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aobscanmodule(Player,JUMP_FORCE-Win64-Shipping.exe,F3 0F 58 73 38 F6)
Code: Select all
4Bytes - rbx+20 - PlayerID - 2=P1 / 13=P2
Float - rbx+28 - HP -
Float - rbx+2C - HP Max -
Float - rbx+30 - Charge -
Float - rbx+34 - Charge Max -
Float - rbx+38 - Stamina -
Float - rbx+3C - Stamina max -
Float - rbx+40 - Awakening -
Float - rbx+44 - Awakening Max -
Float - rbx+5C - Tired value If value is bigger than 10'000, hit limit is reached and can not be hitted anymore.
At 7000 air combat should start
Float - rbx+60 - Getting hit Float=1 - The player that has a value different from 0, is getting hit
Float - rbx+7C - Stamina percent -
Float - rbx+80 - Awakening percent -
4Bytes - rbx+88 - Succesful hits - How many succesful hits the player managed to do
Float - rbx+8C - Damage dealt -
4Bytes - rbx+C0 - IsHitting 1 = The current player is hitting the other one
4Bytes - rbx+DC - IsInvulnerable 1 = Can't be attacked
4Bytes - rbx+D8 - IsCharging 1 = Player is charging
4Bytes - rbx+D0 - CanUseGuard/CanDodge This one is kinda tricky, I haven't fully figured out yet.
4Bytes - rbx+C4 - When awakening = active (half) 1 = Awakening has been activated when it only reached the minimum threshold
4Bytes - rbx+C8 - When awakening = active (ultra) 1 = Awakening has been activated with maxed threshold