(double click on <script> to open script-form for edit, called "auto assemble edit")
Code: Select all
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(playerBaseFetch,MassEffectAndromeda.exe,48 8B ** ** ** ** ** 48 85 C9 74 ** ** ** ** ** ** ** ** 48 85 C9 74 ** 48 8B 11 ** ** ** ** ** ** ** ** ** ** ** ** 84)
registersymbol(playerBaseFetch)
label(pPlayerBase)
registersymbol(pPlayerBase)
label(pPlayer)
registersymbol(pPlayer)
alloc(newmem,2048,playerBaseFetch) //"MassEffectAndromeda.exe"+6163C7E)
label(returnhere)
label(originalcode_enable)
registersymbol(originalcode_enable)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(playerBaseFetch,7)
test rcx,rcx
jz @f
mov [pPlayerBase],rcx
mov rcx,[rcx+228]
mov [pPlayer],rcx
mov rcx,[pPlayerBase]
originalcode_enable:
readmem(playerBaseFetch,7)
//mov rcx,[rdi+000014B8]
exit:
jmp returnhere
///
pPlayerBase:
dq 0
pPlayer:
dq 0
dq 0
///
playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
jmp newmem
nop
nop
returnhere:
///**************************************************///
aobscanmodule(entityCreateRetAOB,MassEffectAndromeda.exe,48 8B ** ** 48 85 C9 74 ** 44 ** ** ** 45 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** 31 DB)
registersymbol(entityCreateRetAOB)
aobscanmodule(entityDamageRetAOB,MassEffectAndromeda.exe,44 0F 28 E0 45 31 E4 0F 57 D2 44 0F 2F F2)
registersymbol(entityDamageRetAOB)
aobscanmodule(healthCalStartOnHitAOB,MassEffectAndromeda.exe,48 ** ** ** ** 48 ** ** ** ** 57 41 56 41 57 48 ** ** ** 48 8B 01 0F ** ** ** ** 0F ** ** ** ** 4D 89 C7)
registersymbol(healthCalStartOnHitAOB)
label(bTeamUndead)
registersymbol(bTeamUndead)
label(dMinHealth)
registersymbol(dMinHealth)
label(dDamageMultiplier)
registersymbol(dDamageMultiplier)
alloc(newmem2,2048,healthCalStartOnHitAOB) //"MassEffectAndromeda.exe"+51BFD80)
label(returnhere2)
label(originalcode2_enable)
registersymbol(originalcode2_enable)
label(exit2)
newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pPlayer
cmp [rax],rcx
je isplayer2
jmp isnotplayer2
isplayer2:
cmp byte ptr [bTeamUndead],2
jne @f
cmp [rax],rcx
je end2
@@:
comiss xmm1,[dMinHealth]
jae end2
movss xmm1,[dMinHealth]
movss xmm7,xmm1
addss xmm1,xmm6
movss [rcx+20],xmm1
movss xmm0,xmm1
movss xmm11,xmm1
movss xmm1,xmm7
jmp end2
isnotplayer2:
cmp dword ptr [rcx+710],0
jne @f
cmp dword ptr [rcx+1c],1 //UPDATE 1.05 +VER .7 TURRETS
jne @f //UPDATE 1.05 +VER .7 TURRETS
cmp byte ptr [bTeamUndead],1
jge isplayer2 //UPDATE 1.05 WAS JE
jmp end2
@@:
//mov [rax+8],rcx
mov rax,entityCreateRetAOB //"MassEffectAndromeda.exe"+51C26B8 //create entity
cmp [rsp],rax
je @f
mov rax,entityDamageRetAOB //"MassEffectAndromeda.exe"+51BF71F //attack? damage from player/team?
cmp [rsp],rax
jne @f
mov rax,pPlayer
mov [rax+8],rcx
mulss xmm6,[dDamageMultiplier]
movss xmm1,xmm0
subss xmm1,xmm6
movss xmm7,xmm1
movss xmm14,xmm6
end2:
originalcode2_enable:
readmem(healthCalStartOnHitAOB,5)
//mov [rsp+10],rbx
exit2:
jmp returnhere2
///
bTeamUndead:
dd 0
dMinHealth:
dd 0
dDamageMultiplier:
dd (float)1
///
healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
jmp newmem2
returnhere2:
///**************************************************///
aobscanmodule(menuAccessReturn,MassEffectAndromeda.exe,48 ** ** ** 89 ** ** ** 48 85 F6 ** ** ** ** ** ** 48 ** ** ** ** 48 ** ** ** ** ** ** ** 89 F8)
registersymbol(menuAccessReturn)
aobscanmodule(someAVReadAOB,MassEffectAndromeda.exe,8B 43 ** EB ** 49 ** ** ** 41)
registersymbol(someAVReadAOB)
label(originalcode4_enable)
registersymbol(originalcode4_enable)
label(dAVIndex)
registersymbol(dAVIndex)
label(pAVs)
registersymbol(pAVs)
alloc(newmem4,2048,someAVReadAOB) //"MassEffectAndromeda.exe"+6997EC9)
label(returnhere4)
label(originalcode4)
label(exit4)
newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
push rcx
mov rcx,menuAccessReturn //"MassEffectAndromeda.exe"+6995282
cmp [rsp+80],rcx
pop rcx
jne end4
push rcx
push rdx
push r8
mov rdx,pAVs
mov rcx,[rsp+50]
test rcx,rcx
jz avfetchinit4
movsxd rcx,dword ptr [dAVIndex]
inc rcx
cmp rcx,#10
jg avfetchend4
xor r8,r8
@@:
cmp [rdx+r8*8],rbx
je avfetchend4
inc r8
cmp r8,rcx
jl @b
jmp avfetch4
avfetchinit4:
xor r8,r8
@@:
mov [rdx+r8*8],rcx
inc r8
cmp r8,#10
jl @b
avfetch4:
mov [rdx+rcx*8],rbx
mov [dAVIndex],ecx
avfetchend4:
pop r8
pop rdx
pop rcx
end4:
originalcode4:
readmem(someAVReadAOB,3)
reassemble(someAVReadAOB+3)
exit4:
jmp returnhere4
///
originalcode4_enable:
readmem(someAVReadAOB,5)
dAVIndex:
dd 0
pAVs:
///
someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
jmp newmem4
returnhere4:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
readmem(originalcode_enable,7)
//db 48 8B 8F B8 14 00 00
//Alt: mov rcx,[rdi+000014B8]
unregistersymbol(originalcode_enable)
unregistersymbol(pPlayerBase)
unregistersymbol(pPlayer)
///**************************************************///
dealloc(newmem2)
healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
readmem(originalcode2_enable,5)
//db 48 89 5C 24 10
//Alt: mov [rsp+10],rbx
unregistersymbol(originalcode2_enable)
unregistersymbol(bTeamUndead)
unregistersymbol(dMinHealth)
unregistersymbol(dDamageMultiplier)
///**************************************************///
dealloc(newmem4)
someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
readmem(originalcode4_enable,5)
//db 8B 43 30 EB 13
//Alt: mov eax,[rbx+30]
//Alt: jmp MassEffectAndromeda.exe+6997EE1
unregistersymbol(originalcode4_enable)
unregistersymbol(dAVIndex)
unregistersymbol(pAVs)