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Damage Multiplier

 
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bytexavier
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PostPosted: Tue Nov 14, 2017 6:21 pm    Post subject: Damage Multiplier Reply with quote

Hello there, I'm fairly new and I'm trying to write a script to multiply my damage output. I've isolated an address my damage writes to (enemies health) and this is what I get when trying to read it:

Code:
7FF7BAE38024 - F3 0F11 81 F8000000 - movss [rcx+000000F8],xmm0


Like I said, I'm rather new so any help writing this script is really appreciated.
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OldCheatEngineUser
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PostPosted: Tue Nov 14, 2017 8:13 pm    Post subject: Reply with quote

this doesnt seem to be dmg multiplier to me, anyways if you are looking for a one-hit-kill then you can do it using any of:

- look thru xmm registers and find which one is carrying value '0' and replace it with current xmm which xmm0
- move the value '0' into xmm0 which cant be done directly you have to use a register
- replace "movss" with "mov" and move an immediate float value
- use "neg" (this is my favorite lol)
- subtract their current health from itself using "sub"
- subtract xmm register from itself before the original instruction using "subss"


there is other ways to do such thing too.

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FreeER
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PostPosted: Tue Nov 14, 2017 8:19 pm    Post subject: Reply with quote

Well the basic idea would be to find the value that's being subtracted from their health and call a multiply instruction with the factor you want to multiply by, for SSE float you can use the mulss xmmX, xmmY where the xmmX is the damage value and xmmY is the factor or more commonly mulss xmmX, [address of factor]

If all you have is something that writes the new health value into the health address, as you've given above, then you can subtract the old health from the new health to get the damage value and then multiply eg.

Code:
...
label(damageFactor)

newmem:
subss xmm0, [rcx+F8] // get damage value by subtracting current from new
mulss xmm0, [damageFactor] // multiply by factor
addss xmm0, [rcx+F8] // re add current health
movss [rcx+F8], xmm0 // update health
jmp return

damageFactor:
  dd (float) 10
...


if you then registered damageFactor as a symbol you could add a record to the table with damageFactor as the address and let the user change the damage factor (they could even make the game harder by using a factor less than 1, effectively dividing instead of multiplying).
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bytexavier
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PostPosted: Wed Nov 15, 2017 4:26 pm    Post subject: Reply with quote

Finding the damage or actual address that has my damage is proving rather difficult. At times I get 6 addresses doing the same thing - subtracting damage from the enemies health. They all show the same values so I'm not sure what's going on.
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OldCheatEngineUser
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PostPosted: Wed Nov 15, 2017 4:48 pm    Post subject: Reply with quote

bytexavier wrote:
Finding the damage or actual address that has my damage is proving rather difficult. At times I get 6 addresses doing the same thing - subtracting damage from the enemies health. They all show the same values so I'm not sure what's going on.

you found your enemies health, not weapon dmg multiplier.

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bytexavier
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PostPosted: Wed Nov 15, 2017 5:08 pm    Post subject: Reply with quote

OldCheatEngineUser wrote:
bytexavier wrote:
Finding the damage or actual address that has my damage is proving rather difficult. At times I get 6 addresses doing the same thing - subtracting damage from the enemies health. They all show the same values so I'm not sure what's going on.

you found your enemies health, not weapon dmg multiplier.


That might be true but my damage address has a good chance of accessing my enemies health when I ctrl+f5 - doesn't it? (See what writes to the address)
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Csimbi
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PostPosted: Thu Nov 23, 2017 7:30 am    Post subject: Re: Damage Multiplier Reply with quote

bytexavier wrote:
Hello there, I'm fairly new and I'm trying to write a script to multiply my damage output. I've isolated an address my damage writes to (enemies health) and this is what I get when trying to read it:

Code:
7FF7BAE38024 - F3 0F11 81 F8000000 - movss [rcx+000000F8],xmm0


Like I said, I'm rather new so any help writing this script is really appreciated.

You got the enemy's health and you know it comes from XMM0.
Start backtracking and see where XMM0 gets it value.
You will end up with either at anaddition (of a negative value), subtraction (of a positive value), or multiplication/division of some kind.
That's when you understand how damage is applied. You can hack it at that point, or, trace it back to the source (when the actual damage is a calculated) and patch it there, before any damage bonuses/penalties.
Good luck!
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