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Posted (edited)

So, I found the offset that holds damage.

After I hacked it, the damage in the game becomes 0 (every time I hit a person, no damage registers unless I critical or use a skill).

 

Here's the whole thing in IDA:

STR             R0, [SP,#0x4B8+var_490]
MOV             R4, #(aNormaldamage - 0x20FFAA) ; "NormalDamage"
MOV             R0, #(__ZZN11HPSingletonI15FightDataAccessE8InstanceEvE7instace_ptr - 0x20FFAC)
MOVS            R2, #1
ADD             R4, PC  ; "NormalDamage"
ADD             R0, PC ; __ZZN11HPSingletonI15FightDataAccessE8InstanceEvE7instace_ptr
STR             R2, [SP,#0x4B8+var_44C]
LDR             R0, [R0] ; HPSingleton<FightDataAccess>::Instance(void)::instace
ADD             R2, SP, #0x4B8+var_460
LDR             R3, [R7,#arg_0]
STR             R4, [SP,#0x4B8+var_4B8]
STR             R1, [SP,#0x4B8+var_4B4]
MOV             R1, R5
STR             R5, [SP,#0x4B8+var_488]
BL              sub_24F7C0
LDR             R0, [SP,#0x4B8+var_468]
SUBS            R0, #1  ; switch 5 cases
CMP             R0, #4
BLS             loc_210018

Here's what I did:

%ctor {
writeData(0xOFFSET_OF_MOVS_R2_#1, 0x381C7047);
}

I didn't actually write OFFSET OF MOVS_R2_#1. I wrote the actual offset if you think I'm stupid :p

 

So, what's the problem?

 

EDIT: Anything I change it to makes the damage 0. Maybe there's a check somewhere?

Updated by Goggwell

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