If you check the values on the screen you posted, you'll see that each item comes 4bytes after. So, just copy/past 'Item[5]' and add 4bytes to the top offset value of the pointer.
If you check the values on the screen you posted, you'll see that each item comes 4bytes after. So, just copy/past 'Item[5]' and add 4bytes to the top offset value of the pointer.
base address + offset = level_progress_address (which gives you its current value)
Here's how to fix these values after an update (assuming the scripts still work but as some offsets have been changed, they will not show up the right value(s):
The game is running and its process opened in CE, go and take a look at the 'Base Address' of the script concerned (in our case 'Farm Data Base Addresses' script).
So, we have [B]0831DEE0[/B]. Now open Memory Viewer (Memory view button) and CTRL+D to open 'Structure dissect' window (or Memory view -> Tools -> Dissect data/structures) and copy/past that base address in. Then CTRL+N (or Structures tab -> Define new structure) to define a new structure.
Now you can compare these new values (I'm talking about offsets because there are many chances they will change (again) in the next or future update(s)) with your CT values and figure it out how I came across all these values :P ;)
The devs laid Updated 28 - visibly, no big changes because the latest CT works perfectly well. So I'll just share here with you a NEW script wich will allow you to build your houses swiftly.
[CODE=cea][ENABLE]
Logic.Farm.Buildings:HouseBuilding:Tick+20+1:
db 57
//74 57
//je Logic.Farm.Buildings:HouseBuilding:Tick+79
//4bytes value - GUI shows the value decreasing, while CE shows the value increasing
// to its maxValue which is 82800 (meaning secondes, aka 23H).
//currentValue is at the ofset 0x70, aka constructionTimeElapsed (Disset Data/Structure) - mov eax,[rdi+70] // 8B 47 70)
//it can be found at Logic.Farm.Buildings:HouseBuilding:Tick+31
[*]They are built in a number of stages, each one of them taking some time and requiring a payment.
[/LIST]
The script above allows you to bypass the time requiring but you'll still require a payment (tickets and bills, I think) to finish the house building. Nothing hard in dealing because you can edits these items values under 'Farm Data Base Addresses' pointers. ;)
However, I will post later the rest of the code (payment require) so that the script is complete. :)