Here's one more awful tutorial making a script with offsets, when the game ain't on unity/unreal/xna or whatever other engine that doesn't have any names assigned to them, to find them easy.Also in this example, i use "[]", if you'll encounter with more offsets, do it like"[[name]+offset]+offset", you understand, 2 offsets, that will mean adding one more"[" to your left and one more "]" to your right, that "]"is after any offset, the last one don't need any "]", so if there were 7 offsets, for example, you'd have to have on your left 7 "[" and to your right to have 7, like "[[[[[[[name]+offset]+offset]+offset]+offset]+offset]+offset]+offset" If the name is "base" and the offsets are 10 and 12, the result will be "[[base]+10]+12". This will work on whatever machine.Hope this might help somehow!
I finally managed to did auto asseble script.
I will upload my table here as soon as possible.
Card power updates on hovewed units, although i realized that this trick works on few games.
^
Then it's a multipurpose function, ie it's reading/writing also other data(structures).
Before filling the pointer you'll have to check somehow if they are pointing to the right data ( [ecx] or [ecx+eax] or [ecx+eax*4+10] )
by disecting data/stuctures and scan for some testing values.
I would suggest determining where ecx comes from and what the iterator eax represents. If it's a list/array of pointers to same types of structures, then "filtering" won't work as you'd expect, by just storing the lea result into some static.
A bit of research is required than just numb-storing pointers and thinking of only how to save them, but not what they point to, if player or enemy or if representing what you're after. Am saying this in general, not aimed at you, LeFiXER
I would suggest determining where ecx comes from and what the iterator eax represents. If it's a list/array of pointers to same types of structures, then "filtering" won't work as you'd expect, by just storing the lea result into some static.
A bit of research is required than just numb-storing pointers and thinking of only how to save them, but not what they point to, if player or enemy or if representing what you're after. Am saying this in general, not aimed at you, LeFiXER
I did not take offence. I appreciate you taking the time to give your wisdom, thanks .
newmem:
code:
movsxd rax,dword ptr [r15+6C]
test eax,eax
jmp return
I tried changing movsxd to mov but couldnt success so far.
I will find aobscan of another unit, compare and change aobscan(INJECT, ...... (i will replace some of them here with ?? so script should work for all units after i compare to unit aobscans) ) // should be unique
but first i need the correct code that reads current units HP.