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Help on debugging

 
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herrick92
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PostPosted: Fri Nov 11, 2016 10:39 pm    Post subject: Help on debugging Reply with quote

So I found the skill animation address and went into what write to this address and I was playing with the code. Instead of disabled, it stopped my animation and i had to walk to cast another skill.
Can anyone help me on this one?

EAX=00000001
EBX=00000001
ECX=00000060
EDX=2141B980
ESI=094C1980
EDI=00000000
ESP=0019F6C4
EBP=0019F6CC
EIP=0066F779

thank you in advance



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Betcha
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PostPosted: Sat Nov 12, 2016 1:16 am    Post subject: Re: Help on debugging Reply with quote

Sounds like you found the main casting trigger while standing.
If 0 then do nothing, if above 0 cast selected skill. (nop will make it stay at 0).
You can cast spells when walk, cause there must be another trigger on it.

In memory viewer you can try scroll up and down to search for JE / JNE instructions.
And nop them, to see if it affects only on skill animations.

Also can try to do ''Dissect data structure'' on that trigger you found.
Look around and see if something changes when u cast a spell.
If so, then most-likely you found the last casted spell animation timer.
Can nop that timer and make instant skill cast.

If no results:
Try ''What access to this address'' Instead of ''What writes to this address''.
And do same what you read above with every result on ''What access''.

Edit:
Also in your screen-shot have line like this mov byte ptr [esi+0000009D],00
If you see more lines like this, try change to something like this mov byte ptr [esi+0000009D],01
By double clicking on it , in memory viewer.
Sometimes this kind of editing make magical things.
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herrick92
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PostPosted: Sat Nov 12, 2016 2:22 am    Post subject: Help on debugging Reply with quote

Thanks for the solution.

I looked at the dissect data and put some addresses on the table list.
Froze one of the address and it stopped the animation. And then I went to the opcode and nop it but it kept adding a new opcode.

So I tried to look for the pointer instead but on the second result left me with 8500 paths, third result left me with 8100 and forth left me with 7900 so I am guessing this is not an option too.


*
Number 1 : normal opcode
1a. not casting spell
1b. casting spell

Number 2 : nop'd opcode but still adding a new code
2a. not casting spell
2b. casting spell

Thank you


*** EDIT ***
Nevermind I tried to change the 00 to 01 and it works hahaha. Thank you so much!!!

Can learn some other things from you if you dont mind? Chat thru skype or something?



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Betcha
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PostPosted: Sat Nov 12, 2016 5:17 am    Post subject: Re: Help on debugging Reply with quote

herrick92 wrote:
So I tried to look for the pointer instead but on the second result left me with 8500 paths, third result left me with 8100 and forth left me with 7900 so I am guessing this is not an option too.

All of them are usable while they point at value you need.
No matter how much results left...
Pick one and use it till it stop working..
When stop working: Just do re-scan to get more stable pointers.
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