<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="42">
  <CheatEntries>
    <CheatEntry>
      <ID>18</ID>
      <Description>"Compact Mode"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
--https://forum.cheatengine.org/viewtopic.php?t=570055
LuaCall(function cycleFullCompact(sender,force) local state = not(compactmenuitem.Caption == 'Compact View Mode'); if force~=nil then state = not force end; compactmenuitem.Caption = state and 'Compact View Mode' or 'Full View Mode'; getMainForm().Splitter1.Visible = state; getMainForm().Panel4.Visible    = state; getMainForm().Panel5.Visible    = state; end; function addCompactMenu() if compactmenualreadyexists then return end; local parent = getMainForm().Menu.Items; compactmenuitem = createMenuItem(parent); parent.add(compactmenuitem); compactmenuitem.Caption = 'Compact View Mode'; compactmenuitem.OnClick = cycleFullCompact; compactmenualreadyexists = 'yes'; end; addCompactMenu(); cycleFullCompact(nil,true))

[DISABLE]
LuaCall(cycleFullCompact(nil,false))
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Enable"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
if process == nil then ShowMessage('Process is not selected.')
elseif readInteger(process) == 0 then ShowMessage('Process cannot be opened.')
else
  if (monopipe~=nil) and (monopipe.ProcessID~=getOpenedProcessID()) then
    monopipe.destroy()
    monopipe=nil
  end
  if (monopipe==nil) then
    LaunchMonoDataCollector()
  end
end

{$asm}
//Assets.Scripts.Player.CharacterStats
define(lbl_charstats,"Assets.Scripts.Player.CharacterStats")
registersymbol(lbl_charstats)


[DISABLE]
{$lua}
if not syntaxcheck and monopipe then monopipe = nil,monopipe.Destroy()end
{$asm}
unregistersymbol(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>65</ID>
          <Description>"Levelup: Allocation point always &gt;= 1 (used in levelup screen; at least use 1pt to enable / disable to finish)"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,Assets.Scripts.LevelUpScreen:Update+1287)
define(bytes,48 89 47 44 89 3C 24)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  dec eax
  cmp eax, #1
  jg @F
  mov eax, #1
@@:
  mov [edi+44],eax
  mov [esp],edi
  jmp return

address:
  jmp newmem
  nop 2
return:

[DISABLE]

address:
  db bytes

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Assets.Scripts.LevelUpScreen:Update+1287

Assets.Scripts.LevelUpScreen:Update+1265: 39 1B                    - cmp [ebx],ebx
Assets.Scripts.LevelUpScreen:Update+1267: 0F B6 43 68              - movzx eax,byte ptr [ebx+68]
Assets.Scripts.LevelUpScreen:Update+126b: 85 C0                    - test eax,eax
Assets.Scripts.LevelUpScreen:Update+126d: 0F 85 51 04 00 00        - jne Assets.Scripts.LevelUpScreen:Update+16c4
Assets.Scripts.LevelUpScreen:Update+1273: E8 30 BA E5 1F           - call Assets.Scripts.Audio.SoundEffects:PlayDecision
Assets.Scripts.LevelUpScreen:Update+1278: 89 1C 24                 - mov [esp],ebx
Assets.Scripts.LevelUpScreen:Update+127b: 39 1B                    - cmp [ebx],ebx
Assets.Scripts.LevelUpScreen:Update+127d: 8B C0                    - mov eax,eax
Assets.Scripts.LevelUpScreen:Update+127f: E8 14 06 00 00           - call Assets.Scripts.UI.Windows.LevelUpStatDisplay:IncreaseStat
Assets.Scripts.LevelUpScreen:Update+1284: 8B 47 44                 - mov eax,[edi+44]
// ---------- INJECTING HERE ----------
Assets.Scripts.LevelUpScreen:Update+1287: 48                       - dec eax
// ---------- DONE INJECTING  ----------
Assets.Scripts.LevelUpScreen:Update+1288: 89 47 44                 - mov [edi+44],eax
Assets.Scripts.LevelUpScreen:Update+128b: 89 3C 24                 - mov [esp],edi
Assets.Scripts.LevelUpScreen:Update+128e: 90                       - nop 
Assets.Scripts.LevelUpScreen:Update+128f: E8 14 A5 FF FF           - call Assets.Scripts.LevelUpScreen:UpdateStatPointsRemainingText
Assets.Scripts.LevelUpScreen:Update+1294: E9 2B 04 00 00           - jmp Assets.Scripts.LevelUpScreen:Update+16c4
Assets.Scripts.LevelUpScreen:Update+1299: 8B 05 D0 36 07 06        - mov eax,[060736D0]
Assets.Scripts.LevelUpScreen:Update+129f: C7 44 24 04 09 00 00 00  - mov [esp+04],00000009
Assets.Scripts.LevelUpScreen:Update+12a7: 89 04 24                 - mov [esp],eax
Assets.Scripts.LevelUpScreen:Update+12aa: 39 00                    - cmp [eax],eax
Assets.Scripts.LevelUpScreen:Update+12ac: 8D 6D 00                 - lea ebp,[ebp+00]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>17</ID>
          <Description>"Get max HP script (MUST on; load game save first)"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : RPG_RT.exe
  Version: 
  Date   : 2022-03-09
  Author :
}

[ENABLE]

aobscan(INJECT_MAX_HP,89 44 24 08 C7 44 24 04 00 00 00 00 8B 45 0C 89 04 24 90) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(cur_max_hp)

newmem:
  mov [cur_max_hp], eax

code:
  mov [esp+08],eax
  mov [esp+04],00000000
  jmp return

align 10 cc
  cur_max_hp:
  dd #100

INJECT_MAX_HP:
  jmp newmem
  nop 7
return:
registersymbol(cur_max_hp)
registersymbol(INJECT_MAX_HP)

[DISABLE]

INJECT_MAX_HP:
  db 89 44 24 08 C7 44 24 04 00 00 00 00

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Assets.Scripts.Player.CharacterStats:set_Hp+14

Assets.Scripts.Battle.StatModifier[]:System.Collections.Generic.ICollection`1.get_Count+c: C9                       - leave 
Assets.Scripts.Battle.StatModifier[]:System.Collections.Generic.ICollection`1.get_Count+d: C3                       - ret 
234ADB4E: 00 00                    - add [eax],al
Assets.Scripts.Player.CharacterStats:set_Hp: 55                       - push ebp
Assets.Scripts.Player.CharacterStats:set_Hp+1: 8B EC                    - mov ebp,esp
Assets.Scripts.Player.CharacterStats:set_Hp+3: 83 EC 18                 - sub esp,18
Assets.Scripts.Player.CharacterStats:set_Hp+6: 8B 45 08                 - mov eax,[ebp+08]
Assets.Scripts.Player.CharacterStats:set_Hp+9: 89 04 24                 - mov [esp],eax
Assets.Scripts.Player.CharacterStats:set_Hp+c: 8D 6D 00                 - lea ebp,[ebp+00]
Assets.Scripts.Player.CharacterStats:set_Hp+f: E8 34 00 00 00           - call Assets.Scripts.Player.CharacterStats:get_MaxHp
// ---------- INJECTING HERE ----------
Assets.Scripts.Player.CharacterStats:set_Hp+14: 89 44 24 08              - mov [esp+08],eax
// ---------- DONE INJECTING  ----------
Assets.Scripts.Player.CharacterStats:set_Hp+18: C7 44 24 04 00 00 00 00  - mov [esp+04],00000000
Assets.Scripts.Player.CharacterStats:set_Hp+20: 8B 45 0C                 - mov eax,[ebp+0C]
Assets.Scripts.Player.CharacterStats:set_Hp+23: 89 04 24                 - mov [esp],eax
Assets.Scripts.Player.CharacterStats:set_Hp+26: 90                       - nop 
Assets.Scripts.Player.CharacterStats:set_Hp+27: E8 84 A6 F6 F0           - call UnityEngine.Mathf:Clamp
Assets.Scripts.Player.CharacterStats:set_Hp+2c: 8B C8                    - mov ecx,eax
Assets.Scripts.Player.CharacterStats:set_Hp+2e: 8B 45 08                 - mov eax,[ebp+08]
INJECT_PLAYER_HP: E9 7A 24 DD DD           - jmp 01280000
234ADB86: 00 00                    - add [eax],al
234ADB88: 68 80 CF AF 13           - push 13AFCF80
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>2</ID>
              <Description>"HP Control  (hit by normal attack)"</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>{ Game   : RPG_RT.exe
  Version: 
  Date   : 2022-03-09
  Author :
}

[ENABLE]

aobscan(INJECT_PLAYER_HP,89 48 64 C9 C3 00) // should be unique
//aobscanregion(INJECT_PLAYER_HP, lbl_charstats, lbl_charstats+35, 89 48 64 C9 C3 00) // should be unique
//aobscanregion(INJECT_PLAYER_HP, lbl_charstats, lbl_charstats+35, 89 48 64 C9 C3 00) // should be unique

alloc(newmem,$1000)

label(code)
label(return)
label(char_stats_base_addr)
label(is_char_hp_full)
label(is_char_mp_full)
label(is_full_stat)
label(is_1hit_kill)
label(is_enemy_mp_0)
label(char_max_hp)
label(enemy_stats_base_addr)

newmem:
  push rbx


  cmp dword ptr [eax+8C], FF  // player: &lt;Name&gt;k__BackingField, enemy: &lt;Level&gt;k__BackingField
  jle to_enemy

  lea rbx, [eax]
  mov [char_stats_base_addr], rbx

to_player:
  cmp dword ptr [is_char_hp_full], 0
  je check_char_mp
  mov ebx, [cur_max_hp]
  //mov ebx, #999
  mov [eax+64], ebx //_hp
  mov ecx, ebx

check_char_mp:
  cmp dword ptr [is_char_mp_full], 0
  je check_full_stat
  mov ebx, #999
  mov [eax+70], ebx //_mp

check_full_stat: // crash
  cmp dword ptr [is_full_stat], 0
  je endp
  mov ebx, #20
  mov [eax+78], ebx //&lt;BasePower&gt;k__BackingField
  mov [eax+7C], ebx //&lt;BaseWisdom&gt;k__BackingField
  mov [eax+80], ebx //&lt;BaseDefense&gt;k__BackingField
  mov [ebx+84], ebx //&lt;BaseAgility&gt;k__BackingField
  jmp endp

to_enemy:
  lea rbx, [eax]
  mov [enemy_stats_base_addr], rbx

  cmp dword ptr [is_1hit_kill], 0
  je enemy_mp
  cmp dword ptr [eax+64], 1
  jle enemy_mp
  mov ebx, 0
  mov ecx, ebx
  mov [eax+64], ebx //_hp
  jmp endp

enemy_mp:
  cmp dword ptr [is_enemy_mp_0], 0
  je endp
  mov ebx, 0
  mov [rax+70], ebx //_mp

endp:
  pop rbx

code:
  mov [eax+64],ecx
  leave 
  ret 
  jmp return

align 10 cc
  char_stats_base_addr:
  dq 0
  enemy_stats_base_addr:
  dq 0
  is_char_hp_full:
  dd 1
  is_char_mp_full:
  dd 1
  is_full_stat: // set will crash game
  dd 0
  is_1hit_kill:
  dd 0
  is_enemy_mp_0:
  dd 0
  char_max_hp:
  dd #100

INJECT_PLAYER_HP:
  jmp newmem
return:

registersymbol(enemy_stats_base_addr)
registersymbol(char_stats_base_addr)
registersymbol(is_char_hp_full)
registersymbol(is_char_mp_full)
registersymbol(is_full_stat)
registersymbol(is_1hit_kill)
registersymbol(is_enemy_mp_0)
registersymbol(INJECT_PLAYER_HP)

[DISABLE]

INJECT_PLAYER_HP:
  db 89 48 64 C9 C3

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Assets.Scripts.Player.CharacterStats:set_Hp+31

Assets.Scripts.Player.CharacterStats:set_Hp+c: 8D 6D 00                 - lea ebp,[ebp+00]
Assets.Scripts.Player.CharacterStats:set_Hp+f: E8 5C F9 FF FF           - call Assets.Scripts.Player.CharacterStats:get_MaxHp
Assets.Scripts.Player.CharacterStats:set_Hp+14: 89 44 24 08              - mov [esp+08],eax
Assets.Scripts.Player.CharacterStats:set_Hp+18: C7 44 24 04 00 00 00 00  - mov [esp+04],00000000
Assets.Scripts.Player.CharacterStats:set_Hp+20: 8B 45 0C                 - mov eax,[ebp+0C]
Assets.Scripts.Player.CharacterStats:set_Hp+23: 89 04 24                 - mov [esp],eax
Assets.Scripts.Player.CharacterStats:set_Hp+26: 90                       - nop 
Assets.Scripts.Player.CharacterStats:set_Hp+27: E8 F4 63 47 13           - call UnityEngine.Mathf:Clamp
Assets.Scripts.Player.CharacterStats:set_Hp+2c: 8B C8                    - mov ecx,eax
Assets.Scripts.Player.CharacterStats:set_Hp+2e: 8B 45 08                 - mov eax,[ebp+08]
// ---------- INJECTING HERE ----------
Assets.Scripts.Player.CharacterStats:set_Hp+31: 89 48 64                 - mov [eax+64],ecx
// ---------- DONE INJECTING  ----------
Assets.Scripts.Player.CharacterStats:set_Hp+34: C9                       - leave 
Assets.Scripts.Player.CharacterStats:set_Hp+35: C3                       - ret 
01111E16: 00 00                    - add [eax],al
Assets.Scripts.Player.CharacterStats:get_MaxMp: 55                       - push ebp
Assets.Scripts.Player.CharacterStats:get_MaxMp+1: 8B EC                    - mov ebp,esp
Assets.Scripts.Player.CharacterStats:get_MaxMp+3: 53                       - push ebx
Assets.Scripts.Player.CharacterStats:get_MaxMp+4: 57                       - push edi
Assets.Scripts.Player.CharacterStats:get_MaxMp+5: 56                       - push esi
Assets.Scripts.Player.CharacterStats:get_MaxMp+6: 83 EC 6C                 - sub esp,6C
Assets.Scripts.Player.CharacterStats:get_MaxMp+9: 8B 7D 08                 - mov edi,[ebp+08]
}
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>4</ID>
                  <Description>"HP full?"</Description>
                  <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>is_char_hp_full</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>7</ID>
                  <Description>"One hit kill?"</Description>
                  <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>is_1hit_kill</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>8</ID>
                  <Description>"Enemy MP Zero?"</Description>
                  <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>is_enemy_mp_0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>9</ID>
                  <Description>"Last char+ (hit by normal attack)"</Description>
                  <Options moHideChildren="1"/>
                  <GroupHeader>1</GroupHeader>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>3</ID>
                      <Description>"HP"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>64</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>10</ID>
                      <Description>"MP"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>70</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>11</ID>
                      <Description>"Base Power"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>78</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>12</ID>
                      <Description>"Base Wisdom"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>7C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>13</ID>
                      <Description>"Base Defense"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>80</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>14</ID>
                      <Description>"Base Agility"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>84</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>15</ID>
                      <Description>"Level"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>A0</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>16</ID>
                      <Description>"Max Level"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>char_stats_base_addr</Address>
                      <Offsets>
                        <Offset>A4</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>20</ID>
                  <Description>"Last enemy+ (hit by normal attack)"</Description>
                  <Options moHideChildren="1"/>
                  <GroupHeader>1</GroupHeader>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>19</ID>
                      <Description>"HP"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>64</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>21</ID>
                      <Description>"MP"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>70</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>22</ID>
                      <Description>"Base Power"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>78</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>23</ID>
                      <Description>"Base Wisdom"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>7C</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>24</ID>
                      <Description>"Base Defense"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>80</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>25</ID>
                      <Description>"Base Agility"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>84</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>26</ID>
                      <Description>"Level"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>4 Bytes</VariableType>
                      <Address>enemy_stats_base_addr</Address>
                      <Offsets>
                        <Offset>8C</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>61</ID>
          <Description>"Min. Gold 10,000"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,Assets.Scripts.BattleScene:ShowVictoryWindow+c0d)
define(bytes,8B 48 50 03 4D 80)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000)

label(code)
label(return)

newmem:
  cmp ecx, #10000
  jg code
  mov ecx, #10000
code:
  mov ecx,[eax+50]
  add ecx,[ebp-80]
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov ecx,[eax+50]
  // add ecx,[ebp-80]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Assets.Scripts.BattleScene:ShowVictoryWindow+c0d

Assets.Scripts.BattleScene:ShowVictoryWindow+bdc: C7 04 24 30 FC 56 17  - mov [esp],1756FC30
Assets.Scripts.BattleScene:ShowVictoryWindow+be3: E8 70 14 12 03        - call System.Object:__icall_wrapper_ves_icall_object_new_specific
Assets.Scripts.BattleScene:ShowVictoryWindow+be8: C7 40 08 E8 04 00 00  - mov [eax+08],000004E8
Assets.Scripts.BattleScene:ShowVictoryWindow+bef: C7 40 0C 01 00 00 00  - mov [eax+0C],00000001
Assets.Scripts.BattleScene:ShowVictoryWindow+bf6: 89 44 24 04           - mov [esp+04],eax
Assets.Scripts.BattleScene:ShowVictoryWindow+bfa: 89 1C 24              - mov [esp],ebx
Assets.Scripts.BattleScene:ShowVictoryWindow+bfd: 39 1B                 - cmp [ebx],ebx
Assets.Scripts.BattleScene:ShowVictoryWindow+bff: E8 64 D2 EC 1F        - call 20A6CDF0
Assets.Scripts.BattleScene:ShowVictoryWindow+c04: 8B 05 C4 7E 07 06     - mov eax,[06077EC4]
Assets.Scripts.BattleScene:ShowVictoryWindow+c0a: 8B 40 34              - mov eax,[eax+34]
// ---------- INJECTING HERE ----------
Assets.Scripts.BattleScene:ShowVictoryWindow+c0d: 8B 48 50              - mov ecx,[eax+50]
// ---------- DONE INJECTING  ----------
Assets.Scripts.BattleScene:ShowVictoryWindow+c10: 03 4D 80              - add ecx,[ebp-80]
Assets.Scripts.BattleScene:ShowVictoryWindow+c13: 89 48 50              - mov [eax+50],ecx
Assets.Scripts.BattleScene:ShowVictoryWindow+c16: 8B 45 08              - mov eax,[ebp+08]
Assets.Scripts.BattleScene:ShowVictoryWindow+c19: 8B 50 3C              - mov edx,[eax+3C]
Assets.Scripts.BattleScene:ShowVictoryWindow+c1c: 8B 0D 40 EF 5D 1F     - mov ecx,[1F5DEF40]
Assets.Scripts.BattleScene:ShowVictoryWindow+c22: 89 8D 3C FF FF FF     - mov [ebp-000000C4],ecx
Assets.Scripts.BattleScene:ShowVictoryWindow+c28: 8B F0                 - mov esi,eax
Assets.Scripts.BattleScene:ShowVictoryWindow+c2a: 8B 45 80              - mov eax,[ebp-80]
Assets.Scripts.BattleScene:ShowVictoryWindow+c2d: 89 45 88              - mov [ebp-78],eax
Assets.Scripts.BattleScene:ShowVictoryWindow+c30: 8B 45 A8              - mov eax,[ebp-58]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>63</ID>
          <Description>"Player data (Active: Open menu)"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+9)
define(bytes,8B 40 50 C9 C3)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000)

label(code)
label(return)
label(player_data_addr)

newmem:
  push rbx
  lea rbx, [eax]
  mov [player_data_addr], rbx
  pop rbx
code:
  mov eax,[eax+50]
  leave 
  ret 
  jmp return

align 10 cc
  player_data_addr:
  dq 0

address:
  jmp newmem
return:
registersymbol(player_data_addr)
[DISABLE]

address:
  db bytes
  // mov eax,[eax+50]
  // leave 
  // ret 

dealloc(newmem)
unregistersymbol(player_data_addr)
{
// ORIGINAL CODE - INJECTION POINT: Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+9

System.Threading.Thread:Finalize+33: E8 90 FF FF FF        - call System.Runtime.ConstrainedExecution.CriticalFinalizerObject:Finalize
System.Threading.Thread:Finalize+38: 8B 65 FC              - mov esp,[ebp-04]
System.Threading.Thread:Finalize+3b: C3                    - ret 
System.Threading.Thread:Finalize+3c: C9                    - leave 
System.Threading.Thread:Finalize+3d: C3                    - ret 
0C6A1796: 00 00                 - add [eax],al
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3: 55                    - push ebp
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+1: 8B EC                 - mov ebp,esp
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+3: 83 EC 08              - sub esp,08
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+6: 8B 45 0C              - mov eax,[ebp+0C]
// ---------- INJECTING HERE ----------
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+9: 8B 40 50              - mov eax,[eax+50]
// ---------- DONE INJECTING  ----------
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+c: C9                    - leave 
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:&lt;Start&gt;b__8_3+d: C3                    - ret 
0C6A17A6: 00 00                 - add [eax],al
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor: 55                    - push ebp
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+1: 8B EC                 - mov ebp,esp
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+3: 83 EC 28              - sub esp,28
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+6: C7 04 24 88 22 0F 18  - mov [esp],180F2288
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+d: 8B C0                 - mov eax,eax
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+f: E8 24 F8 61 F7        - call System.Object:__icall_wrapper_ves_icall_object_new_specific
Assets.Scripts.UI.Menus.PartyMenu+&lt;&gt;c:.cctor+14: 89 45 FC              - mov [ebp-04],eax
}
</AssemblerScript>
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