Would it be possible to separate the Damage multiplier option from the Infinite health option on your table?
If you want to affect player too, remove this > cmp [rbp],'Player' je @f
Code: Select all
[ENABLE]
aobscanmodule(DamageMultiplier,HorizonZeroDawn.exe,C5 F8 28 BC 24 F0 00 00 00 C5 D2 5C)
alloc(newmem,$1000,"HorizonZeroDawn.exe")
label(code)
label(return)
registersymbol(DamageMultiplier)
newmem:
{$try}
push rbp
mov rbp,[rbx+30]
mov rbp,[rbp+20]
cmp [rbp],'Player'
je @f
mulss xmm2,[DMPValue]
{$except}
pop rbp
jmp code
code:
vmovaps xmm7,[rsp+000000F0]
jmp return
DMPValue:
dd (float)5.0 //Damage Multiplier Value
DamageMultiplier:
jmp newmem
nop 4
return:
[DISABLE]
DamageMultiplier:
db C5 F8 28 BC 24 F0 00 00 00
unregistersymbol(DamageMultiplier)
dealloc(newmem)
there’s a way to keep the max numbers of ammo for weapons?
Max numbers are derived from your ammo pouch upgrade. By default your current ammo stack is rewritten by base ammo pouch.
Example:
mov rbp,[rbp+00] -> [rbp+00] is base ammo pouch capacity, [rbp+04] is first upgrade, [rbp+08] is second, [rbp+10] is last...
mov [rax+58],rbp -> [rax+58] is your current ammo thats rewriten by base ammo pouch capacity.
Is there a way to use the max value for each type of weapons?
Replace code with this:
mov rbp,[rbp+00] -> mov rbp,[rbp+10]
If you want to use custom number like 99 then you need to filter out weapons from each other.