0
"enable"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
LaunchMonoDataCollector()
{$asm}
label(pPlayer)
registersymbol(pPlayer)
alloc(newmem,2048,RCG:Player:Update+1)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rbp,pPlayer
mov [rbp],rcx
originalcode:
mov rbp,rsp
push rsi
sub rsp,08
exit:
jmp returnhere
///
pPlayer:
///
RCG:Player:Update+1:
jmp newmem
nop 3
returnhere:
///*****************************************///
aobscanregion(canBeStunChkOnStunReduceAOB,Stun:Reduce,Stun:Reduce+e0,0F ** ** ** 85 C0 0F 84)
registersymbol(canBeStunChkOnStunReduceAOB)
label(bNoStun)
registersymbol(bNoStun)
alloc(newmem2,2048,canBeStunChkOnStunReduceAOB) //Stun:Reduce+11)
label(returnhere2)
label(originalcode2_canBeStunChkOnStunReduceAOB)
registersymbol(originalcode2_canBeStunChkOnStunReduceAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(canBeStunChkOnStunReduceAOB,4)
//movzx eax,byte ptr [rsi+18]
mov r11,pPlayer
cmp [r11],rdi
jne @f
mov r11,bNoStun
cmp byte ptr [r11],1
jne end2
xor eax,eax
end2:
readmem(canBeStunChkOnStunReduceAOB+4,2)
//test eax,eax
jmp exit2
originalcode2_canBeStunChkOnStunReduceAOB:
readmem(canBeStunChkOnStunReduceAOB,6)
//movzx eax,byte ptr [rsi+18]
//test eax,eax
exit2:
jmp returnhere2
///
bNoStun:
///
canBeStunChkOnStunReduceAOB: //Stun:Reduce+11:
jmp newmem2
nop
returnhere2:
///*****************************************///
alloc(newmem3,2048,Stun:SetStunned+b)
label(returnhere3)
label(originalcode3)
label(exit3)
newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
movzx eax,byte ptr [rsi+18]
mov r11,pPlayer
cmp [r11],r13
jne @f
mov r11,bNoStun
cmp byte ptr [r11],1
jne end3
xor eax,eax
end3:
test eax,eax
jmp exit3
originalcode3:
movzx eax,byte ptr [rsi+18]
test eax,eax
exit3:
jmp returnhere3
///
Stun:SetStunned+b:
jmp newmem3
nop
returnhere3:
///*****************************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
RCG:Player:Update+1:
db 48 8B EC 56 48 83 EC 08
//Alt: mov rbp,rsp
//Alt: push rsi
//Alt: sub rsp,08
unregistersymbol(pPlayer)
///*****************************************///
dealloc(newmem2)
canBeStunChkOnStunReduceAOB: //Stun:Reduce+11:
readmem(originalcode2_canBeStunChkOnStunReduceAOB,6)
//db 0F B6 46 18 85 C0
//Alt: movzx eax,byte ptr [rsi+18]
//Alt: test eax,eax
unregistersymbol(originalcode2_canBeStunChkOnStunReduceAOB)
unregistersymbol(bNoStun)
///*****************************************///
dealloc(newmem3)
Stun:SetStunned+b:
db 0F B6 46 18 85 C0
//Alt: movzx eax,byte ptr [rsi+18]
//Alt: test eax,eax
///*****************************************///
4
"undead"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(canDieChkRetAOB,CombatEntity:CanDie,CombatEntity:CanDie+50,40 0F 94 C0 48 ** ** ** 48 ** ** ** C9 C3)
registersymbol(canDieChkRetAOB)
alloc(newmem,2048,canDieChkRetAOB) //CombatEntity:CanDie+2c)
label(returnhere)
label(originalcode_canDieChkRetAOB)
registersymbol(originalcode_canDieChkRetAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(canDieChkRetAOB,4)
//sete al
mov rsi,pPlayer
cmp [rsi],rcx
jne @f
xor al,al
@@:
readmem(canDieChkRetAOB+4,4)
//movzx rax,al
jmp exit
originalcode_canDieChkRetAOB:
readmem(canDieChkRetAOB,8)
//sete al
//movzx rax,al
exit:
jmp returnhere
///
canDieChkRetAOB: //CombatEntity:CanDie+2c:
jmp newmem
nop 3
returnhere:
///*************************************///
aobscanregion(staminaWriteAOB,CombatEntity:set_Stamina,CombatEntity:set_Stamina+60,89 ** ** ** 00 00 48 ** ** ** C9 C3)
registersymbol(staminaWriteAOB)
alloc(newmem2,2048,staminaWriteAOB) //CombatEntity:set_Stamina+35)
label(returnhere2)
label(originalcode2_staminaWriteAOB)
registersymbol(originalcode2_staminaWriteAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
test eax,eax
jns @f
xor eax,eax
originalcode2_staminaWriteAOB:
readmem(staminaWriteAOB,6)
//mov [rdi+00000348],eax
exit2:
jmp returnhere2
///
staminaWriteAOB: //CombatEntity:set_Stamina+35:
jmp newmem2
nop
returnhere2:
///*************************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
canDieChkRetAOB: //CombatEntity:CanDie+2c:
readmem(originalcode_canDieChkRetAOB,8)
//db 40 0F 94 C0 48 0F B6 C0
//Alt: sete al
//Alt: movzx rax,al
unregistersymbol(originalcode_canDieChkRetAOB)
///*************************************///
dealloc(newmem2)
staminaWriteAOB: //CombatEntity:set_Stamina+35:
readmem(originalcode2_staminaWriteAOB,6)
//db 89 87 48 03 00 00
//Alt: mov [rdi+00000348],eax
unregistersymbol(originalcode2_staminaWriteAOB)
///*************************************///
25
"inf. recruit health"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,RCG:PlayerRecruit:set_mAssistHealth)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov edx,3
originalcode:
push rbp
mov rbp,rsp
push rsi
exit:
jmp returnhere
///
RCG:PlayerRecruit:set_mAssistHealth:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
RCG:PlayerRecruit:set_mAssistHealth:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
17
"auto block .3"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
//un-blockable attack
aobscanregion(playerChkBlockOnHitAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,E9 ** ** ** ** 0F ** ** ** ** ** ** 85 C0 0F 85 ** ** ** ** 41 0F ** ** ** ** 00 00 85 C0 0F 84 ** ** ** ** 48)
registersymbol(playerChkBlockOnHitAOB)
alloc(newmem,2048,playerChkBlockOnHitAOB+5) //CombatEntity:ValidateHit+f5f)
label(returnhere)
label(originalcode_playerChkBlockOnHitAOB)
registersymbol(originalcode_playerChkBlockOnHitAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
xor eax,eax
jmp exit
originalcode_playerChkBlockOnHitAOB:
readmem(playerChkBlockOnHitAOB+5,7)
//movzx eax,byte ptr [rbp-00000131]
exit:
jmp returnhere
///
playerChkBlockOnHitAOB+5: //CombatEntity:ValidateHit+f5f:
jmp newmem
nop 2
returnhere:
///***************************************///
//normal attack
alloc(newmem2,2048,playerChkBlockOnHitAOB+14) //CombatEntity:ValidateHit+f6e)
label(returnhere2)
label(originalcode2_playerChkBlockOnHitAOB)
registersymbol(originalcode2_playerChkBlockOnHitAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
mov eax,1
jmp exit2
originalcode2_playerChkBlockOnHitAOB:
readmem(playerChkBlockOnHitAOB+14,8)
//movzx eax,byte ptr [r13+0000035D]
exit2:
jmp returnhere2
///
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
jmp newmem2
nop 3
returnhere2:
///***************************************///
//facing chk
aobscanregion(playerFacingChkOnBlockAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,F3 0F ** ** F3 0F ** ** ** ** ** ** F3 0F ** ** 66 0F ** ** 0F 86 ** ** ** ** 49)
registersymbol(playerFacingChkOnBlockAOB)
alloc(newmem3,2048,playerFacingChkOnBlockAOB+c) //CombatEntity:ValidateHit+10b9)
label(returnhere3)
label(originalcode3_playerFacingChkOnBlockAOB)
registersymbol(originalcode3_playerFacingChkOnBlockAOB)
label(exit3)
newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
cvtss2sd xmm1,xmm1
mov r11,pPlayer
cmp [r11],rbx
jne @f
comisd xmm1,[r11]
jmp exit3
@@:
comisd xmm1,xmm0
jmp exit3
originalcode3_playerFacingChkOnBlockAOB:
readmem(playerFacingChkOnBlockAOB+c,8)
//cvtss2sd xmm1,xmm1
//comisd xmm1,xmm0
exit3:
jmp returnhere3
///
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
jmp newmem3
nop 3
returnhere3:
///***************************************///
aobscanregion(isNotItemAttackChkAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,74 ** 0F ** ** ** ** ** ** 85 C0 0F 84 ** ** ** ** 49)
registersymbol(isNotItemAttackChkAOB)
alloc(newmem4,2048,isNotItemAttackChkAOB+2) //CombatEntity:ValidateHit+a43)
label(returnhere4)
label(originalcode4_isNotItemAttackChkAOB)
registersymbol(originalcode4_isNotItemAttackChkAOB)
label(exit4)
newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
sete al
jmp exit4
originalcode4_isNotItemAttackChkAOB:
readmem(isNotItemAttackChkAOB+2,7)
//movzx eax,byte ptr [rbp-00000112]
exit4:
jmp returnhere4
isNotItemAttackChkAOB+2: //CombatEntity:ValidateHit+a43:
jmp newmem4
nop 2
returnhere4:
///***************************************///
alloc(newmem5,2048,RCG:Player:CanGetHit)
label(returnhere5)
label(originalcode5)
label(exit5)
newmem5: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pPlayer
cmp [rax],rcx
jne end5
mov rax,[rcx+1f0]
test rax,rax
jz end5
cmp byte ptr [rax+28],1
je @f
cmp byte ptr [rax+29],1
je @f
jmp end5
@@:
xor rax,rax
ret
end5:
originalcode5:
push rbp
mov rbp,rsp
push rsi
exit5:
jmp returnhere5
///
RCG:Player:CanGetHit:
jmp newmem5
returnhere5:
///***************************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
playerChkBlockOnHitAOB+5: //CombatEntity:ValidateHit+f5f:
readmem(originalcode_playerChkBlockOnHitAOB,7)
//db 0F B6 85 CF FE FF FF
//Alt: movzx eax,byte ptr [rbp-00000131]
unregistersymbol(originalcode_playerChkBlockOnHitAOB)
///***************************************///
dealloc(newmem2)
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
readmem(originalcode2_playerChkBlockOnHitAOB,8)
//db 41 0F B6 85 5D 03 00 00
//Alt: movzx eax,byte ptr [r13+0000035D]
unregistersymbol(originalcode2_playerChkBlockOnHitAOB)
///***************************************///
dealloc(newmem3)
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
readmem(originalcode3_playerFacingChkOnBlockAOB,8)
//db F3 0F 5A C9 66 0F 2F C8
//Alt: cvtss2sd xmm1,xmm1
//Alt: comisd xmm1,xmm0
unregistersymbol(originalcode3_playerFacingChkOnBlockAOB)
///***************************************///
dealloc(newmem4)
isNotItemAttackChkAOB+2: //CombatEntity:ValidateHit+a43:
readmem(originalcode4_isNotItemAttackChkAOB,7)
//db 0F B6 85 EE FE FF FF
//Alt: movzx eax,byte ptr [rbp-00000112]
unregistersymbol(originalcode4_isNotItemAttackChkAOB)
///***************************************///
dealloc(newmem5)
RCG:Player:CanGetHit:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
///***************************************///
Deactivate
96
104
0
Deactivate
Activate
96
105
1
Activate
12
"parry"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(blockPushBackChkAOB,RCG:Player:BlockHit_PushBack,RCG:Player:BlockHit_PushBack+100,0F ** ** ** ** 00 00 85 C0 75 ** 33 C0)
registersymbol(blockPushBackChkAOB)
alloc(newmem4,2048,blockPushBackChkAOB) //RCG:Player:BlockHit_PushBack+c)
label(returnhere4)
label(originalcode4_blockPushBackChkAOB)
registersymbol(originalcode4_blockPushBackChkAOB)
label(exit4)
newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],rsi
jne @f
mov eax,1
leave
ret
originalcode4_blockPushBackChkAOB:
readmem(blockPushBackChkAOB,7)
//movzx eax,byte ptr [rsi+0000035D]
exit4:
jmp returnhere4
///
blockPushBackChkAOB: //RCG:Player:BlockHit_PushBack+c:
jmp newmem4
nop 2
returnhere4:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem4)
blockPushBackChkAOB: //RCG:Player:BlockHit_PushBack+c:
readmem(originalcode4_blockPushBackChkAOB,7)
//db 0F B6 86 5D 03 00 00
//Alt: movzx eax,byte ptr [rsi+0000035D]
unregistersymbol(originalcode4_blockPushBackChkAOB)
40
"stun damage multiplier"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(stundamagemultiplier,(double)3)
aobscanregion(stunCalOnReduceAOB,Stun:Reduce,Stun:Reduce+e0,F2 0F ** ** F2 0F ** ** F3 0F ** ** ** ** F3 0F)
registersymbol(stunCalOnReduceAOB)
label(dStunDamageMultiplier)
registersymbol(dStunDamageMultiplier)
alloc(newmem,2048,Stun:Reduce+44)
label(returnhere)
label(originalcode_stunCalOnReduceAOB)
registersymbol(originalcode_stunCalOnReduceAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r15
je @f
mov r11,dStunDamageMultiplier
mulsd xmm1,[r11]
end:
originalcode_stunCalOnReduceAOB:
readmem(stunCalOnReduceAOB,8)
//subsd xmm0,xmm1
//cvtsd2ss xmm5,xmm0
exit:
jmp returnhere
///
dStunDamageMultiplier:
dq stundamagemultiplier
///
stunCalOnReduceAOB: //Stun:Reduce+44:
jmp newmem
nop 3
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
stunCalOnReduceAOB: //Stun:Reduce+44:
readmem(originalcode_stunCalOnReduceAOB,8)
//db F2 0F 5C C1 F2 0F 5A E8
//Alt: subsd xmm0,xmm1
//Alt: cvtsd2ss xmm5,xmm0
unregistersymbol(originalcode_stunCalOnReduceAOB)
unregistersymbol(dStunDamageMultiplier)
41
"x?"
008000
Double
dStunDamageMultiplier
35
"ignore special bar"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
HasSpecialMeter:IsComplete+7a:
db FF
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
HasSpecialMeter:IsComplete+7a:
db C0
//Alt: eax,eax
24
"ignore recruit cooldown"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(recruitCooldownCalAOB,RCG:PlayerRecruit:Update,RCG:PlayerRecruit:Update+150,F3 0F ** ** ** F3 0F ** ** 66 0F ** ** 0F 8A)
registersymbol(recruitCooldownCalAOB)
alloc(originalcode_recruitCooldownCalAOB,10,recruitCooldownCalAOB)
registersymbol(originalcode_recruitCooldownCalAOB)
originalcode_recruitCooldownCalAOB:
readmem(recruitCooldownCalAOB,5)
///
recruitCooldownCalAOB: //RCG:PlayerRecruit:Update+69:
db 90 90 0F 57 C9
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
recruitCooldownCalAOB: //RCG:PlayerRecruit:Update+69:
readmem(originalcode_recruitCooldownCalAOB,5)
//db F3 0F 10 4E 60
//Alt: movss xmm1,[rsi+60]
dealloc(originalcode_recruitCooldownCalAOB)
unregistersymbol(originalcode_recruitCooldownCalAOB)
33
"ignore money"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(moneyChkOnBuyInStoreAOB,UI_StoreScreenV2:OnPlayerSelected,UI_StoreScreenV2:OnPlayerSelected+3000,F3 0F ** ** ** F3 0F ** ** F3 0F ** ** ** ** ** ** F3 0F ** ** 48 ** ** 66 ** ** ** 7A ** 40)
registersymbol(moneyChkOnBuyInStoreAOB)
alloc(newmem,2048,moneyChkOnBuyInStoreAOB) //UI_StoreScreenV2:OnPlayerSelected+48c)
label(returnhere)
label(originalcode_moneyChkOnBuyInStoreAOB)
registersymbol(originalcode_moneyChkOnBuyInStoreAOB)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
db 0F 2F 68
readmem(moneyChkOnBuyInStoreAOB+4,1)
//comiss xmm5,[eax+2c]
jbe @f
readmem(moneyChkOnBuyInStoreAOB,2)
db 11 68
readmem(moneyChkOnBuyInStoreAOB+4,1)
//movss [eax+2c],xmm5
originalcode_moneyChkOnBuyInStoreAOB:
readmem(moneyChkOnBuyInStoreAOB,5)
//movss xmm0,[rax+2C]
exit:
jmp returnhere
///
moneyChkOnBuyInStoreAOB: //UI_StoreScreenV2:OnPlayerSelected+48c:
jmp newmem
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
moneyChkOnBuyInStoreAOB: //UI_StoreScreenV2:OnPlayerSelected+48c:
readmem(originalcode_moneyChkOnBuyInStoreAOB,5)
//db F3 0F 10 40 2C
//Alt: movss xmm0,[rax+2C]
unregistersymbol(originalcode_moneyChkOnBuyInStoreAOB)
18
""
1
14
"aobt1"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(aobt1,Stun:Reduce,Stun:Reduce+e0,F2 0F ** ** F2 0F ** ** F3 0F ** ** ** ** F3 0F)
registersymbol(aobt1)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
unregistersymbol(aobt1)
1
"WalkSpeed"
Float
3DB7B53C
2
"RunSpeed"
Float
3DB7B540
3
"_Stamina_Hidden"
4 Bytes
3DB7B348
5
"_Stamina_Hidden"
4 Bytes
4D4CBB48
6
"<IsBlocking>k__BackingField"
Byte
4D4CBB5D
7
"<IsBlocking>k__BackingField"
Byte
6E02535D
10
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,CombatEntity:ValidateHit+36d)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
movsxd rcx,dword ptr [rcx+18]
mov r11,pPlayer
cmp [r11],rbx
jne @f
mov eax,ecx
xor eax,3
@@:
cmp eax,ecx
jmp exit
originalcode:
movsxd rcx,dword ptr [rcx+18]
cmp eax,ecx
exit:
jmp returnhere
///
CombatEntity:ValidateHit+36d:
jmp newmem
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
CombatEntity:ValidateHit+36d:
db 48 63 49 18 3B C1
//Alt: movsxd rcx,dword ptr [rcx+18]
//Alt: cmp eax,ecx
9
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,CombatEntity:ValidateHit+f5f)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
xor eax,eax
jmp exit
originalcode:
movzx eax,byte ptr [rbp-00000131]
exit:
jmp returnhere
///
CombatEntity:ValidateHit+f5f:
jmp newmem
nop 2
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
CombatEntity:ValidateHit+f5f:
db 0F B6 85 CF FE FF FF
//Alt: movzx eax,byte ptr [rbp-00000131]
8
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(playerChkBlockOnHitAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,E9 ** ** ** ** 0F ** ** ** ** ** ** 85 C0 0F 85 ** ** ** ** 41 0F ** ** ** ** 00 00 85 C0 0F 84 ** ** ** ** 48)
registersymbol(playerChkBlockOnHitAOB)
alloc(newmem2,2048,playerChkBlockOnHitAOB+14) //CombatEntity:ValidateHit+f6e)
label(returnhere2)
label(originalcode2_playerChkBlockOnHitAOB)
registersymbol(originalcode2_playerChkBlockOnHitAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
mov eax,1
jmp exit2
originalcode2_playerChkBlockOnHitAOB:
readmem(playerChkBlockOnHitAOB+14,8)
//movzx eax,byte ptr [r13+0000035D]
exit2:
jmp returnhere2
///
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
jmp newmem2
nop 3
returnhere2:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
readmem(originalcode2_playerChkBlockOnHitAOB,8)
//db 41 0F B6 85 5D 03 00 00
//Alt: movzx eax,byte ptr [r13+0000035D]
unregistersymbol(originalcode2_playerChkBlockOnHitAOB)
13
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(playerFacingChkOnBlockAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,F3 0F ** ** F3 0F ** ** ** ** ** ** F3 0F ** ** 66 0F ** ** 0F 86 ** ** ** ** 49)
registersymbol(playerFacingChkOnBlockAOB)
alloc(newmem3,2048,playerFacingChkOnBlockAOB+c) //CombatEntity:ValidateHit+10b9)
label(returnhere3)
label(originalcode3_playerFacingChkOnBlockAOB)
registersymbol(originalcode3_playerFacingChkOnBlockAOB)
label(exit3)
newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
cvtss2sd xmm1,xmm1
mov r11,pPlayer
cmp [r11],rbx
jne @f
comisd xmm1,[r11]
jmp exit3
@@:
comisd xmm1,xmm0
jmp exit3
originalcode3_playerFacingChkOnBlockAOB:
readmem(playerFacingChkOnBlockAOB+c,8)
//cvtss2sd xmm1,xmm1
//comisd xmm1,xmm0
exit3:
jmp returnhere3
///
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
jmp newmem3
nop 3
returnhere3:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem3)
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
readmem(originalcode3_playerFacingChkOnBlockAOB,8)
//db F3 0F 5A C9 66 0F 2F C8
//Alt: cvtss2sd xmm1,xmm1
//Alt: comisd xmm1,xmm0
unregistersymbol(originalcode3_playerFacingChkOnBlockAOB)
11
"<IsBlocking>k__BackingField"
Byte
6E02535D
15
"_Stamina_Hidden"
1
4 Bytes
6E025348
16
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(staminaWriteAOB,CombatEntity:set_Stamina,CombatEntity:set_Stamina+60,89 ** ** ** 00 00 48 ** ** ** C9 C3)
registersymbol(staminaWriteAOB)
alloc(newmem2,2048,staminaWriteAOB) //CombatEntity:set_Stamina+35)
label(returnhere2)
label(originalcode2_staminaWriteAOB)
registersymbol(originalcode2_staminaWriteAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
test eax,eax
jns @f
xor eax,eax
originalcode2_staminaWriteAOB:
readmem(staminaWriteAOB,6)
//mov [rdi+00000348],eax
exit2:
jmp returnhere2
///
staminaWriteAOB: //CombatEntity:set_Stamina+35:
jmp newmem2
nop
returnhere2:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
staminaWriteAOB: //CombatEntity:set_Stamina+35:
readmem(originalcode2_staminaWriteAOB,6)
//db 89 87 48 03 00 00
//Alt: mov [rdi+00000348],eax
unregistersymbol(originalcode2_staminaWriteAOB)
19
"_canBeStun"
Byte
6E025070
18
20
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(canBeStunChkOnStunReduceAOB,Stun:Reduce,Stun:Reduce+e0,0F ** ** ** 85 C0 0F 84)
registersymbol(canBeStunChkOnStunReduceAOB)
label(bNoStun)
registersymbol(bNoStun)
alloc(newmem2,2048,canBeStunChkOnStunReduceAOB) //Stun:Reduce+11)
label(returnhere2)
label(originalcode2_canBeStunChkOnStunReduceAOB)
registersymbol(originalcode2_canBeStunChkOnStunReduceAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(canBeStunChkOnStunReduceAOB,4)
//movzx eax,byte ptr [rsi+18]
mov r11,pPlayer
cmp [r11],rdi
jne @f
mov r11,bNoStun
cmp byte ptr [r11],1
jne end
xor eax,eax
end:
readmem(canBeStunChkOnStunReduceAOB+4,2)
//test eax,eax
jmp exit2
originalcode2_canBeStunChkOnStunReduceAOB:
readmem(canBeStunChkOnStunReduceAOB,6)
//movzx eax,byte ptr [rsi+18]
//test eax,eax
exit2:
jmp returnhere2
///
bNoStun:
///
canBeStunChkOnStunReduceAOB: //Stun:Reduce+11:
jmp newmem2
nop
returnhere2:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
canBeStunChkOnStunReduceAOB: //Stun:Reduce+11:
readmem(originalcode2_canBeStunChkOnStunReduceAOB,6)
//db 0F B6 46 18 85 C0
//Alt: movzx eax,byte ptr [rsi+18]
//Alt: test eax,eax
unregistersymbol(originalcode2_canBeStunChkOnStunReduceAOB)
unregistersymbol(bNoStun)
22
"<IsBlocking>k__BackingField"
Byte
6E4DCB5D
23
"_CoolDownDuration"
Float
6DC87CD0
60
21
"no stun"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bNoStun:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
bNoStun:
db 0
27
"auto block .1"
FF0000
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(playerChkBlockOnHitAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,E9 ** ** ** ** 0F ** ** ** ** ** ** 85 C0 0F 85 ** ** ** ** 41 0F ** ** ** ** 00 00 85 C0 0F 84 ** ** ** ** 48)
registersymbol(playerChkBlockOnHitAOB)
alloc(newmem2,2048,playerChkBlockOnHitAOB+14) //CombatEntity:ValidateHit+f6e)
label(returnhere2)
label(originalcode2_playerChkBlockOnHitAOB)
registersymbol(originalcode2_playerChkBlockOnHitAOB)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
mov eax,1
jmp exit2
originalcode2_playerChkBlockOnHitAOB:
readmem(playerChkBlockOnHitAOB+14,8)
//movzx eax,byte ptr [r13+0000035D]
exit2:
jmp returnhere2
///
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
jmp newmem2
nop 3
returnhere2:
///***************************************///
aobscanregion(playerFacingChkOnBlockAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,F3 0F ** ** F3 0F ** ** ** ** ** ** F3 0F ** ** 66 0F ** ** 0F 86 ** ** ** ** 49)
registersymbol(playerFacingChkOnBlockAOB)
alloc(newmem3,2048,playerFacingChkOnBlockAOB+c) //CombatEntity:ValidateHit+10b9)
label(returnhere3)
label(originalcode3_playerFacingChkOnBlockAOB)
registersymbol(originalcode3_playerFacingChkOnBlockAOB)
label(exit3)
newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
cvtss2sd xmm1,xmm1
mov r11,pPlayer
cmp [r11],rbx
jne @f
comisd xmm1,[r11]
jmp exit3
@@:
comisd xmm1,xmm0
jmp exit3
originalcode3_playerFacingChkOnBlockAOB:
readmem(playerFacingChkOnBlockAOB+c,8)
//cvtss2sd xmm1,xmm1
//comisd xmm1,xmm0
exit3:
jmp returnhere3
///
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
jmp newmem3
nop 3
returnhere3:
///***************************************///
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
playerChkBlockOnHitAOB+14: //CombatEntity:ValidateHit+f6e:
readmem(originalcode2_playerChkBlockOnHitAOB,8)
//db 41 0F B6 85 5D 03 00 00
//Alt: movzx eax,byte ptr [r13+0000035D]
unregistersymbol(originalcode2_playerChkBlockOnHitAOB)
///***************************************///
dealloc(newmem3)
playerFacingChkOnBlockAOB+c: //CombatEntity:ValidateHit+10b9:
readmem(originalcode3_playerFacingChkOnBlockAOB,8)
//db F3 0F 5A C9 66 0F 2F C8
//Alt: cvtss2sd xmm1,xmm1
//Alt: comisd xmm1,xmm0
unregistersymbol(originalcode3_playerFacingChkOnBlockAOB)
///***************************************///
26
"<IsBlocking>k__BackingField"
Byte
6E42E35D
28
"RunSpeed"
Float
779AFD40
29
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
RCG:Player:get_WalkRunSpeed+3c:
db EB
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
RCG:Player:get_WalkRunSpeed+3c:
db 75
//Alt: jne
30
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanregion(isNotItemAttackChkAOB,CombatEntity:ValidateHit,CombatEntity:ValidateHit+1600,74 ** 0F ** ** ** ** ** ** 85 C0 0F 84 ** ** ** ** 49)
registersymbol(isNotItemAttackChkAOB)
alloc(newmem4,2048,isNotItemAttackChkAOB+2) //CombatEntity:ValidateHit+a43)
label(returnhere4)
label(originalcode4_isNotItemAttackChkAOB)
registersymbol(originalcode4_isNotItemAttackChkAOB)
label(exit4)
newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
mov r11,pPlayer
cmp [r11],r13
jne @f
sete al
jmp exit4
originalcode4_isNotItemAttackChkAOB:
readmem(isNotItemAttackChkAOB+2,7)
//movzx eax,byte ptr [rbp-00000112]
exit4:
jmp returnhere4
isNotItemAttackChkAOB+2: //CombatEntity:ValidateHit+a43:
jmp newmem4
nop 2
returnhere4:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem4)
isNotItemAttackChkAOB+2: //CombatEntity:ValidateHit+a43:
readmem(originalcode4_isNotItemAttackChkAOB,7)
//db 0F B6 85 EE FE FF FF
//Alt: movzx eax,byte ptr [rbp-00000112]
unregistersymbol(originalcode4_isNotItemAttackChkAOB)
32
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,PlayerFullInventory:CanAfford+3c)
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov al,1
originalcode:
movzx rax,al
add rsp,18
exit:
jmp returnhere
///
PlayerFullInventory:CanAfford+3c:
jmp newmem
nop 3
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
PlayerFullInventory:CanAfford+3c:
db 48 0F B6 C0 48 83 C4 18
//Alt: movzx rax,al
//Alt: add rsp,18
34
"<DebugIgnoreSpecialValue>k__BackingField"
Byte
4BD542F2
36
"No description"
4 Bytes
0833DB3C
37
"No description"
4 Bytes
762F7928
38
"<Invincible>k__BackingField"
Byte
76075528
39
"Auto Assemble script"
Auto Assembler Script
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem5,2048,RCG:Player:CanGetHit)
label(returnhere5)
label(originalcode5)
label(exit5)
newmem5: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pPlayer
cmp [rax],rcx
jne end5
mov rax,[rcx+1f0]
test rax,rax
jz end5
cmp byte ptr [rax+28],1
je @f
cmp byte ptr [rax+29],1
je @f
jmp end5
@@:
xor rax,rax
ret
end5:
originalcode5:
push rbp
mov rbp,rsp
push rsi
exit5:
jmp returnhere5
///
RCG:Player:CanGetHit:
jmp newmem5
returnhere5:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem5)
RCG:Player:CanGetHit:
db 55 48 8B EC 56
//Alt: push rbp
//Alt: mov rbp,rsp
//Alt: push rsi
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