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Banner Saga 2

 
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thirst for knowledge
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Joined: 15 Jan 2014
Posts: 28
Location: Russia

PostPosted: Tue Jan 16, 2018 11:50 am    Post subject: Banner Saga 2 Reply with quote

Hi guys. I decided to edit the game Banner Saga 2. Faced such a problem if I correctly believe that the game is protected in the language of Lua. I found a workaround with instructions that I can work with this is a working script.
I wanted to use the stealth plugin mod but did not quite understand how to use it
/////////////////////////
aobscan(Will,8B 50 08 8B 8A 84 00 00 00 8D 55 98 89 45 98 8B 41 04 83 EC 04 52 * * * * * 83 C4 10 8B 55 AC 8b 8a) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:

push edx
mov edx,[eax+40]
mov edx,[edx+e8]
cmp [edx+30],1 // Id enemy or player
pop edx
jne @f



push edx
mov edx,[eax+3c]
cmp [edx+10],2 // Id Will
pop edx
jne @f

mov edx, [eax+30]
mov [eax+28],edx

@@:

mov edx,[eax+08]
mov ecx,[edx+00000084]
jmp return
/////////////////////////////


How to write correctly a script in this instruction on access that there would be no error?
////////////////////////////////
aobscan(Test,8B 42 28 83 F8 00 0F 4E) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
mov eax,[edx+28]
cmp eax,00
jmp return
////////////////////////////////
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kantoboy69
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Reputation: 2

Joined: 31 Mar 2010
Posts: 71
Location: Manila

PostPosted: Sun Apr 29, 2018 12:59 pm    Post subject: Reply with quote

I remark player id checking since I'm not sure if it is really the proper checking for player id so it would probably enable this to player and enemies.

Code:
[ENABLE]


aobscan(Will,8B 50 08 8B 8A 84 00 00 00 8D 55 98 89 45 98 8B 41 04 83 EC 04 52 * * * * * 83 C4 10 8B 55 AC 8b 8a) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(normal)

newmem:

code:
  push edx
  //mov edx,[eax+40]
  //mov edx,[edx+e8]
  //cmp [edx+30],1 // Id enemy or player
  //jne normal
  mov edx,[eax+3c]
  cmp [edx+10],2 // Id Will
  jne normal
  mov edx, [eax+30]
  mov [eax+28],edx
normal:
  pop edx
  mov edx,[eax+08]
  mov ecx,[edx+00000084]
  jmp return

Will:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(Will)

[DISABLE]

Will:
  db 8B 50 08 8B 8A 84 00 00 00

unregistersymbol(Will)
dealloc(newmem)


So far it works but when loading another scene you need to toggle the script again to find Will address.

_________________
Cheater always prosper Hitler


Last edited by kantoboy69 on Wed May 02, 2018 7:54 am; edited 1 time in total
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kantoboy69
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Reputation: 2

Joined: 31 Mar 2010
Posts: 71
Location: Manila

PostPosted: Mon Apr 30, 2018 4:17 pm    Post subject: Reply with quote

This should work for v2.32.38
Code:
[ENABLE]

aobscan(GETHIT,89 5A 28 8B 5A 08 8b 8b 94 00 00 00) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(normal)
label(update)

newmem:

code:
  pushf
  push ecx
  mov ecx, [edx+40]
  cmp ecx, 0
  je normal
//  mov ecx, [ecx+7c]
//  cmp ecx, 0 // check if player
  mov ecx, [ecx+c0]
  cmp ecx, 1 // check if player
  jne normal
  mov ecx, [edx+3c]
  cmp [ecx+10], 2 // Will
  je  update
  cmp [ecx+10], 1 // Armor
  je  update
  cmp [ecx+10], 0 // Strength
  je  update
  jmp normal
update:
  mov ecx, [edx+30]
  mov [edx+28], ecx
  mov [edx+2C], ecx
  mov ebx, ecx
normal:
  pop ecx
  popf
  mov [edx+28],ebx
  mov ebx,[edx+08]
  jmp return

GETHIT:
  jmp newmem
  nop
return:
registersymbol(GETHIT)

[DISABLE]

GETHIT:
  db 89 5A 28 8B 5A 08

unregistersymbol(GETHIT)
dealloc(newmem)

_________________
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