[HELP]Using (f)value from one script in a 2nd script

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Twistedself
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[HELP]Using (f)value from one script in a 2nd script

Post by Twistedself » Mon Apr 08, 2019 12:41 am

This is going to be a simple question that most of you will laugh at me for asking but here it is. I made a script for a game that scans out the location of my needle position(timing/accuracy game). I used this to be able to hardcode a value into that address to give me any ending value I wanted. I did some reading and wrote me a random number generator using the 2*15 method, then ctvsiss the int generated between [top] and [bottom] range to generate me a float within my "perfect" range. I then stored this generated number in [finalWantedNumber].
Now on to my problem. How do I call the value stored in this second script in my first script with the needle position? I changed the value of my [wantedNumber] to point to my [finalWantedNumber] but I keep getting the error that it failed to parse.
Please any insight into how I am failing would be appreciated.

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TheyCallMeTim13
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Re: [HELP]Using (f)value from one script in a 2nd script

Post by TheyCallMeTim13 » Mon Apr 08, 2019 1:15 am

You should post your scripts, not really sure what you have done or haven't done.

But here is an example:

Code: Select all

{
	Process			: BorderlandsGOTY.exe  -  (x64)
	Module			: BorderlandsGOTY.exe
	Game Title		: Borderlands GOTY Enhanced
	Game Version	: 1.5.0.0
	CE Version		: 6.83
	Script Version	: 0.0.1
	Date			: 04/06/19
	Author			: TheyCallMeTim13
	Name			: IsInVehicleHook

	Is In Vehicle Hook
}

{$STRICT}

define(address, BorderlandsGOTY.exe+13CA7EE)
define(bytes, 41 80 BC 37 50 02 00 00 00)

////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
// aobScanModule(aobIsInVehicleHook, BorderlandsGOTY.exe, 48xxxxxxxx48xxxxxx41xxxxxxxxxxxxxxxx74xx4Axxxxxxxxxxxxxx48xxxx74xx48)
i2aobScanModule(aobIsInVehicleHook, BorderlandsGOTY.exe, 48xxxxxxxx48xxxxxx41xxxxxxxxxxxxxxxx74xx4Axxxxxxxxxxxxxx48xxxx74xx48)
define(injIsInVehicleHook, aobIsInVehicleHook+9)
// assert(injIsInVehicleHook, bytes)
i2assert(injIsInVehicleHook, bytes)
registerSymbol(injIsInVehicleHook)

alloc(memIsInVehicleHook, 0x400, injIsInVehicleHook)

label(ptrIsInVehicleHook) // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
registerSymbol(ptrIsInVehicleHook) // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

label(n_code)
label(o_code)
label(exit)
label(return)

memIsInVehicleHook:
	ptrIsInVehicleHook:
		dq 0 // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
	align 10 CC
	n_code:
		push rax
		lea rax,[r15+rsi+250]
		mov [ptrIsInVehicleHook],rax // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
		pop rax
	o_code:
		cmp byte ptr [r15+rsi+00000250],00
	exit:
		jmp return


////
//// ---------- Injection Point ----------
injIsInVehicleHook:
	jmp n_code
	nop
	nop
	nop
	nop
	return:


////
//// ------------------------------ DISABLE ------------------------------
[DISABLE]
////
//// ---------- Injection Point ----------
injIsInVehicleHook:
	db bytes

unregisterSymbol(injIsInVehicleHook)

unregisterSymbol(ptrIsInVehicleHook)

dealloc(memIsInVehicleHook)

{
//// Injection Point: BorderlandsGOTY.exe+13CA7EE  -  000000014069A7EE
//// AOB address: 000000014069A7E5  -  BorderlandsGOTY.exe+13CA7E5
//// Process: BorderlandsGOTY.exe  -  000000013F2D0000
//// Module: BorderlandsGOTY.exe  -  000000013F2D0000
//// Module Size: 00000000028FA000
BorderlandsGOTY.exe+13CA788:  4C 8D 44 24 50              -  lea r8,[rsp+50]                    
BorderlandsGOTY.exe+13CA78D:  48 8B CF                    -  mov rcx,rdi                        
BorderlandsGOTY.exe+13CA790:  FF 13                       -  call qword ptr [rbx]               
BorderlandsGOTY.exe+13CA792:  0FB6 5C 24 50               -  movzx ebx,byte ptr [rsp+50]        
BorderlandsGOTY.exe+13CA797:  41 38 9C 37 60020000        -  cmp [r15+rsi+00000260],bl          
BorderlandsGOTY.exe+13CA79F:  74 18                       -  je 14069A7B9                       
BorderlandsGOTY.exe+13CA7A1:  42 C7 84 BE 90040000 FFFFFFFF  -  mov [rsi+r15*4+00000490],FFFFFFFF  
BorderlandsGOTY.exe+13CA7AD:  42 C7 84 BE A0040000 FFFFFFFF  -  mov [rsi+r15*4+000004A0],FFFFFFFF  
BorderlandsGOTY.exe+13CA7B9:  49 8B C5                    -  mov rax,r13                        
BorderlandsGOTY.exe+13CA7BC:  48 89 45 88                 -  mov [rbp-78],rax                   
BorderlandsGOTY.exe+13CA7C0:  48 89 44 24 60              -  mov [rsp+60],rax                   
BorderlandsGOTY.exe+13CA7C5:  4C 89 6C 24 68              -  mov [rsp+68],r13                   
BorderlandsGOTY.exe+13CA7CA:  48 8B 54 24 54              -  mov rdx,[rsp+54]                   
BorderlandsGOTY.exe+13CA7CF:  48 85 D2                    -  test rdx,rdx                       
BorderlandsGOTY.exe+13CA7D2:  74 1A                       -  je 14069A7EE                       
BorderlandsGOTY.exe+13CA7D4:  48 81 C2 C4020000           -  add rdx,000002C4                   
BorderlandsGOTY.exe+13CA7DB:  48 8D 4C 24 60              -  lea rcx,[rsp+60]                   
BorderlandsGOTY.exe+13CA7E0:  E8 2B8ECDFE                 -  call 13F373610                     
BorderlandsGOTY.exe+13CA7E5:  48 8B 44 24 60              -  mov rax,[rsp+60]                   <<<--- AOB Starts Here
BorderlandsGOTY.exe+13CA7EA:  48 89 45 88                 -  mov [rbp-78],rax                   
////  INJECTING START  ----------------------------------------------------------
BorderlandsGOTY.exe+13CA7EE:  41 80 BC 37 50020000 00     -  cmp byte ptr [r15+rsi+00000250],00 
////  INJECTING END  ----------------------------------------------------------
BorderlandsGOTY.exe+13CA7F7:  74 26                       -  je 14069A81F                       
BorderlandsGOTY.exe+13CA7F9:  4A 8B 8C FE B8010000        -  mov rcx,[rsi+r15*8+000001B8]       
BorderlandsGOTY.exe+13CA801:  48 85 C9                    -  test rcx,rcx                       
BorderlandsGOTY.exe+13CA804:  74 19                       -  je 14069A81F                       
BorderlandsGOTY.exe+13CA806:  48 8B 89 60020000           -  mov rcx,[rcx+00000260]             
BorderlandsGOTY.exe+13CA80D:  E8 2E68E8FF                 -  call 140521040                     
BorderlandsGOTY.exe+13CA812:  48 85 C0                    -  test rax,rax                       
BorderlandsGOTY.exe+13CA815:  C7 44 24 48 01000000        -  mov [rsp+48],00000001              
BorderlandsGOTY.exe+13CA81D:  75 05                       -  jne 14069A824                      
BorderlandsGOTY.exe+13CA81F:  44 89 6C 24 48              -  mov [rsp+48],r13d                  
BorderlandsGOTY.exe+13CA824:  42 8B 84 BE 90040000        -  mov eax,[rsi+r15*4+00000490]       
BorderlandsGOTY.exe+13CA82C:  85 C0                       -  test eax,eax                       
BorderlandsGOTY.exe+13CA82E:  0F8F DD010000               -  jg 14069AA11                       
BorderlandsGOTY.exe+13CA834:  45 85 E4                    -  test r12d,r12d                     
BorderlandsGOTY.exe+13CA837:  0F8E CC010000               -  jng 14069AA09                      
BorderlandsGOTY.exe+13CA83D:  48 8D 4C 24 20              -  lea rcx,[rsp+20]                   
BorderlandsGOTY.exe+13CA842:  45 85 FF                    -  test r15d,r15d                     
BorderlandsGOTY.exe+13CA845:  75 5F                       -  jne 14069A8A6                      
BorderlandsGOTY.exe+13CA847:  4C 8D 05 6234AD00           -  lea r8,[14116DCB0]                 [""protean.lb._visible""]
BorderlandsGOTY.exe+13CA84E:  48 8D 15 AB34AD00           -  lea rdx,[14116DD00]                [""p1.%s""]
//// Template: I2CEA_AOBFullInjection
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}

Code: Select all

{
	Process			: BorderlandsGOTY.exe  -  (x64)
	Module			: BorderlandsGOTY.exe
	Game Title		: Borderlands GOTY Enhanced
	Game Version	: 1.5.0.0
	CE Version		: 6.83
	Script Version	: 0.0.1
	Date			: 04/05/19
	Author			: TheyCallMeTim13
	Name			: HealthDecHook

	Health Dec Hook
}

{$STRICT}

define(address, BorderlandsGOTY.exe+46CAF0)
define(bytes, F3 0F 11 81 98 00 00 00)

////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
// aobScanModule(aobHealthDecHook, BorderlandsGOTY.exe, 0F2Fxx72xxF3xxxxxx0F28xxF3xxxxxxxxxxxxxx48xxxxxxxxxxxx48xxxx74xxE8)
i2aobScanModule(aobHealthDecHook, BorderlandsGOTY.exe, 0F2Fxx72xxF3xxxxxx0F28xxF3xxxxxxxxxxxxxx48xxxxxxxxxxxx48xxxx74xxE8)
define(injHealthDecHook, aobHealthDecHook+C)
// assert(injHealthDecHook, bytes)
i2assert(injHealthDecHook, bytes)
registerSymbol(injHealthDecHook)

alloc(memHealthDecHook, 0x400, injHealthDecHook)

label(flgHealthDecHook)
registerSymbol(flgHealthDecHook)

label(ptrHealthDecHook)
registerSymbol(ptrHealthDecHook)

label(ph_code)
label(ps_code)
label(oh_code)
label(pvh_code)

label(n_code)
label(o_code)
label(exit)
label(return)

memHealthDecHook:
	flgHealthDecHook:
		db 01
		db 01
		db 00
		db 01
	align 10
	ptrHealthDecHook:
		dq 0
		dq 0
		dq 0
		dq 0
		dq 0
	align 10 CC
	ph_code:
		mov [ptrHealthDecHook],rcx
		cmp byte ptr [flgHealthDecHook],0
		je o_code
			movss xmm0,[rcx+118]
			jmp o_code
	align 10 CC
	ps_code:
		mov [ptrHealthDecHook+8],rcx
		cmp byte ptr [flgHealthDecHook+1],0
		je o_code
			movss xmm0,[rcx+118]
			jmp o_code
	align 10 CC
	oh_code:
		mov [ptrHealthDecHook+10],rcx
		cmp byte ptr [flgHealthDecHook+2],0
		je o_code
			xorps xmm0,xmm0
			jmp o_code
	align 10 CC
	pvh_code:
		mov [ptrHealthDecHook+18],rcx
		cmp byte ptr [flgHealthDecHook+3],0
		je o_code
			movss xmm0,[rcx+118]
			jmp o_code
	align 10 CC
	n_code:
		pushfq
		push rax
		push rbx
		mov rax,[ptrIsInVehicleHook]  // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
		test rax,rax
		jz @f
			cmp byte ptr [rax],1
			jne @f
				mov rax,[ptrPlayerHook]
				test rax,rax
				jz o_code
					mov rax,[rax+260]
					test rax,rax
					jz o_code
						mov rax,[rax+458+C]
						test rax,rax
						jz o_code
							cmp rax,rcx
							je pvh_code
		@@:
			mov rax,[ptrPlayerHook]
			test rax,rax
			jz o_code
				mov rax,[rax+450]
				test rax,rax
				jz o_code
					// Player Grenades
					mov rbx,[rax+5*8+258]
					test rbx,rbx
					jz o_code
						cmp rbx,rcx
						je o_code
					// Player Health
					mov rbx,[rax+6*8+258]
					test rbx,rbx
					jz o_code
						cmp rbx,rcx
						je ph_code
					// Player Sheild
					mov rbx,[rax+7*8+258]
					test rbx,rbx
					jz o_code
						cmp rbx,rcx
						je ps_code
					// Player Ammo
					mov rbx,[rax+9*8+258]
					test rbx,rbx
					jz o_code
						mov rbx,[rbx]
						test rbx,rbx
						jz o_code
							cmp [rcx],rbx
							je o_code
					// Other Health/Sheild
					mov rbx,[rax+6*8+258]
					test rbx,rbx
					jz o_code
						mov rbx,[rbx]
						test rbx,rbx
						jz o_code
							cmp [rcx],rbx
							je oh_code
								mov [ptrHealthDecHook+20],rcx
	o_code:
		movss [rcx+00000098],xmm0
	exit:
		pop rbx
		pop rax
		popfq
		jmp return


////
//// ---------- Injection Point ----------
injHealthDecHook:
	jmp n_code
	nop
	nop
	nop
	return:


////
//// ------------------------------ DISABLE ------------------------------
[DISABLE]
////
//// ---------- Injection Point ----------
injHealthDecHook:
	db bytes

unregisterSymbol(injHealthDecHook)

unregisterSymbol(flgHealthDecHook)

unregisterSymbol(ptrHealthDecHook)

dealloc(memHealthDecHook)

{
//// Injection Point: BorderlandsGOTY.exe+46CAF0  -  000000013FD7CAF0
//// AOB address: 000000013FD7CAE4  -  BorderlandsGOTY.exe+46CAE4
//// Process: BorderlandsGOTY.exe  -  000000013F910000
//// Module: BorderlandsGOTY.exe  -  000000013F910000
//// Module Size: 00000000028FA000
BorderlandsGOTY.exe+46CAB1:  89 87 D4060000              -  mov [rdi+000006D4],eax             
BorderlandsGOTY.exe+46CAB7:  48 83 C4 30                 -  add rsp,30                         
BorderlandsGOTY.exe+46CABB:  5F                          -  pop rdi                            
BorderlandsGOTY.exe+46CABC:  C3                          -  ret                                
BorderlandsGOTY.exe+46CABD:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CABE:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CABF:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CAC0:  40 53                       -  push rbx                           
BorderlandsGOTY.exe+46CAC2:  48 83 EC 20                 -  sub rsp,20                         
BorderlandsGOTY.exe+46CAC6:  F6 81 48010000 01           -  test byte ptr [rcx+00000148],01    
BorderlandsGOTY.exe+46CACD:  48 8B D9                    -  mov rbx,rcx                        
BorderlandsGOTY.exe+46CAD0:  74 4C                       -  je 13FD7CB1E                       
BorderlandsGOTY.exe+46CAD2:  F3 0F10 41 68               -  movss xmm0,[rcx+68]                
BorderlandsGOTY.exe+46CAD7:  F3 0F10 91 80000000         -  movss xmm2,[rcx+00000080]          
BorderlandsGOTY.exe+46CADF:  0F2F C2                     -  comiss xmm0,xmm2                   
BorderlandsGOTY.exe+46CAE2:  77 0C                       -  ja 13FD7CAF0                       
BorderlandsGOTY.exe+46CAE4:  0F2F C8                     -  comiss xmm1,xmm0                   <<<--- AOB Starts Here
BorderlandsGOTY.exe+46CAE7:  72 07                       -  jb 13FD7CAF0                       
BorderlandsGOTY.exe+46CAE9:  F3 0F5D D1                  -  minss xmm2,xmm1                    
BorderlandsGOTY.exe+46CAED:  0F28 C2                     -  movaps xmm0,xmm2                   
////  INJECTING START  ----------------------------------------------------------
BorderlandsGOTY.exe+46CAF0:  F3 0F11 81 98000000         -  movss [rcx+00000098],xmm0          
////  INJECTING END  ----------------------------------------------------------
BorderlandsGOTY.exe+46CAF8:  48 8B 0D 09781502           -  mov rcx,[141ED4308]                [8B352040]
BorderlandsGOTY.exe+46CAFF:  48 85 C9                    -  test rcx,rcx                       
BorderlandsGOTY.exe+46CB02:  74 07                       -  je 13FD7CB0B                       
BorderlandsGOTY.exe+46CB04:  E8 37C16000                 -  call 140388C40                     
BorderlandsGOTY.exe+46CB09:  EB 03                       -  jmp 13FD7CB0E                      
BorderlandsGOTY.exe+46CB0B:  0F57 C0                     -  xorps xmm0,xmm0                    
BorderlandsGOTY.exe+46CB0E:  F3 0F58 83 E4000000         -  addss xmm0,dword ptr [rbx+000000E4]
BorderlandsGOTY.exe+46CB16:  F3 0F11 83 20010000         -  movss [rbx+00000120],xmm0          
BorderlandsGOTY.exe+46CB1E:  48 83 C4 20                 -  add rsp,20                         
BorderlandsGOTY.exe+46CB22:  5B                          -  pop rbx                            
BorderlandsGOTY.exe+46CB23:  C3                          -  ret                                
BorderlandsGOTY.exe+46CB24:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB25:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB26:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB27:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB28:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB29:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB2A:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB2B:  CC                          -  int 3                              
BorderlandsGOTY.exe+46CB2C:  CC                          -  int 3                              
//// Template: I2CEA_AOBFullInjectionWithValues
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}

The main thing is create the label, place it, and register it with the user symbol list using registerSymbol.
https://wiki.cheatengine.org/index.php? ... r:Commands
https://wiki.cheatengine.org/index.php? ... sterSymbol
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Twistedself
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Posts: 12
Joined: Sat Jun 30, 2018 12:38 am
Reputation: 12

Re: [HELP]Using (f)value from one script in a 2nd script

Post by Twistedself » Mon Apr 08, 2019 1:32 am

Wanted to say this. Script is a little sensitive or I would post it in it's entirety. I will share with anyone that can fix my CE problem. A little more info about the problem.
Made a simple script for accuracy like

Code: Select all

cmp [PlayerTurn],(int)1   //cmp 1 to Player turn //make sure it is your turn
jne [SomeLocation]      //Don't wantedAccuracy
mov esi, [wantedAccuracy]   //mov wanted acc into esi
mov eax, [edx-28]
jmp originalAccuracy

originalAccuracy:
blah blah

wantedAccuracy:
[randomNumberFinal]   //changed from dd (float) 0.000001
Under this there is another entry that allows you to drop down and select the accuracy you want. All this is working fine. Then I went and created my random number gen using methods found online, mine looks like this.

Code: Select all

[ENABLE]
alloc(newmem,2048)
label(tickGoesTheC)
label(bottomNum)
label(topNum)
label(interV)
label(randomNumber)
label(mulNumber)
label(randomNumberFinal)
label(shouldExit)

registersymbol(bottomNum)
registersymbol(mulNumber)
registersymbol(topNum)
registersymbol(interV)
registersymbol(randomNumberFinal)
registersymbol(randomNumber)
registersymbol(shouldExit)

createthread(newmem)

newmem:
  call kernel32.GetTickCount
  push eax
  call msvcrt.srand
  add esp,4
tickGoesTheC:
  call msvcrt.rand        //call random from 2*15 method
  xor edx,edx                //xor edx to clear to 0
  mov ebx,[bottomNum]    //set ebx to low number range
  mov ecx,[topNum]          //set ecx to top number range
  cmp ecx,ebx               //comp ebx to ecx
  cmovl ecx,ebx          //mov if in range
  inc ecx                    //inc ecx 1
  sub ecx,ebx           //sub ebx from ecx
  idiv ecx                  //sign div on ecx
  add edx,ebx        //add ebx to edx
  mov [randomNumber],edx            //move edx into randomNumber stored as int
  cvtsi2ss xmm7,[randomNumber]  // convert into to float and store in xmm7
  movss xmm6,[mulNumber]      //mov divisor into xmm6 for multiplication
  mulss xmm7,xmm6               //multiply the mul by the random //moves decimal 4 places.
  movss [randomNumberFinal],xmm7  //store final result
  push [interV]          //push interval onto stack
  call kernel32.Sleep    //sleep
  cmp [shouldExit],0    //check still open bad cmp is a close
  je tickGoesTheC
// free memory, return
  pop eax
  push 8000
  push 0
  push newmem
  push eax
  jmp kernel32.VirtualFree
  db CC CC CC CC CC CC
bottomNum:
  dd #9900
topNum:
  dd #9999
interV:
  dd #1000
randomNumber:
  dd (float)0
mulNumber:
  dd (float)0.0001
randomNumberFinal:
  dd (float)0
shouldExit:
  dd 0

[DISABLE]
shouldExit:
  dd 1

unregistersymbol(bottomNum)
unregistersymbol(topNum)
unregistersymbol(interV)
unregistersymbol(mulNumber)
unregistersymbol(randomNumber)
unregistersymbol(randomNumberFinal)
unregistersymbol(shouldExit)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>91</ID>
          <Description>"Bottom Number"</Description>
          <ShowAsSigned>1</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>bottomNum</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>93</ID>
          <Description>"Top Number"</Description>
          <ShowAsSigned>1</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>topNum</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>94</ID>
          <Description>"New Number Interval"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>interV</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>95</ID>
          <Description>"Pseudo Start Random Number"</Description>
          <ShowAsSigned>1</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>randomNumber</Address>
        </CheatEntry>
		<CheatEntry>
          <ID>96</ID>
          <Description>"Final Number"</Description>
          <ShowAsSigned>1</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>randomNumberFinal</Address>
        </CheatEntry>
When I try to call the value I generate into the Position script it tells me It is unable to parse. I assume I am fucking up the labels and registers but I am very new to ASM and I can't find my own answer. Thank you for your time.
Last edited by Twistedself on Mon Apr 08, 2019 1:39 am, edited 2 times in total.

Twistedself
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Re: [HELP]Using (f)value from one script in a 2nd script

Post by Twistedself » Mon Apr 08, 2019 1:35 am

TheyCallMeTim13 wrote:
Mon Apr 08, 2019 1:15 am
~Snip
So can I do all my labels and registering at the begining of script and then unregister them as I am done with them or unregister all at end of script?
Thanks btw, I like learning.

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TheyCallMeTim13
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Re: [HELP]Using (f)value from one script in a 2nd script

Post by TheyCallMeTim13 » Mon Apr 08, 2019 2:13 am

^^ You can register them anywhere after the label is created in the enable section; but make sure to unregister them in the disable section, I like it at the end as that just makes sense but I've seem working scripts with it at the top of the disable section. And run them in order, so the one the create the labels used elsewhere first then the script that uses them.

And it looks like you're missing the return (RET) for the code you're using with createThread.

But I think your problem is here:

Code: Select all

wantedAccuracy:
[randomNumberFinal]

Try this insted:

Code: Select all

cmp [PlayerTurn],(int)1   //cmp 1 to Player turn //make sure it is your turn
jne [SomeLocation]      //Don't wantedAccuracy
mov esi, [randomNumberFinal]   //mov wanted acc into esi
mov eax, [edx-28]
jmp originalAccuracy
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Twistedself
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Noobzor
Posts: 12
Joined: Sat Jun 30, 2018 12:38 am
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Re: [HELP]Using (f)value from one script in a 2nd script

Post by Twistedself » Mon Apr 08, 2019 4:01 am

You're awesome, Thanks! I just label them in the very beginning and it worked. I was able to quickly tweak and get a very nice working script going that randomly changes values within range every 1000 ms. Perfect. Now I went and copied the code in triplicate and numbered everything 1, and 2 respectively. Now I am generating numbers within all 3 perfect ranges! Only thing left to do is find a way to randomly select one of the 3 results of randomly generated "perfect" ranges. Thanks again.

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