movss [rbx+0000013C],xmm1
  jmp return

isAlly:
 // code to execute if it's an ally.
  movss xmm1,[rbx+140]
  movss [rbx+0000013C],xmm1
  jmp return

code:
  movss xmm1,[OHK1]
  movss [rbx+0000013C],xmm1
  jmp return
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OswaldoAomine
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PostPosted: Thu Sep 23, 2021 10:57 pm    Post subject: Reply with quote

lefixer bro thanks your work perfectly you are the best.thanks
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