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Can't enable script with external symbols

 
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sandsmaster
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Joined: 21 Jan 2021
Posts: 24

PostPosted: Sun Jul 25, 2021 7:36 am    Post subject: Can't enable script with external symbols Reply with quote

Hi everyone.

I'm trying to use a flag-symbol to set a one-hit-kill cheat, but I need to use the symbol in 2 separate scripts (because the enemies have shields and HP). I tried this:

Code:
alloc(newmem,$100,INJECTShield)

label(code)
label(return)
label(me)


newmem:

code:
  mulss xmm1,[rbx+000000F0]
  //new code
  cmp [rax+C4],0
  je me
  pushf
  cmp [ohk_flag],0
  je code+12
  mov [rbx+F0],0
  popf
  jmp return

me:
   cmp [shield_flag],0
   je return
   mov [rbx+F0],(float)125
   jmp return


Code:
ohk_flag
and
Code:
shield_flag
are defined in another script, just for that:

Code:
[ENABLE]
alloc(symb_mem,$10)

label(hp_flag)
label(shield_flag)
label(ohk_flag)

registersymbol(hp_flag)
registersymbol(shield_flag)
registersymbol(ohk_flag)

symb_mem:

hp_flag:
  dd #0

shield_flag:
  dd #0

ohk_flag:
  dd #0

[DISABLE]

unregistersymbol(hp_flag)
unregistersymbol(shield_flag)
unregistersymbol(ohk_flag)

dealloc(symb_mem)


The problem is, when I try to enable both scripts, the symbols' script works, but the main shield's cheat doesn't work. It's probably something really simple, but any help would be appreciated.

Thanks beforehand.

EDIT: Everything works without the symbols in the script. The first one is just a crop. Inserting them prevents the script from activating.

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TheyCallMeTim13
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PostPosted: Sun Jul 25, 2021 8:00 am    Post subject: Reply with quote

Why not put these in the same script? But to keep them seperate you would need to enable the one that declares them first then the script that uses them.
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Birdi
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Posts: 124
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PostPosted: Sun Jul 25, 2021 12:57 pm    Post subject: Reply with quote

Combining them would be easiest, as Tim said.
If you share the full original script I can help more directly.

For now, here's an example script:

Code:

[ENABLE]

aobscanmodule(GodMode,xgameFinal.exe,F3 0F 11 87 A0 03 00 00 BA)
alloc(newmem,$1000,GodMode)

registersymbol(OHKO_toggle) //define a toggle
registersymbol(killShot) //you can also just use Define if you don't care about editing this value later,or hardcode a mov m32/xmm,0
label(code)
label(return)

newmem:
  cmp dword ptr [rdi+8C],1 //Player Check
  jne code
  movss xmm0,[rdi+000003A0]
  movss [rdi+000003A0],xmm0  //HP doesn't move, but updates because xmm register is expected to hold a similar value for rest of function..
  jmp return
code:
  cmp [OHKO_toggle],1  //Enemy Section: OHKO or not
  jne @f
  movss xmm0,[killShot] //Sets HP to 0 if toggled on
@@:
  movss [rdi+000003A0],xmm0 //Updates HP of enemy
  jmp return

OHKO_toggle: //A single byte, 0 or 1 boolean for Off/On
  db 0

killShot: //Again, can just be Define() if you don't want to edit this
  dd (float)0.0

GodMode:
  jmp newmem
  nop 3
return:
registersymbol(GodMode)

[DISABLE]

GodMode:
  db F3 0F 11 87 A0 03 00 00

unregistersymbol(OHKO_toggle)
unregistersymbol(killShot)
unregistersymbol(GodMode)
dealloc(newmem)


With this, you can add the Toggle symbol to your table and give it a DropDownList with values you want...
Code:

0:OHKO Off
1:OHKO On


This can be useful if you want to do a bunch of different options to modify damage or something...

Code:

{
0:Normal Enemies, Normal Players
1:Normal Enemies, Multiplier on Players
2:Normal Enemies, Chip-Damage Players
3:Normal Enemies, Godmode Players
4:OHKO Enemies, Normal Players
5:OHKO Enemies, Multiplier on Players
6:OHKO Enemies, Chip-Damage Players
7:OHKO Enemies, Godmode Players
8:Multiplier on  Enemies, Normal Players
9:Multiplier on  Enemies, Multiplier on Players
10:Multiplier on  Enemies, Chip-Damage Players
11:Multiplier on  Enemies, Godmode Players
12:Heal Everything
}
newmem:
  cmp [toggle_on],0           {0: Normal Enemies, Normal Players}
  je do_NN
  cmp [toggle_on],1           {1: Normal Enemies, Multiplier on Players}
  je do_NH
  cmp [toggle_on],2           {2: Normal Enemies, Chip-Damage Players}
  je do_NC
  cmp [toggle_on],3           {3: Normal Enemies, Godmode Players}
  je do_NG
  cmp [toggle_on],4           {4: OHKO Enemies, Normal Players}
  je do_ON
  cmp [toggle_on],5           {5: OHKO Enemies, Multiplier on Players}
  je do_OH
  cmp [toggle_on],6           {6: OHKO Enemies, Chip-Damage Players}
  je do_OC
  cmp [toggle_on],7           {7: OHKO Enemies, Godmode Players}
  je do_OG
  cmp [toggle_on],8           {8: Multiplier on Enemies, Normal Players}
  je do_MN
  cmp [toggle_on],9           {9: Multiplier on Enemies, Multiplier on Players}
  je do_MH
  cmp [toggle_on],A           {A (10): Multiplier on Enemies, Chip-Damage Players}
  je do_MC
  cmp [toggle_on],B           {B (11): Multiplier on Enemies, Godmode Players}
  je do_MG
  jmp do_fullheal             {C (12)+: Heal Everything}


...or you can simply toggle it on or off using a Lua subscript (hidden when primary is disabled):
Code:

[ENABLE]
{$LUA}
writeInteger("OHKO_toggle",1)
{$ASM}
[DISABLE]
{$LUA}
writeInteger("OHKO_toggle",0)
{$ASM}
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