Think of it this way: every house has a door, and every door has a doorknob. Each of these is an object.
Object-oriented programming starts by defining basic building blocks—like a doorknob. A door then becomes an object that uses a doorknob. Your house, in turn, is an instance of the House class, with customizations that make it uniquely yours.
When you open a door in your house, shared code is executed—the same code used by every house.
You need to screen so only the one door you want to hack is being hacked. For example the door has the NeoGranzon picture that is uniquely yours.
This game is not that hard to hack. You simply chosen a not so good entry point. Since this is a unity game you can get information such as this to help with the hacking.
With this information once you get the address of the class instant of your hero you can hack all that is listed here.
Enemy is probably of the same class with many of the attributes not being active. Should you decide to get a PC for fun you can use Eiffel's guide to get this piece of information.
Since I have extracted it for you just enjoy.
public class ActorAttrMgr // TypeDefIndex: 3647
{
// Fields
public ActorBase Owner; // 0x10
public FinalActorAttr FinalAttr; // 0x18
public ActorAttrBaseSet OriAttr; // 0x20
public bool[] MpRecoverEnableByCurSkill; // 0x28
public Fp[] MPTimeRecoverRate; // 0x30
public Fp[] MPTimeRecoverRateAdd; // 0x38
public Fp[] MPRecoverOverride; // 0x40
private Fp m_deadHp; // 0x48
private Fp m_HP; // 0x50
private Fp _HPR; // 0x58
private Fp _maxHp; // 0x60
private Fp _lockedHpr; // 0x68
private Fp m_HealableHp; // 0x70
private Fp m_HealableHpDelayRemain; // 0x78
[CompilerGenerated]
private Fp <HealableHpDecHPRPerSec>k__BackingField; // 0x80
[CompilerGenerated]
private Fp <HealableHpDecDelay>k__BackingField; // 0x88
[CompilerGenerated]
private Fp <HealableHpFromDamageRate>k__BackingField; // 0x90
[CompilerGenerated]
private Fp <HealableHpHealRateByTotalDamage>k__BackingField; // 0x98
[CompilerGenerated]
private Fp <HealableHpHealRateByAttackerHPMax>k__BackingField; // 0xA0
public const int MAX_MP_SLOT = 13;
private Fp[] m_MPs; // 0xA8
private Fp[] m_MaxMp; // 0xB0
public Fp2 HPClamp; // 0xB8
private Fp m_San; // 0xC8
private int m_HealthFlaskUseCount; // 0xD0
public int ExtraHealthFlask; // 0xD4
private int m_RebornUseCount; // 0xD8
private int m_SkillKillCount8348; // 0xDC
private int m_SkillKillCount8359; // 0xE0
public int ExtraRebornCount; // 0xE4
public bool[] ActorOriResistance; // 0xE8
public bool[] ActorResistance; // 0xF0
public List<Fp> DamageToSpecificFaction; // 0xF8
private Fp m_attackBaseCached; // 0x100
public Fp[] MpDecRate; // 0x108
private Fp m_Shield; // 0x110
// Properties
public Fp DeadHP { get; }
public Fp MaxDeadHP { get; }
public Fp HP { get; }
public Fp HPR { get; }
public Fp MaxHp { get; }
public Fp LockedHpr { get; }
public Fp MaxHpWithoutLock { get; }
public Fp HPRWithoutLock { get; }
public Fp MaxHpBaseOri { get; }
public Fp HealableHp { get; }
public Fp HealableHpDecHPRPerSec { get; set; }
public Fp HealableHpDecDelay { get; set; }
public Fp HealableHpFromDamageRate { get; set; }
public Fp HealableHpHealRateByTotalDamage { get; set; }
public Fp HealableHpHealRateByAttackerHPMax { get; set; }
public int San { get; }
public int MinSan { get; }
public int MaxSan { get; }
public Fp SanR { get; }
public int HealthFlaskUseCount { get; }
public int MaxHealthFlask { get; }
public int HealthFlaskRemainCount { get; }
public int RebornUseCount { get; }
public int RebornMax { get; }
public Fp RebornHpRate { get; }
public int RebornRemain { get; }
public int SkillKillCount8348 { get; }
public int SkillKillCount8359 { get; }
public Fp AttackBase { get; set; }
public Fp MaxShield { get; }
public Fp Shield { get; }
public Fp ShieldR { get; }
public bool IsHPZero { get; }
public bool IsHpMax { get; }
public bool IsSpMax { get; }
// Methods
// RVA: 0x329E7C0 Offset: 0x329F238 VA: 0x329E7C0
public Fp get_DeadHP() { }
// RVA: 0x329E7D0 Offset: 0x329F248 VA: 0x329E7D0
public Fp get_MaxDeadHP() { }
// RVA: 0x329E850 Offset: 0x329F2C8 VA: 0x329E850
public Fp get_HP() { }
// RVA: 0x329E860 Offset: 0x329F2D8 VA: 0x329E860
public Fp get_HPR() { }
// RVA: 0x329E870 Offset: 0x329F2E8 VA: 0x329E870
public Fp get_MaxHp() { }
// RVA: 0x329E880 Offset: 0x329F2F8 VA: 0x329E880
public Fp get_LockedHpr() { }
// RVA: 0x329E890 Offset: 0x329F308 VA: 0x329E890
public Fp get_MaxHpWithoutLock() { }
// RVA: 0x329E8A0 Offset: 0x329F318 VA: 0x329E8A0
public Fp get_HPRWithoutLock() { }
// RVA: 0x329E8B0 Offset: 0x329F328 VA: 0x329E8B0
public Fp get_MaxHpBaseOri() { }
// RVA: 0x329E8C0 Offset: 0x329F338 VA: 0x329E8C0
public Fp get_HealableHp() { }
[CompilerGenerated]
// RVA: 0x329E8D0 Offset: 0x329F348 VA: 0x329E8D0
public Fp get_HealableHpDecHPRPerSec() { }
[CompilerGenerated]
// RVA: 0x329E8E0 Offset: 0x329F358 VA: 0x329E8E0
private void set_HealableHpDecHPRPerSec(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E8F0 Offset: 0x329F368 VA: 0x329E8F0
public Fp get_HealableHpDecDelay() { }
[CompilerGenerated]
// RVA: 0x329E900 Offset: 0x329F378 VA: 0x329E900
private void set_HealableHpDecDelay(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E910 Offset: 0x329F388 VA: 0x329E910
public Fp get_HealableHpFromDamageRate() { }
[CompilerGenerated]
// RVA: 0x329E920 Offset: 0x329F398 VA: 0x329E920
private void set_HealableHpFromDamageRate(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E930 Offset: 0x329F3A8 VA: 0x329E930
public Fp get_HealableHpHealRateByTotalDamage() { }
[CompilerGenerated]
// RVA: 0x329E940 Offset: 0x329F3B8 VA: 0x329E940
private void set_HealableHpHealRateByTotalDamage(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E950 Offset: 0x329F3C8 VA: 0x329E950
public Fp get_HealableHpHealRateByAttackerHPMax() { }
[CompilerGenerated]
// RVA: 0x329E960 Offset: 0x329F3D8 VA: 0x329E960
private void set_HealableHpHealRateByAttackerHPMax(Fp value) { }
// RVA: 0x329E970 Offset: 0x329F3E8 VA: 0x329E970
public int get_San() { }
// RVA: 0x329EA00 Offset: 0x329F478 VA: 0x329EA00
public int get_MinSan() { }
// RVA: 0x329EA90 Offset: 0x329F508 VA: 0x329EA90
public int get_MaxSan() { }
// RVA: 0x329EBD0 Offset: 0x329F648 VA: 0x329EBD0
public Fp get_SanR() { }
// RVA: 0x329EE80 Offset: 0x329F8F8 VA: 0x329EE80
public int get_HealthFlaskUseCount() { }
// RVA: 0x329EE90 Offset: 0x329F908 VA: 0x329EE90
public int get_MaxHealthFlask() { }
// RVA: 0x329EF30 Offset: 0x329F9A8 VA: 0x329EF30
public int get_HealthFlaskRemainCount() { }
// RVA: 0x329EFC0 Offset: 0x329FA38 VA: 0x329EFC0
public int get_RebornUseCount() { }
// RVA: 0x329EFD0 Offset: 0x329FA48 VA: 0x329EFD0
public int get_RebornMax() { }
// RVA: 0x329F070 Offset: 0x329FAE8 VA: 0x329F070
public Fp get_RebornHpRate() { }
// RVA: 0x329F080 Offset: 0x329FAF8 VA: 0x329F080
public int get_RebornRemain() { }
// RVA: 0x329F120 Offset: 0x329FB98 VA: 0x329F120
public int get_SkillKillCount8348() { }
// RVA: 0x329F130 Offset: 0x329FBA8 VA: 0x329F130
public void SetSkillKillCount8348(int count) { }
// RVA: 0x329F140 Offset: 0x329FBB8 VA: 0x329F140
public int get_SkillKillCount8359() { }
// RVA: 0x329F150 Offset: 0x329FBC8 VA: 0x329F150
public void SetSkillKillCount8359(int count) { }
// RVA: 0x329F160 Offset: 0x329FBD8 VA: 0x329F160
public Fp get_AttackBase() { }
// RVA: 0x329F170 Offset: 0x329FBE8 VA: 0x329F170
public void set_AttackBase(Fp value) { }
// RVA: 0x329F180 Offset: 0x329FBF8 VA: 0x329F180
public void .ctor(ActorBase owner) { }
// RVA: 0x329F5C0 Offset: 0x32A0038 VA: 0x329F5C0
public void ChangeHPBy(Fp delta) { }
// RVA: 0x329F9C0 Offset: 0x32A0438 VA: 0x329F9C0
public void SetHPToMax() { }
// RVA: 0x329F640 Offset: 0x32A00B8 VA: 0x329F640
public void SetHP(Fp value) { }
// RVA: 0x329FA50 Offset: 0x32A04C8 VA: 0x329FA50
public void SetDeadHP(Fp value) { }
// RVA: 0x329FC10 Offset: 0x32A0688 VA: 0x329FC10
public void SetShieldToMax() { }
// RVA: 0x329FC30 Offset: 0x32A06A8 VA: 0x329FC30
public Fp get_MaxShield() { }
// RVA: 0x329FC40 Offset: 0x32A06B8 VA: 0x329FC40
public Fp get_Shield() { }
// RVA: 0x329FC50 Offset: 0x32A06C8 VA: 0x329FC50
public Fp get_ShieldR() { }
// RVA: 0x329FD80 Offset: 0x32A07F8 VA: 0x329FD80
public void SetShield(Fp v) { }
// RVA: 0x329FEC0 Offset: 0x32A0938 VA: 0x329FEC0
public void ChangeShieldBy(Fp delta, out Fp changeResult_out) { }
// RVA: 0x32973F0 Offset: 0x3297E68 VA: 0x32973F0
public bool get_IsHPZero() { }
// RVA: 0x32A01E0 Offset: 0x32A0C58 VA: 0x32A01E0
public bool get_IsHpMax() { }
// RVA: 0x32A0260 Offset: 0x32A0CD8 VA: 0x32A0260
public bool get_IsSpMax() { }
// RVA: 0x32A0470 Offset: 0x32A0EE8 VA: 0x32A0470
public void ChangeSanBy(Fp delta) { }
// RVA: 0x32A0580 Offset: 0x32A0FF8 VA: 0x32A0580
public void SetSan(Fp value) { }
// RVA: 0x32A0770 Offset: 0x32A11E8 VA: 0x32A0770
public void SetHealthFlaskUseCount(int value) { }
// RVA: 0x32A0810 Offset: 0x32A1288 VA: 0x32A0810
public void SetExtraHealthFlaskCount(int val) { }
// RVA: 0x32A0820 Offset: 0x32A1298 VA: 0x32A0820
public void SetRebornUseCount(int value) { }
// RVA: 0x32A08C0 Offset: 0x32A1338 VA: 0x32A08C0
public void SetExtraRebornCount(int val) { }
// RVA: 0x32A08D0 Offset: 0x32A1348 VA: 0x32A08D0
private void UpdateCachedAttr() { }
// RVA: 0x329F9D0 Offset: 0x32A0448 VA: 0x329F9D0
private void updateHprCache() { }
// RVA: 0x32A0A80 Offset: 0x32A14F8 VA: 0x32A0A80
public void InitAttr(ActorCreateAttr attrInput) { }
// RVA: 0x32A0FB0 Offset: 0x32A1A28 VA: 0x32A0FB0
public void InitResistance(ActorCreateAttr attrInput) { }
// RVA: 0x32A12D0 Offset: 0x32A1D48 VA: 0x32A12D0
public void ResetToOriResistance() { }
// RVA: 0x3296C70 Offset: 0x32976E8 VA: 0x3296C70
public bool GetResistance(ActorAttrResistance resType) { }
// RVA: 0x32A13E0 Offset: 0x32A1E58 VA: 0x32A13E0
public void SetResistance(ActorAttrResistance resType, bool on) { }
// RVA: 0x32A1120 Offset: 0x32A1B98 VA: 0x32A1120
public void SetResistanceBatchByNames(bool[] resistance, string resistanceNamesInput, bool on) { }
// RVA: 0x32A1400 Offset: 0x32A1E78 VA: 0x32A1400
public Fp GetDamageToFaction(int fac) { }
// RVA: 0x32A14D0 Offset: 0x32A1F48 VA: 0x32A14D0
public void SetMP(Fp v, int order) { }
// RVA: 0x32A03D0 Offset: 0x32A0E48 VA: 0x32A03D0
public Fp GetMP(int order) { }
// RVA: 0x32A0320 Offset: 0x32A0D98 VA: 0x32A0320
public Fp GetMPMax(int order) { }
// RVA: 0x32A1620 Offset: 0x32A2098 VA: 0x32A1620
public void ChangeMPBy(Fp delta, int slot) { }
// RVA: 0x32A1810 Offset: 0x32A2288 VA: 0x32A1810
public void ChangeMPWithLowerBound(Fp delta, int slot, Fp lowerBound) { }
// RVA: 0x32A1A60 Offset: 0x32A24D8 VA: 0x32A1A60
public void Update(Fp deltaTime) { }
// RVA: 0x32A1B20 Offset: 0x32A2598 VA: 0x32A1B20
private void regenMP(Fp deltaTime) { }
// RVA: 0x32A1E10 Offset: 0x32A2888 VA: 0x32A1E10
public Fp GetMpRecover(int slot) { }
// RVA: 0x32A1FA0 Offset: 0x32A2A18 VA: 0x32A1FA0
public void ChangeHealableHpBy(Fp v, bool refreshDecDelay) { }
// RVA: 0x32A1C60 Offset: 0x32A26D8 VA: 0x32A1C60
private void healableHpUpdate(Fp deltaTime) { }
// RVA: 0x32A2160 Offset: 0x32A2BD8 VA: 0x32A2160
public void RefreshWithBuffAttr(PlayerBuffAttr buffAttr) { }
// RVA: 0x32A2DD0 Offset: 0x32A3848 VA: 0x32A2DD0
private void refitShieldOnMaxShieldChanged(Fp maxShieldOld, Fp maxShield, Fp shieldOld) { }
// RVA: 0x32A2D40 Offset: 0x32A37B8 VA: 0x32A2D40
private void refitHpOnMaxHpChanged(Fp maxHpOld, Fp maxHp, Fp hprOld) { }
// RVA: 0x32A0150 Offset: 0x32A0BC8 VA: 0x32A0150
private void procShieldBreak() { }
// RVA: 0x32A30F0 Offset: 0x32A3B68 VA: 0x32A30F0
public void FullReset() { }
// RVA: 0x32A3420 Offset: 0x32A3E98 VA: 0x32A3420
public void DebugDump(StringBuilder sb) { }
}
My ego has nothing to do with it,in this period i am helping with my little knowledge those who want to learn how to create cheats on their own (see my latest posts). In here there is always a tendency to take the piss and not respect others if you are not part of a certain group, my patience has a limit and i do not want to always be treated like a stupid or idiot(when i'm about to turn 55 years).
I apologize. I didn't mean it in a bad way. If it means anything to you, I've always loved your work and contributions on this site. Please don't stop making us codes. Don't give up if someone is giving you problems. However you make your cheat codes, keep doing it. Don't listen to the hate.
Think of it this way: every house has a door, and every door has a doorknob. Each of these is an object.
Object-oriented programming starts by defining basic building blocks—like a doorknob. A door then becomes an object that uses a doorknob. Your house, in turn, is an instance of the House class, with customizations that make it uniquely yours.
When you open a door in your house, shared code is executed—the same code used by every house.
You need to screen so only the one door you want to hack is being hacked. For example the door has the NeoGranzon picture that is uniquely yours.
Post automatically merged:
This game is not that hard to hack. You simply chosen a not so good entry point. Since this is a unity game you can get information such as this to help with the hacking.
With this information once you get the address of the class instant of your hero you can hack all that is listed here.
Enemy is probably of the same class with many of the attributes not being active. Should you decide to get a PC for fun you can use Eiffel's guide to get this piece of information.
Since I have extracted it for you just enjoy.
public class ActorAttrMgr // TypeDefIndex: 3647
{
// Fields
public ActorBase Owner; // 0x10
public FinalActorAttr FinalAttr; // 0x18
public ActorAttrBaseSet OriAttr; // 0x20
public bool[] MpRecoverEnableByCurSkill; // 0x28
public Fp[] MPTimeRecoverRate; // 0x30
public Fp[] MPTimeRecoverRateAdd; // 0x38
public Fp[] MPRecoverOverride; // 0x40
private Fp m_deadHp; // 0x48
private Fp m_HP; // 0x50
private Fp _HPR; // 0x58
private Fp _maxHp; // 0x60
private Fp _lockedHpr; // 0x68
private Fp m_HealableHp; // 0x70
private Fp m_HealableHpDelayRemain; // 0x78
[CompilerGenerated]
private Fp <HealableHpDecHPRPerSec>k__BackingField; // 0x80
[CompilerGenerated]
private Fp <HealableHpDecDelay>k__BackingField; // 0x88
[CompilerGenerated]
private Fp <HealableHpFromDamageRate>k__BackingField; // 0x90
[CompilerGenerated]
private Fp <HealableHpHealRateByTotalDamage>k__BackingField; // 0x98
[CompilerGenerated]
private Fp <HealableHpHealRateByAttackerHPMax>k__BackingField; // 0xA0
public const int MAX_MP_SLOT = 13;
private Fp[] m_MPs; // 0xA8
private Fp[] m_MaxMp; // 0xB0
public Fp2 HPClamp; // 0xB8
private Fp m_San; // 0xC8
private int m_HealthFlaskUseCount; // 0xD0
public int ExtraHealthFlask; // 0xD4
private int m_RebornUseCount; // 0xD8
private int m_SkillKillCount8348; // 0xDC
private int m_SkillKillCount8359; // 0xE0
public int ExtraRebornCount; // 0xE4
public bool[] ActorOriResistance; // 0xE8
public bool[] ActorResistance; // 0xF0
public List<Fp> DamageToSpecificFaction; // 0xF8
private Fp m_attackBaseCached; // 0x100
public Fp[] MpDecRate; // 0x108
private Fp m_Shield; // 0x110
// Properties
public Fp DeadHP { get; }
public Fp MaxDeadHP { get; }
public Fp HP { get; }
public Fp HPR { get; }
public Fp MaxHp { get; }
public Fp LockedHpr { get; }
public Fp MaxHpWithoutLock { get; }
public Fp HPRWithoutLock { get; }
public Fp MaxHpBaseOri { get; }
public Fp HealableHp { get; }
public Fp HealableHpDecHPRPerSec { get; set; }
public Fp HealableHpDecDelay { get; set; }
public Fp HealableHpFromDamageRate { get; set; }
public Fp HealableHpHealRateByTotalDamage { get; set; }
public Fp HealableHpHealRateByAttackerHPMax { get; set; }
public int San { get; }
public int MinSan { get; }
public int MaxSan { get; }
public Fp SanR { get; }
public int HealthFlaskUseCount { get; }
public int MaxHealthFlask { get; }
public int HealthFlaskRemainCount { get; }
public int RebornUseCount { get; }
public int RebornMax { get; }
public Fp RebornHpRate { get; }
public int RebornRemain { get; }
public int SkillKillCount8348 { get; }
public int SkillKillCount8359 { get; }
public Fp AttackBase { get; set; }
public Fp MaxShield { get; }
public Fp Shield { get; }
public Fp ShieldR { get; }
public bool IsHPZero { get; }
public bool IsHpMax { get; }
public bool IsSpMax { get; }
// Methods
// RVA: 0x329E7C0 Offset: 0x329F238 VA: 0x329E7C0
public Fp get_DeadHP() { }
// RVA: 0x329E7D0 Offset: 0x329F248 VA: 0x329E7D0
public Fp get_MaxDeadHP() { }
// RVA: 0x329E850 Offset: 0x329F2C8 VA: 0x329E850
public Fp get_HP() { }
// RVA: 0x329E860 Offset: 0x329F2D8 VA: 0x329E860
public Fp get_HPR() { }
// RVA: 0x329E870 Offset: 0x329F2E8 VA: 0x329E870
public Fp get_MaxHp() { }
// RVA: 0x329E880 Offset: 0x329F2F8 VA: 0x329E880
public Fp get_LockedHpr() { }
// RVA: 0x329E890 Offset: 0x329F308 VA: 0x329E890
public Fp get_MaxHpWithoutLock() { }
// RVA: 0x329E8A0 Offset: 0x329F318 VA: 0x329E8A0
public Fp get_HPRWithoutLock() { }
// RVA: 0x329E8B0 Offset: 0x329F328 VA: 0x329E8B0
public Fp get_MaxHpBaseOri() { }
// RVA: 0x329E8C0 Offset: 0x329F338 VA: 0x329E8C0
public Fp get_HealableHp() { }
[CompilerGenerated]
// RVA: 0x329E8D0 Offset: 0x329F348 VA: 0x329E8D0
public Fp get_HealableHpDecHPRPerSec() { }
[CompilerGenerated]
// RVA: 0x329E8E0 Offset: 0x329F358 VA: 0x329E8E0
private void set_HealableHpDecHPRPerSec(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E8F0 Offset: 0x329F368 VA: 0x329E8F0
public Fp get_HealableHpDecDelay() { }
[CompilerGenerated]
// RVA: 0x329E900 Offset: 0x329F378 VA: 0x329E900
private void set_HealableHpDecDelay(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E910 Offset: 0x329F388 VA: 0x329E910
public Fp get_HealableHpFromDamageRate() { }
[CompilerGenerated]
// RVA: 0x329E920 Offset: 0x329F398 VA: 0x329E920
private void set_HealableHpFromDamageRate(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E930 Offset: 0x329F3A8 VA: 0x329E930
public Fp get_HealableHpHealRateByTotalDamage() { }
[CompilerGenerated]
// RVA: 0x329E940 Offset: 0x329F3B8 VA: 0x329E940
private void set_HealableHpHealRateByTotalDamage(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E950 Offset: 0x329F3C8 VA: 0x329E950
public Fp get_HealableHpHealRateByAttackerHPMax() { }
[CompilerGenerated]
// RVA: 0x329E960 Offset: 0x329F3D8 VA: 0x329E960
private void set_HealableHpHealRateByAttackerHPMax(Fp value) { }
// RVA: 0x329E970 Offset: 0x329F3E8 VA: 0x329E970
public int get_San() { }
// RVA: 0x329EA00 Offset: 0x329F478 VA: 0x329EA00
public int get_MinSan() { }
// RVA: 0x329EA90 Offset: 0x329F508 VA: 0x329EA90
public int get_MaxSan() { }
// RVA: 0x329EBD0 Offset: 0x329F648 VA: 0x329EBD0
public Fp get_SanR() { }
// RVA: 0x329EE80 Offset: 0x329F8F8 VA: 0x329EE80
public int get_HealthFlaskUseCount() { }
// RVA: 0x329EE90 Offset: 0x329F908 VA: 0x329EE90
public int get_MaxHealthFlask() { }
// RVA: 0x329EF30 Offset: 0x329F9A8 VA: 0x329EF30
public int get_HealthFlaskRemainCount() { }
// RVA: 0x329EFC0 Offset: 0x329FA38 VA: 0x329EFC0
public int get_RebornUseCount() { }
// RVA: 0x329EFD0 Offset: 0x329FA48 VA: 0x329EFD0
public int get_RebornMax() { }
// RVA: 0x329F070 Offset: 0x329FAE8 VA: 0x329F070
public Fp get_RebornHpRate() { }
// RVA: 0x329F080 Offset: 0x329FAF8 VA: 0x329F080
public int get_RebornRemain() { }
// RVA: 0x329F120 Offset: 0x329FB98 VA: 0x329F120
public int get_SkillKillCount8348() { }
// RVA: 0x329F130 Offset: 0x329FBA8 VA: 0x329F130
public void SetSkillKillCount8348(int count) { }
// RVA: 0x329F140 Offset: 0x329FBB8 VA: 0x329F140
public int get_SkillKillCount8359() { }
// RVA: 0x329F150 Offset: 0x329FBC8 VA: 0x329F150
public void SetSkillKillCount8359(int count) { }
// RVA: 0x329F160 Offset: 0x329FBD8 VA: 0x329F160
public Fp get_AttackBase() { }
// RVA: 0x329F170 Offset: 0x329FBE8 VA: 0x329F170
public void set_AttackBase(Fp value) { }
// RVA: 0x329F180 Offset: 0x329FBF8 VA: 0x329F180
public void .ctor(ActorBase owner) { }
// RVA: 0x329F5C0 Offset: 0x32A0038 VA: 0x329F5C0
public void ChangeHPBy(Fp delta) { }
// RVA: 0x329F9C0 Offset: 0x32A0438 VA: 0x329F9C0
public void SetHPToMax() { }
// RVA: 0x329F640 Offset: 0x32A00B8 VA: 0x329F640
public void SetHP(Fp value) { }
// RVA: 0x329FA50 Offset: 0x32A04C8 VA: 0x329FA50
public void SetDeadHP(Fp value) { }
// RVA: 0x329FC10 Offset: 0x32A0688 VA: 0x329FC10
public void SetShieldToMax() { }
// RVA: 0x329FC30 Offset: 0x32A06A8 VA: 0x329FC30
public Fp get_MaxShield() { }
// RVA: 0x329FC40 Offset: 0x32A06B8 VA: 0x329FC40
public Fp get_Shield() { }
// RVA: 0x329FC50 Offset: 0x32A06C8 VA: 0x329FC50
public Fp get_ShieldR() { }
// RVA: 0x329FD80 Offset: 0x32A07F8 VA: 0x329FD80
public void SetShield(Fp v) { }
// RVA: 0x329FEC0 Offset: 0x32A0938 VA: 0x329FEC0
public void ChangeShieldBy(Fp delta, out Fp changeResult_out) { }
// RVA: 0x32973F0 Offset: 0x3297E68 VA: 0x32973F0
public bool get_IsHPZero() { }
// RVA: 0x32A01E0 Offset: 0x32A0C58 VA: 0x32A01E0
public bool get_IsHpMax() { }
// RVA: 0x32A0260 Offset: 0x32A0CD8 VA: 0x32A0260
public bool get_IsSpMax() { }
// RVA: 0x32A0470 Offset: 0x32A0EE8 VA: 0x32A0470
public void ChangeSanBy(Fp delta) { }
// RVA: 0x32A0580 Offset: 0x32A0FF8 VA: 0x32A0580
public void SetSan(Fp value) { }
// RVA: 0x32A0770 Offset: 0x32A11E8 VA: 0x32A0770
public void SetHealthFlaskUseCount(int value) { }
// RVA: 0x32A0810 Offset: 0x32A1288 VA: 0x32A0810
public void SetExtraHealthFlaskCount(int val) { }
// RVA: 0x32A0820 Offset: 0x32A1298 VA: 0x32A0820
public void SetRebornUseCount(int value) { }
// RVA: 0x32A08C0 Offset: 0x32A1338 VA: 0x32A08C0
public void SetExtraRebornCount(int val) { }
// RVA: 0x32A08D0 Offset: 0x32A1348 VA: 0x32A08D0
private void UpdateCachedAttr() { }
// RVA: 0x329F9D0 Offset: 0x32A0448 VA: 0x329F9D0
private void updateHprCache() { }
// RVA: 0x32A0A80 Offset: 0x32A14F8 VA: 0x32A0A80
public void InitAttr(ActorCreateAttr attrInput) { }
// RVA: 0x32A0FB0 Offset: 0x32A1A28 VA: 0x32A0FB0
public void InitResistance(ActorCreateAttr attrInput) { }
// RVA: 0x32A12D0 Offset: 0x32A1D48 VA: 0x32A12D0
public void ResetToOriResistance() { }
// RVA: 0x3296C70 Offset: 0x32976E8 VA: 0x3296C70
public bool GetResistance(ActorAttrResistance resType) { }
// RVA: 0x32A13E0 Offset: 0x32A1E58 VA: 0x32A13E0
public void SetResistance(ActorAttrResistance resType, bool on) { }
// RVA: 0x32A1120 Offset: 0x32A1B98 VA: 0x32A1120
public void SetResistanceBatchByNames(bool[] resistance, string resistanceNamesInput, bool on) { }
// RVA: 0x32A1400 Offset: 0x32A1E78 VA: 0x32A1400
public Fp GetDamageToFaction(int fac) { }
// RVA: 0x32A14D0 Offset: 0x32A1F48 VA: 0x32A14D0
public void SetMP(Fp v, int order) { }
// RVA: 0x32A03D0 Offset: 0x32A0E48 VA: 0x32A03D0
public Fp GetMP(int order) { }
// RVA: 0x32A0320 Offset: 0x32A0D98 VA: 0x32A0320
public Fp GetMPMax(int order) { }
// RVA: 0x32A1620 Offset: 0x32A2098 VA: 0x32A1620
public void ChangeMPBy(Fp delta, int slot) { }
// RVA: 0x32A1810 Offset: 0x32A2288 VA: 0x32A1810
public void ChangeMPWithLowerBound(Fp delta, int slot, Fp lowerBound) { }
// RVA: 0x32A1A60 Offset: 0x32A24D8 VA: 0x32A1A60
public void Update(Fp deltaTime) { }
// RVA: 0x32A1B20 Offset: 0x32A2598 VA: 0x32A1B20
private void regenMP(Fp deltaTime) { }
// RVA: 0x32A1E10 Offset: 0x32A2888 VA: 0x32A1E10
public Fp GetMpRecover(int slot) { }
// RVA: 0x32A1FA0 Offset: 0x32A2A18 VA: 0x32A1FA0
public void ChangeHealableHpBy(Fp v, bool refreshDecDelay) { }
// RVA: 0x32A1C60 Offset: 0x32A26D8 VA: 0x32A1C60
private void healableHpUpdate(Fp deltaTime) { }
// RVA: 0x32A2160 Offset: 0x32A2BD8 VA: 0x32A2160
public void RefreshWithBuffAttr(PlayerBuffAttr buffAttr) { }
// RVA: 0x32A2DD0 Offset: 0x32A3848 VA: 0x32A2DD0
private void refitShieldOnMaxShieldChanged(Fp maxShieldOld, Fp maxShield, Fp shieldOld) { }
// RVA: 0x32A2D40 Offset: 0x32A37B8 VA: 0x32A2D40
private void refitHpOnMaxHpChanged(Fp maxHpOld, Fp maxHp, Fp hprOld) { }
// RVA: 0x32A0150 Offset: 0x32A0BC8 VA: 0x32A0150
private void procShieldBreak() { }
// RVA: 0x32A30F0 Offset: 0x32A3B68 VA: 0x32A30F0
public void FullReset() { }
// RVA: 0x32A3420 Offset: 0x32A3E98 VA: 0x32A3420
public void DebugDump(StringBuilder sb) { }
}
You will never get this explanation from me. You have AI to thank for this explanation. I would not be putting in this kind of effort.
@NeoGranzon are you happy with this explanation? After a while you will find that this is not that complicated. Something new always seems more complex that it actually is.
Using Fp is actually not that bad, the only thing is you see X register instead when you were expecting to see W register.
it has been brought to my attention that "breath of the wild" has an update........ WHAT COULD THEY POSSIBLY TO NEED
TO UPDATE AFTER ALL THIS TIME!!!!!!!!!
it has been brought to my attention that "breath of the wild" has an update........ WHAT COULD THEY POSSIBLY TO NEED
TO UPDATE AFTER ALL THIS TIME!!!!!!!!!
it has been brought to my attention that "breath of the wild" has an update........ WHAT COULD THEY POSSIBLY TO NEED
TO UPDATE AFTER ALL THIS TIME!!!!!!!!!
I apologize. I didn't mean it in a bad way. If it means anything to you, I've always loved your work and contributions on this site. Please don't stop making us codes. Don't give up if someone is giving you problems. However you make your cheat codes, keep doing it. Don't listen to the hate.
How many people care about what i do here?
I can count them on one hand i'm almost ready to delete my account here.
Whether i'm here or not, it doesn't mattern ask for help or explanations they don't respond or they make fun of you, making fun of me by thinking i'm stupid or an idiot and don't understand.
I'd be better off just making videos on my YouTube channel.
How many people care about what i do here?
I can count them on one hand i'm almost ready to delete my account here.
Whether i'm here or not, it doesn't mattern ask for help or explanations they don't respond or they make fun of you, making fun of me by thinking i'm stupid or an idiot and don't understand.
I'd be better off just making videos on my YouTube channel.
Honestly, these constant complaints are becoming tiresome, especially since each of your questions has received clear and detailed answers.
If some of the explanations feel too technical or difficult to understand, the issue is likely not the lack of responses, but a mismatch in expectations or level.
You also mention a lack of respect. From what I have seen, no one here has been disrespectful or mocking toward you. The discussions have remained polite and focused on the topic.
it has been brought to my attention that "breath of the wild" has an update........ WHAT COULD THEY POSSIBLY TO NEED
TO UPDATE AFTER ALL THIS TIME!!!!!!!!!
Think of it this way: every house has a door, and every door has a doorknob. Each of these is an object.
Object-oriented programming starts by defining basic building blocks—like a doorknob. A door then becomes an object that uses a doorknob. Your house, in turn, is an instance of the House class, with customizations that make it uniquely yours.
When you open a door in your house, shared code is executed—the same code used by every house.
You need to screen so only the one door you want to hack is being hacked. For example the door has the NeoGranzon picture that is uniquely yours.
Post automatically merged:
This game is not that hard to hack. You simply chosen a not so good entry point. Since this is a unity game you can get information such as this to help with the hacking.
With this information once you get the address of the class instant of your hero you can hack all that is listed here.
Enemy is probably of the same class with many of the attributes not being active. Should you decide to get a PC for fun you can use Eiffel's guide to get this piece of information.
Since I have extracted it for you just enjoy.
public class ActorAttrMgr // TypeDefIndex: 3647
{
// Fields
public ActorBase Owner; // 0x10
public FinalActorAttr FinalAttr; // 0x18
public ActorAttrBaseSet OriAttr; // 0x20
public bool[] MpRecoverEnableByCurSkill; // 0x28
public Fp[] MPTimeRecoverRate; // 0x30
public Fp[] MPTimeRecoverRateAdd; // 0x38
public Fp[] MPRecoverOverride; // 0x40
private Fp m_deadHp; // 0x48
private Fp m_HP; // 0x50
private Fp _HPR; // 0x58
private Fp _maxHp; // 0x60
private Fp _lockedHpr; // 0x68
private Fp m_HealableHp; // 0x70
private Fp m_HealableHpDelayRemain; // 0x78
[CompilerGenerated]
private Fp <HealableHpDecHPRPerSec>k__BackingField; // 0x80
[CompilerGenerated]
private Fp <HealableHpDecDelay>k__BackingField; // 0x88
[CompilerGenerated]
private Fp <HealableHpFromDamageRate>k__BackingField; // 0x90
[CompilerGenerated]
private Fp <HealableHpHealRateByTotalDamage>k__BackingField; // 0x98
[CompilerGenerated]
private Fp <HealableHpHealRateByAttackerHPMax>k__BackingField; // 0xA0
public const int MAX_MP_SLOT = 13;
private Fp[] m_MPs; // 0xA8
private Fp[] m_MaxMp; // 0xB0
public Fp2 HPClamp; // 0xB8
private Fp m_San; // 0xC8
private int m_HealthFlaskUseCount; // 0xD0
public int ExtraHealthFlask; // 0xD4
private int m_RebornUseCount; // 0xD8
private int m_SkillKillCount8348; // 0xDC
private int m_SkillKillCount8359; // 0xE0
public int ExtraRebornCount; // 0xE4
public bool[] ActorOriResistance; // 0xE8
public bool[] ActorResistance; // 0xF0
public List<Fp> DamageToSpecificFaction; // 0xF8
private Fp m_attackBaseCached; // 0x100
public Fp[] MpDecRate; // 0x108
private Fp m_Shield; // 0x110
// Properties
public Fp DeadHP { get; }
public Fp MaxDeadHP { get; }
public Fp HP { get; }
public Fp HPR { get; }
public Fp MaxHp { get; }
public Fp LockedHpr { get; }
public Fp MaxHpWithoutLock { get; }
public Fp HPRWithoutLock { get; }
public Fp MaxHpBaseOri { get; }
public Fp HealableHp { get; }
public Fp HealableHpDecHPRPerSec { get; set; }
public Fp HealableHpDecDelay { get; set; }
public Fp HealableHpFromDamageRate { get; set; }
public Fp HealableHpHealRateByTotalDamage { get; set; }
public Fp HealableHpHealRateByAttackerHPMax { get; set; }
public int San { get; }
public int MinSan { get; }
public int MaxSan { get; }
public Fp SanR { get; }
public int HealthFlaskUseCount { get; }
public int MaxHealthFlask { get; }
public int HealthFlaskRemainCount { get; }
public int RebornUseCount { get; }
public int RebornMax { get; }
public Fp RebornHpRate { get; }
public int RebornRemain { get; }
public int SkillKillCount8348 { get; }
public int SkillKillCount8359 { get; }
public Fp AttackBase { get; set; }
public Fp MaxShield { get; }
public Fp Shield { get; }
public Fp ShieldR { get; }
public bool IsHPZero { get; }
public bool IsHpMax { get; }
public bool IsSpMax { get; }
// Methods
// RVA: 0x329E7C0 Offset: 0x329F238 VA: 0x329E7C0
public Fp get_DeadHP() { }
// RVA: 0x329E7D0 Offset: 0x329F248 VA: 0x329E7D0
public Fp get_MaxDeadHP() { }
// RVA: 0x329E850 Offset: 0x329F2C8 VA: 0x329E850
public Fp get_HP() { }
// RVA: 0x329E860 Offset: 0x329F2D8 VA: 0x329E860
public Fp get_HPR() { }
// RVA: 0x329E870 Offset: 0x329F2E8 VA: 0x329E870
public Fp get_MaxHp() { }
// RVA: 0x329E880 Offset: 0x329F2F8 VA: 0x329E880
public Fp get_LockedHpr() { }
// RVA: 0x329E890 Offset: 0x329F308 VA: 0x329E890
public Fp get_MaxHpWithoutLock() { }
// RVA: 0x329E8A0 Offset: 0x329F318 VA: 0x329E8A0
public Fp get_HPRWithoutLock() { }
// RVA: 0x329E8B0 Offset: 0x329F328 VA: 0x329E8B0
public Fp get_MaxHpBaseOri() { }
// RVA: 0x329E8C0 Offset: 0x329F338 VA: 0x329E8C0
public Fp get_HealableHp() { }
[CompilerGenerated]
// RVA: 0x329E8D0 Offset: 0x329F348 VA: 0x329E8D0
public Fp get_HealableHpDecHPRPerSec() { }
[CompilerGenerated]
// RVA: 0x329E8E0 Offset: 0x329F358 VA: 0x329E8E0
private void set_HealableHpDecHPRPerSec(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E8F0 Offset: 0x329F368 VA: 0x329E8F0
public Fp get_HealableHpDecDelay() { }
[CompilerGenerated]
// RVA: 0x329E900 Offset: 0x329F378 VA: 0x329E900
private void set_HealableHpDecDelay(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E910 Offset: 0x329F388 VA: 0x329E910
public Fp get_HealableHpFromDamageRate() { }
[CompilerGenerated]
// RVA: 0x329E920 Offset: 0x329F398 VA: 0x329E920
private void set_HealableHpFromDamageRate(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E930 Offset: 0x329F3A8 VA: 0x329E930
public Fp get_HealableHpHealRateByTotalDamage() { }
[CompilerGenerated]
// RVA: 0x329E940 Offset: 0x329F3B8 VA: 0x329E940
private void set_HealableHpHealRateByTotalDamage(Fp value) { }
[CompilerGenerated]
// RVA: 0x329E950 Offset: 0x329F3C8 VA: 0x329E950
public Fp get_HealableHpHealRateByAttackerHPMax() { }
[CompilerGenerated]
// RVA: 0x329E960 Offset: 0x329F3D8 VA: 0x329E960
private void set_HealableHpHealRateByAttackerHPMax(Fp value) { }
// RVA: 0x329E970 Offset: 0x329F3E8 VA: 0x329E970
public int get_San() { }
// RVA: 0x329EA00 Offset: 0x329F478 VA: 0x329EA00
public int get_MinSan() { }
// RVA: 0x329EA90 Offset: 0x329F508 VA: 0x329EA90
public int get_MaxSan() { }
// RVA: 0x329EBD0 Offset: 0x329F648 VA: 0x329EBD0
public Fp get_SanR() { }
// RVA: 0x329EE80 Offset: 0x329F8F8 VA: 0x329EE80
public int get_HealthFlaskUseCount() { }
// RVA: 0x329EE90 Offset: 0x329F908 VA: 0x329EE90
public int get_MaxHealthFlask() { }
// RVA: 0x329EF30 Offset: 0x329F9A8 VA: 0x329EF30
public int get_HealthFlaskRemainCount() { }
// RVA: 0x329EFC0 Offset: 0x329FA38 VA: 0x329EFC0
public int get_RebornUseCount() { }
// RVA: 0x329EFD0 Offset: 0x329FA48 VA: 0x329EFD0
public int get_RebornMax() { }
// RVA: 0x329F070 Offset: 0x329FAE8 VA: 0x329F070
public Fp get_RebornHpRate() { }
// RVA: 0x329F080 Offset: 0x329FAF8 VA: 0x329F080
public int get_RebornRemain() { }
// RVA: 0x329F120 Offset: 0x329FB98 VA: 0x329F120
public int get_SkillKillCount8348() { }
// RVA: 0x329F130 Offset: 0x329FBA8 VA: 0x329F130
public void SetSkillKillCount8348(int count) { }
// RVA: 0x329F140 Offset: 0x329FBB8 VA: 0x329F140
public int get_SkillKillCount8359() { }
// RVA: 0x329F150 Offset: 0x329FBC8 VA: 0x329F150
public void SetSkillKillCount8359(int count) { }
// RVA: 0x329F160 Offset: 0x329FBD8 VA: 0x329F160
public Fp get_AttackBase() { }
// RVA: 0x329F170 Offset: 0x329FBE8 VA: 0x329F170
public void set_AttackBase(Fp value) { }
// RVA: 0x329F180 Offset: 0x329FBF8 VA: 0x329F180
public void .ctor(ActorBase owner) { }
// RVA: 0x329F5C0 Offset: 0x32A0038 VA: 0x329F5C0
public void ChangeHPBy(Fp delta) { }
// RVA: 0x329F9C0 Offset: 0x32A0438 VA: 0x329F9C0
public void SetHPToMax() { }
// RVA: 0x329F640 Offset: 0x32A00B8 VA: 0x329F640
public void SetHP(Fp value) { }
// RVA: 0x329FA50 Offset: 0x32A04C8 VA: 0x329FA50
public void SetDeadHP(Fp value) { }
// RVA: 0x329FC10 Offset: 0x32A0688 VA: 0x329FC10
public void SetShieldToMax() { }
// RVA: 0x329FC30 Offset: 0x32A06A8 VA: 0x329FC30
public Fp get_MaxShield() { }
// RVA: 0x329FC40 Offset: 0x32A06B8 VA: 0x329FC40
public Fp get_Shield() { }
// RVA: 0x329FC50 Offset: 0x32A06C8 VA: 0x329FC50
public Fp get_ShieldR() { }
// RVA: 0x329FD80 Offset: 0x32A07F8 VA: 0x329FD80
public void SetShield(Fp v) { }
// RVA: 0x329FEC0 Offset: 0x32A0938 VA: 0x329FEC0
public void ChangeShieldBy(Fp delta, out Fp changeResult_out) { }
// RVA: 0x32973F0 Offset: 0x3297E68 VA: 0x32973F0
public bool get_IsHPZero() { }
// RVA: 0x32A01E0 Offset: 0x32A0C58 VA: 0x32A01E0
public bool get_IsHpMax() { }
// RVA: 0x32A0260 Offset: 0x32A0CD8 VA: 0x32A0260
public bool get_IsSpMax() { }
// RVA: 0x32A0470 Offset: 0x32A0EE8 VA: 0x32A0470
public void ChangeSanBy(Fp delta) { }
// RVA: 0x32A0580 Offset: 0x32A0FF8 VA: 0x32A0580
public void SetSan(Fp value) { }
// RVA: 0x32A0770 Offset: 0x32A11E8 VA: 0x32A0770
public void SetHealthFlaskUseCount(int value) { }
// RVA: 0x32A0810 Offset: 0x32A1288 VA: 0x32A0810
public void SetExtraHealthFlaskCount(int val) { }
// RVA: 0x32A0820 Offset: 0x32A1298 VA: 0x32A0820
public void SetRebornUseCount(int value) { }
// RVA: 0x32A08C0 Offset: 0x32A1338 VA: 0x32A08C0
public void SetExtraRebornCount(int val) { }
// RVA: 0x32A08D0 Offset: 0x32A1348 VA: 0x32A08D0
private void UpdateCachedAttr() { }
// RVA: 0x329F9D0 Offset: 0x32A0448 VA: 0x329F9D0
private void updateHprCache() { }
// RVA: 0x32A0A80 Offset: 0x32A14F8 VA: 0x32A0A80
public void InitAttr(ActorCreateAttr attrInput) { }
// RVA: 0x32A0FB0 Offset: 0x32A1A28 VA: 0x32A0FB0
public void InitResistance(ActorCreateAttr attrInput) { }
// RVA: 0x32A12D0 Offset: 0x32A1D48 VA: 0x32A12D0
public void ResetToOriResistance() { }
// RVA: 0x3296C70 Offset: 0x32976E8 VA: 0x3296C70
public bool GetResistance(ActorAttrResistance resType) { }
// RVA: 0x32A13E0 Offset: 0x32A1E58 VA: 0x32A13E0
public void SetResistance(ActorAttrResistance resType, bool on) { }
// RVA: 0x32A1120 Offset: 0x32A1B98 VA: 0x32A1120
public void SetResistanceBatchByNames(bool[] resistance, string resistanceNamesInput, bool on) { }
// RVA: 0x32A1400 Offset: 0x32A1E78 VA: 0x32A1400
public Fp GetDamageToFaction(int fac) { }
// RVA: 0x32A14D0 Offset: 0x32A1F48 VA: 0x32A14D0
public void SetMP(Fp v, int order) { }
// RVA: 0x32A03D0 Offset: 0x32A0E48 VA: 0x32A03D0
public Fp GetMP(int order) { }
// RVA: 0x32A0320 Offset: 0x32A0D98 VA: 0x32A0320
public Fp GetMPMax(int order) { }
// RVA: 0x32A1620 Offset: 0x32A2098 VA: 0x32A1620
public void ChangeMPBy(Fp delta, int slot) { }
// RVA: 0x32A1810 Offset: 0x32A2288 VA: 0x32A1810
public void ChangeMPWithLowerBound(Fp delta, int slot, Fp lowerBound) { }
// RVA: 0x32A1A60 Offset: 0x32A24D8 VA: 0x32A1A60
public void Update(Fp deltaTime) { }
// RVA: 0x32A1B20 Offset: 0x32A2598 VA: 0x32A1B20
private void regenMP(Fp deltaTime) { }
// RVA: 0x32A1E10 Offset: 0x32A2888 VA: 0x32A1E10
public Fp GetMpRecover(int slot) { }
// RVA: 0x32A1FA0 Offset: 0x32A2A18 VA: 0x32A1FA0
public void ChangeHealableHpBy(Fp v, bool refreshDecDelay) { }
// RVA: 0x32A1C60 Offset: 0x32A26D8 VA: 0x32A1C60
private void healableHpUpdate(Fp deltaTime) { }
// RVA: 0x32A2160 Offset: 0x32A2BD8 VA: 0x32A2160
public void RefreshWithBuffAttr(PlayerBuffAttr buffAttr) { }
// RVA: 0x32A2DD0 Offset: 0x32A3848 VA: 0x32A2DD0
private void refitShieldOnMaxShieldChanged(Fp maxShieldOld, Fp maxShield, Fp shieldOld) { }
// RVA: 0x32A2D40 Offset: 0x32A37B8 VA: 0x32A2D40
private void refitHpOnMaxHpChanged(Fp maxHpOld, Fp maxHp, Fp hprOld) { }
// RVA: 0x32A0150 Offset: 0x32A0BC8 VA: 0x32A0150
private void procShieldBreak() { }
// RVA: 0x32A30F0 Offset: 0x32A3B68 VA: 0x32A30F0
public void FullReset() { }
// RVA: 0x32A3420 Offset: 0x32A3E98 VA: 0x32A3420
public void DebugDump(StringBuilder sb) { }
}
the problem was he could not make cheat for the number at the bottom right, no stable pointer and the breakpoint is shared by tons of stuffs in the game
it has been brought to my attention that "breath of the wild" has an update........ WHAT COULD THEY POSSIBLY TO NEED
TO UPDATE AFTER ALL THIS TIME!!!!!!!!!
Honestly, these constant complaints are becoming tiresome, especially since each of your questions has received clear and detailed answers.
If some of the explanations feel too technical or difficult to understand, the issue is likely not the lack of responses, but a mismatch in expectations or level.
You also mention a lack of respect. From what I have seen, no one here has been disrespectful or mocking toward you. The discussions have remained polite and focused on the topic.
I understand i'm always wrong and i create a disturbance for everyone especially for your group of chosen ones.
Discussion closed,iwill not and will not allow myself to ask for further help.
I understand i'm always wrong and i create a disturbance for everyone especially for your group of chosen ones.
Discussion closed,iwill not and will not allow myself to ask for further help.
That’s not what was said, and that’s not the point.
No one is calling you “always wrong,” and there is no “group of chosen ones.” The issue isn’t who you are, but the repeated pattern of framing disagreements as personal attacks or exclusion.
People here have taken time to answer your questions. Pointing out that the answers were already given, or that they may be technical, is not disrespect—it’s part of a normal discussion.
If you decide not to ask for further help, that’s your choice, and it will be respected. But please don’t rewrite the situation as hostility or elitism where there was none. That only shuts down any chance of constructive exchange.
Update and fix some code...will update when found more interesting cheat for the game..in the meantime have Fungamming everyone...we just must stay cool and relax and enjoy what the cheat code and the Game that been share..it just to make a game more fun and beatable
It wasn't too long ago we saw our first glimpse of Courage Reborn, another Twilight Princess PC port in the works based on last year's decompilation efforts. With...
After much speculation, Nintendo has finally followed their competitors in announcing price increases for their hardware.
You can find a breakdown of what's changing...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
Airing last night with very little in the way of warning, a brand new Nintendo Direct was aired. Running for 15 minutes in total, it took a moment to celebrate the...
Known more widely for their unusual stock price in modern times, GameStop has seen a steady decline as the go-to retail space for US gamers. In what feels like an...
As a part of their Financial Results Briefing for the previous year, Nintendo president Shuntaro Furukawa took to the floor to answer key questions around the Switch...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
We are once again here to tell you about a game leaking before its release, but for once, it's not one published by Nintendo. The game files for Microsoft's upcoming...
Continuing with the great news of Pokémon Platinum getting a native unofficial PC port just a few days ago, today, yet another classic title from the franchise has...
It wasn't too long ago we saw our first glimpse of Courage Reborn, another Twilight Princess PC port in the works based on last year's decompilation efforts. With...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
After much speculation, Nintendo has finally followed their competitors in announcing price increases for their hardware.
You can find a breakdown of what's changing...
Airing last night with very little in the way of warning, a brand new Nintendo Direct was aired. Running for 15 minutes in total, it took a moment to celebrate the...
Known more widely for their unusual stock price in modern times, GameStop has seen a steady decline as the go-to retail space for US gamers. In what feels like an...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
As a part of their Financial Results Briefing for the previous year, Nintendo president Shuntaro Furukawa took to the floor to answer key questions around the Switch...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...