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need understand how can i mod this


m0hammed

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if i change FMOV            D9, #1.0 will be my damage 600 and monster 4k

same here FMUL            D1, D1, D2

Spoiler

GlobalMethod$$CurrentDamage             ; CODE XREF: sub_10013543C+48C↑p
__text:0000000100216FA8                                         ; DamageObject$$OnTriggerEnter+23C↑p ...
__text:0000000100216FA8
__text:0000000100216FA8 var_30          = -0x30
__text:0000000100216FA8 var_20          = -0x20
__text:0000000100216FA8 var_10          = -0x10
__text:0000000100216FA8 var_s0          =  0
__text:0000000100216FA8
__text:0000000100216FA8                 STP             D9, D8, [SP,#-0x10+var_30]!
__text:0000000100216FAC                 STP             X22, X21, [SP,#0x30+var_20]
__text:0000000100216FB0                 STP             X20, X19, [SP,#0x30+var_10]
__text:0000000100216FB4                 STP             X29, X30, [SP,#0x30+var_s0]
__text:0000000100216FB8                 ADD             X29, SP, #0x30
__text:0000000100216FBC                 MOV             X19, X1
__text:0000000100216FC0                 CBZ             X19, loc_10021706C
__text:0000000100216FC4                 LDR             D8, [X19,#0x48]
__text:0000000100216FC8                 MOV             W2, #0x64
__text:0000000100216FCC                 MOV             X0, #0
__text:0000000100216FD0                 MOV             W1, #0
__text:0000000100216FD4                 MOV             X3, #0
__text:0000000100216FD8                 BL              Random$$Range_12706
__text:0000000100216FDC                 SCVTF           D0, W0
__text:0000000100216FE0                 ADD             X8, X19, #0x20
__text:0000000100216FE4                 ADD             X9, X19, #0x24
__text:0000000100216FE8                 FCMP            D8, D0
__text:0000000100216FEC                 CSEL            X8, X9, X8, GT
__text:0000000100216FF0                 LDR             W20, [X8]
__text:0000000100216FF4                 LDRB            W8, [X19,#0x30]
__text:0000000100216FF8                 CBZ             W8, loc_100217008
__text:0000000100216FFC                 LDR             S1, [X19,#0x2C]
__text:0000000100217000                 FCVT            D9, S1
__text:0000000100217004                 B               loc_10021700C
__text:0000000100217008 ; ---------------------------------------------------------------------------
__text:0000000100217008
__text:0000000100217008 loc_100217008                           ; CODE XREF: GlobalMethod$$CurrentDamage+50↑j
__text:0000000100217008                 FMOV            D9, #1.0
__text:000000010021700C
__text:000000010021700C loc_10021700C                           ; CODE XREF: GlobalMethod$$CurrentDamage+5C↑j
__text:000000010021700C                 FCMP            D8, D0
__text:0000000100217010                 CSET            W8, GT
__text:0000000100217014                 STRB            W8, [X19,#0x100]
__text:0000000100217018                 LDR             W21, [X19,#0x28]
__text:000000010021701C                 MOV             X0, X19
__text:0000000100217020                 MOV             X1, #0
__text:0000000100217024                 BL              AttackAttribute$$get_AttackBuffAmount
__text:0000000100217028                 SCVTF           D1, W21
__text:000000010021702C                 ADRP            X8, #qword_101AAA680@PAGE
__text:0000000100217030                 LDR             D2, [X8,#qword_101AAA680@PAGEOFF]
__text:0000000100217034                 FMUL            D1, D1, D2
__text:0000000100217038                 SCVTF           D2, W20
__text:000000010021703C                 FMUL            D1, D2, D1
__text:0000000100217040                 FCVT            D0, S0
__text:0000000100217044                 FMUL            D0, D0, D1
__text:0000000100217048                 FMUL            D0, D9, D0
__text:000000010021704C                 FCVTZS          W8, D0
__text:0000000100217050                 STR             W8, [X19,#0xFC]
__text:0000000100217054                 MOV             X0, X19
__text:0000000100217058                 LDP             X29, X30, [SP,#0x30+var_s0]
__text:000000010021705C                 LDP             X20, X19, [SP,#0x30+var_10]
__text:0000000100217060                 LDP             X22, X21, [SP,#0x30+var_20]
__text:0000000100217064                 LDP             D9, D8, [SP+0x30+var_30],#0x40
__text:0000000100217068                 RET
__text:000000010021706C ; ---------------------------------------------------------------------------
__text:000000010021706C
__text:000000010021706C loc_10021706C                           ; CODE XREF: GlobalMethod$$CurrentDamage+18↑j
__text:000000010021706C                 BL              sub_10171A278
__text:000000010021706C ; End of function GlobalMethod$$CurrentDamage

same here will be monster high damage

Spoiler

GlobalMethod$$GetRuneRuneAttackDamageFactor
__text:00000001002207E4                                         ; CODE XREF: MonsterFSM$$ApplyLevelDIfNPenetrationDamage+138↓p
__text:00000001002207E4                                         ; MonsterFSM$$SuccesOnDamage+268↓p
__text:00000001002207E4                                         ; DATA XREF: ...
__text:00000001002207E4                 SUB             W8, W1, #1
__text:00000001002207E8                 ADD             W9, W1, #2
__text:00000001002207EC                 CMP             W8, #3
__text:00000001002207F0                 CSEL            W8, W9, WZR, CC
__text:00000001002207F4                 AND             W8, W8, #7
__text:00000001002207F8                 FMOV            S0, #1.0
__text:00000001002207FC                 CMP             W8, #3
__text:0000000100220800                 B.EQ            loc_100220830
__text:0000000100220804                 CMP             W8, #5
__text:0000000100220808                 B.EQ            loc_10022084C
__text:000000010022080C                 CMP             W8, #4
__text:0000000100220810                 B.NE            locret_100220870
__text:0000000100220814                 CMP             W2, #2
__text:0000000100220818                 B.EQ            locret_100220870
__text:000000010022081C                 CMP             W2, #1
__text:0000000100220820                 B.EQ            loc_100220854
__text:0000000100220824                 CMP             W2, #3
__text:0000000100220828                 B.EQ            loc_100220864
__text:000000010022082C                 B               locret_100220870
__text:0000000100220830 ; ---------------------------------------------------------------------------
__text:0000000100220830
__text:0000000100220830 loc_100220830                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+1C↑j
__text:0000000100220830                 CMP             W2, #2
__text:0000000100220834                 B.EQ            loc_100220864
__text:0000000100220838                 CMP             W2, #1
__text:000000010022083C                 B.EQ            locret_100220870
__text:0000000100220840                 CMP             W2, #3
__text:0000000100220844                 B.EQ            loc_100220854
__text:0000000100220848                 B               locret_100220870
__text:000000010022084C ; ---------------------------------------------------------------------------
__text:000000010022084C
__text:000000010022084C loc_10022084C                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+24↑j
__text:000000010022084C                 CMP             W2, #2
__text:0000000100220850                 B.NE            loc_10022085C
__text:0000000100220854
__text:0000000100220854 loc_100220854                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+3C↑j
__text:0000000100220854                                         ; GlobalMethod$$GetRuneRuneAttackDamageFactor+60↑j
__text:0000000100220854                 FMOV            S0, #0.5
__text:0000000100220858                 RET
__text:000000010022085C ; ---------------------------------------------------------------------------
__text:000000010022085C
__text:000000010022085C loc_10022085C                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+6C↑j
__text:000000010022085C                 CMP             W2, #1
__text:0000000100220860                 B.NE            loc_10022086C
__text:0000000100220864
__text:0000000100220864 loc_100220864                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+44↑j
__text:0000000100220864                                         ; GlobalMethod$$GetRuneRuneAttackDamageFactor+50↑j
__text:0000000100220864                 FMOV            S0, #2.0
__text:0000000100220868                 RET
__text:000000010022086C ; ---------------------------------------------------------------------------
__text:000000010022086C
__text:000000010022086C loc_10022086C                           ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+7C↑j
__text:000000010022086C                 CMP             W2, #3
__text:0000000100220870
__text:0000000100220870 locret_100220870                        ; CODE XREF: GlobalMethod$$GetRuneRuneAttackDamageFactor+2C↑j
__text:0000000100220870                                         ; GlobalMethod$$GetRuneRuneAttackDamageFactor+34↑j ...
__text:0000000100220870                 RET
__text:0000000100220870 ; End of function GlobalMethod$$GetRuneRuneAttackDamageFactor

so when the value for monster 

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text:0000000100216FFC                 LDR             S1, [X19,#0x2C]

__text:0000000100217008                 FMOV            D9, #1.0

 

i think you would change them both with fmov s1, #31.0

for high damage 

This might be useful 

 

https://iosgods.com/topic/39081-ida-tutorial-how-to-hack-floats-in-arm64/

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10 hours ago, K3NNNY said:

text:0000000100216FFC                 LDR             S1, [X19,#0x2C]

__text:0000000100217008                 FMOV            D9, #1.0

 

i think you would change them both with fmov s1, #31.0

for high damage 

This might be useful 

 

https://iosgods.com/topic/39081-ida-tutorial-how-to-hack-floats-in-arm64/

 

not work will be monster damage 4k

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