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Dmg reflect?
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Einhuhn
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PostPosted: Sun Jan 08, 2023 8:34 pm    Post subject: Reply with quote

cooleko wrote:
[RAX+60] is what tells us the info. RAX isn't HP, it's the base address of the entity structure where current HP is at +60. So if you want to replace RAX with the address of the HP, you either change the code to [RAX] and risk breaking anything else that subsequently expects RAX to be the base address, or you subtract the offset of the HP and plug the base address into RAX. Naturally, we want the latter so that the game doesn't crash.


And on this example here?

mov [rcx+00000748],edx

HP Adress: 7FF4AFC47248

HP is on 748. But there are 00000 in the Code. Must i there subtract 748 from the HP Address and ignore the 0000?
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Einhuhn
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PostPosted: Mon Jan 09, 2023 10:03 pm    Post subject: Reply with quote

My Game crash, if a Dmg code has as example

mov [rax+000065]

and i subtract 65 from the Enemy Address. Work only on Codes without the many 00000

I hope anyone can help me
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cooleko
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PostPosted: Tue Jan 10, 2023 12:39 am    Post subject: Reply with quote

The zeros dont matter. If the code is crashing it's likely something else causing it. Are you doing the math in hex or decimal? Because they are hex.
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Einhuhn
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PostPosted: Tue Jan 10, 2023 12:42 pm    Post subject: Reply with quote

cooleko wrote:
The zeros dont matter. If the code is crashing it's likely something else causing it. Are you doing the math in hex or decimal? Because they are hex.



The decimal Adress from the Boss is 140.688.897.634.888

Hex Adress is 7FF4AFC47248

Need i subtract the 748 from the decimal Address and transfer in the Hex Address again?
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++METHOS
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PostPosted: Tue Jan 10, 2023 12:51 pm    Post subject: Reply with quote

What you are trying to accomplish is not something that can be easily explained (received) unless you first understand the basic principles.

It would be better if you take time to study the tutorials and complete them using injection-only. Then return if you have more questions.

If you are not interested in learning and only want the cheat created, you can try creating a cheat request on Fearless or one of the other CE-related forums.
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Einhuhn
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PostPosted: Tue Jan 10, 2023 6:49 pm    Post subject: Reply with quote

++METHOS wrote:
What you are trying to accomplish is not something that can be easily explained (received) unless you first understand the basic principles.

It would be better if you take time to study the tutorials and complete them using injection-only. Then return if you have more questions.

If you are not interested in learning and only want the cheat created, you can try creating a cheat request on Fearless or one of the other CE-related forums.


Its so hard to tell me, how i can bring Hex Adresses in Auto Assemble Scripts?
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cooleko
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PostPosted: Tue Jan 10, 2023 9:51 pm    Post subject: Reply with quote

AA scripts default to hex, every number in them is already interpreted correctly. The question I have for you is did you do the math in HEX or decimal.

748 is hex, 7FF4AFC47248 is hex. So the subtraction needs to take place in base 16. If you subtracted it as if it was a decimal, it would crash the tutorial.
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Einhuhn
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PostPosted: Wed Jan 11, 2023 10:37 am    Post subject: Reply with quote

cooleko wrote:
AA scripts default to hex, every number in them is already interpreted correctly. The question I have for you is did you do the math in HEX or decimal.

748 is hex, 7FF4AFC47248 is hex. So the subtraction needs to take place in base 16. If you subtracted it as if it was a decimal, it would crash the tutorial.


I have used the Hex Calcuator from Windows.

Under Hex 7FF4AFC47248 subtract 748 -> 7FF4AFC46B00

Or must i subtract the 748 directly from the last numbers?

So 7248 - 748 = 7FF4AFC46500 ?
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cooleko
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PostPosted: Wed Jan 11, 2023 10:45 am    Post subject: Reply with quote

The former. The latter would crash the program.
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Einhuhn
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PostPosted: Wed Jan 11, 2023 4:42 pm    Post subject: Reply with quote

cooleko wrote:
The former. The latter would crash the program.


Thanks for your help Smile
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Einhuhn
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PostPosted: Mon Jan 16, 2023 2:57 pm    Post subject: Reply with quote

My last problem is now, how i should get the Dmg Code?

I think on followed for dmg reflect to all Enemies:

Enemies/Player use the Dmg Code to do Dmg on Enemies/Player on access.

To follow -> Enemies/Player take Dmg on use the Dmg Code


The Code for HP reduce is sub [rax+60],edx

So is the Dmg value now in "edx"

I found follow Code after "edx" Search: "add edx,[rdi+rbp*2+70]"

What i do wrong?
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cooleko
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PostPosted: Tue Jan 17, 2023 10:26 am    Post subject: Reply with quote

Is that the code that sets the EDX value? Is it before the previous instruction?

If it is, you didn't do anything wrong. Now you have to figure out what rdi and rdp*2 are. Or look around the instruction and see if the stack, other registers, or other addresses near the location pointed to by RDI have the desired information about source and target for the damage.
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Einhuhn
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PostPosted: Tue Jan 17, 2023 11:38 am    Post subject: Reply with quote

cooleko wrote:
Is that the code that sets the EDX value? Is it before the previous instruction?

If it is, you didn't do anything wrong. Now you have to figure out what rdi and rdp*2 are. Or look around the instruction and see if the stack, other registers, or other addresses near the location pointed to by RDI have the desired information about source and target for the damage.


rbp show me

and [rdi+rbp],bh


rdi show me 2 Codes

and [rdi+rbp],bh

bound ebp,[rcx+rdi*2+3E]


BH show and [rdi+rbp],bh

Then is and [rdi+rbp],bh on a Structure(Look on Screenshot)



Unbenannt.png
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 Viewed:  2329 Time(s)

Unbenannt.png


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cooleko
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PostPosted: Tue Jan 17, 2023 4:05 pm    Post subject: Reply with quote

I can't assist with those details. Traditionally you are looking in nearby code just above the line of code you are investigating:


Code:
1: mov edx, ***
2: mov rax, ***
3: ...
4: ...
5: [rax+60],edx


You aren't going to find that with a text search. You either have to scroll up in the code or look at the function call your current code returns to.
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Einhuhn
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PostPosted: Tue Jan 17, 2023 5:21 pm    Post subject: Reply with quote

cooleko wrote:
I can't assist with those details. Traditionally you are looking in nearby code just above the line of code you are investigating:


Code:
1: mov edx, ***
2: mov rax, ***
3: ...
4: ...
5: [rax+60],edx


You aren't going to find that with a text search. You either have to scroll up in the code or look at the function call your current code returns to.


This structure in red should be right for dmg, or? Edx is move to 1. Is the next EDX Code above i investiganting



Unbenannt.png
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Unbenannt.png


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