seikur0 wrote: ↑Wed Oct 18, 2017 9:00 am
axowaze wrote: ↑Wed Oct 18, 2017 7:06 am
Hi Seikur0, do you mind teaching me on how you you find the address of the uruk appearance editor. I don't really get how can you find the addresses since the appearance is not something that you can easily identify by changing value. I'm really new to this advanced stuff. Thank you
In case of things like that, you either find the generating algorithm or the object that contains apperances in a larger object. In that case the larger object is the uruk itself, so if you find the pointer for things like the level and look for the pointer to the underlying object, then you can start from there. That is the "Base" value in my table. With that uruk pointer you can use the dissect data/structures feature of CheatEngine and now it's just a matter of trying out different paths in that editor, if you see a pointer, follow it, try to guess, what the object it points to is, like "piece of equipment" or "trait", don't go too low in pointer chains, if you find a pattern, like an object always has a description of it in [[+20]+0] use that to identify other objects.
I'm working on a script to only spawn legendary uruks at the moment, I'll finish that in the evening. F greedy publishers
After that my goal is to make the uruk editor more accessible for less experienced users. Then having all upgrades for a skill active at the same time (or was that done already?). Then I want to make a hard mode script, that spawns all uruks at lvl 99 or something, as legendary and with high potential as well as high adaptibility. What else is exclusive to gold chests apart from legendary uruks? *Will break it!*
Thank you for the reply. I have a couple of questions. I don't have any experience with Assembler or Auto Assembler, so I might look oblivious. I'll try to make it simple.
Question 1:
What is the difference between Assembler and Auto Assembler. Does Auto Assembler have a specific command that Assembler don't? Does all the Auto Assembler specific commands are provided by this link
[Link]?
Question 2:
What is this object are you referring? Is this some kind of character object pointed to memory address by the game, or object term in Assembler (if any)?
Question 3:
I read a thread in CE Forum talking about accessing team rather than a health (he's talking about the CE shared code tutorial) by removing a word which is 4 bytes from a pointer address by adding -4 at the end. Is this the same technique you use to find the uruk object?
Question 4:
You say that to find appearance in larger object. Does that mean this appearance is an literal string instead of hex value? Does is appear to be a string value the first time you found it without a pointer or you guessing the data type by looking at the dissect window?
Question 5:
From my previous question, you say about larger object. Is it like talking about the parent object or you compare the memory size somehow?
Question 6:
When is the time that you think you're too deep into the pointer chain? How can you manage to break the chain? Is it simply by noticing a pattern?
Question 7:
If it's a pattern, where is the best place to look at the pattern. I'm guessing it will be the memory viewer, but I might be wrong.
Now I think I just asking too much already. Hahaha. Please be patience with me, and thank you again.