<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="47">
  <CheatEntries>
    <CheatEntry>
      <ID>114982</ID>
      <Description>"&lt;=== Attach to process"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
  if(getCEVersion() &lt; 7.4) then
    ShowMessage('Warning! CE version should be 7.4 or above')
  end

OpenProcess("Zoria AoS.exe")
  if(process == nil) then
    ShowMessage('The process is NOT found!')
  end
{$asm}

[DISABLE]

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>114991</ID>
          <Description>"GodMode and One-Hit-Kill 2"</Description>
          <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function: CharacterStats.SetHP

[ENABLE]
aobscanmodule(health,GameAssembly.dll,89 47 28 48 85 C9) // should be unique
alloc(newmem,$1000,health)

label(code)
label(return)
label(onehit)
label(godmode_on)
label(onehit_on)

newmem:
  cmp dword ptr[rdi+88],0
  je onehit                   // if zero =&gt; not good, get the hell out of here

godmode:
  cmp byte ptr [godmode_on],1 // check if godmode-box is activated
  jne code                    // if not, back to the normal code
  mov eax,#9999               // fill up life
  mov [rdi+34],eax            // mana/energy
  mov [rdi+3c],eax            // focus
  jmp code                    // and go back to the normal code

onehit:
  cmp byte ptr [onehit_on],1  // check if one-hit-kill is activated
  jne code                    // if not, back to the normal code
  mov eax,#0                  // set the new amount of enemys life to zero

code:
  mov [rdi+28],eax
  test rcx,rcx
  jmp return

godmode_on:
  db 0
onehit_on:
  db 0

health:
  jmp newmem
  nop
return:
registersymbol(health godmode_on onehit_on)

[DISABLE]

health:
  db 89 47 28 48 85 C9

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2209AFC

GameAssembly.dll+2209ADE: 75 05           - jne GameAssembly.dll+2209AE5
GameAssembly.dll+2209AE0: E8 DB 44 FC FD  - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+2209AE5: 45 33 C9        - xor r9d,r9d
GameAssembly.dll+2209AE8: 44 8B C5        - mov r8d,ebp
GameAssembly.dll+2209AEB: 33 D2           - xor edx,edx
GameAssembly.dll+2209AED: 8B CB           - mov ecx,ebx
GameAssembly.dll+2209AEF: E8 9C 37 11 FF  - call GameAssembly.dll+131D290
GameAssembly.dll+2209AF4: 48 8B 4F 70     - mov rcx,[rdi+70]
GameAssembly.dll+2209AF8: 8B D8           - mov ebx,eax
GameAssembly.dll+2209AFA: 2B DE           - sub ebx,esi
// ---------- INJECTING HERE ----------
GameAssembly.dll+2209AFC: 89 47 28        - mov [rdi+28],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+2209AFF: 48 85 C9        - test rcx,rcx
GameAssembly.dll+2209B02: 74 17           - je GameAssembly.dll+2209B1B
GameAssembly.dll+2209B04: 4C 8B 51 18     - mov r10,[rcx+18]
GameAssembly.dll+2209B08: 44 8B C3        - mov r8d,ebx
GameAssembly.dll+2209B0B: 4C 8B 49 28     - mov r9,[rcx+28]
GameAssembly.dll+2209B0F: BA 0D 00 00 00  - mov edx,0000000D
GameAssembly.dll+2209B14: 48 8B 49 40     - mov rcx,[rcx+40]
GameAssembly.dll+2209B18: 41 FF D2        - call r10
GameAssembly.dll+2209B1B: 8B C3           - mov eax,ebx
GameAssembly.dll+2209B1D: 48 8B 5C 24 30  - mov rbx,[rsp+30]
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>114985</ID>
              <Description>"GodMode"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
godmode_on:
  db 1
[DISABLE]
godmode_on:
  db 0

</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>114984</ID>
              <Description>"OneHit Kill"</Description>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
onehit_on:
  db 1
[DISABLE]
onehit_on:
  db 0
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>115018</ID>
          <Description>"Gain 3x the Mats/Gold when looting"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// Function: ResourceItemInfo.Add

[ENABLE]

aobscanmodule(gainmats,GameAssembly.dll,8B 49 38 03 CA) // should be unique
alloc(newmem,$1000,gainmats)

label(code)
label(return)

newmem:
  mov ecx,[rcx+38]
  add ecx,edx
  add ecx,edx
  add ecx,edx
code:
  jmp return

gainmats:
  jmp newmem
return:
registersymbol(gainmats)

[DISABLE]

gainmats:
  db 8B 49 38 03 CA

unregistersymbol(gainmats)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2218A73

GameAssembly.dll+2218A5D: CC              - int 3 
GameAssembly.dll+2218A5E: CC              - int 3 
GameAssembly.dll+2218A5F: CC              - int 3 
ResourceItemInfo.Add: 48 89 5C 24 08  - mov [rsp+08],rbx
GameAssembly.dll+2218A65: 57              - push rdi
GameAssembly.dll+2218A66: 48 83 EC 20     - sub rsp,20
GameAssembly.dll+2218A6A: 8B FA           - mov edi,edx
GameAssembly.dll+2218A6C: 48 8B D9        - mov rbx,rcx
GameAssembly.dll+2218A6F: 85 D2           - test edx,edx
GameAssembly.dll+2218A71: 74 23           - je GameAssembly.dll+2218A96
// ---------- INJECTING HERE ----------
GameAssembly.dll+2218A73: 8B 49 38        - mov ecx,[rcx+38]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+2218A76: 03 CA           - add ecx,edx
GameAssembly.dll+2218A78: 89 4B 38        - mov [rbx+38],ecx
GameAssembly.dll+2218A7B: 45 84 C0        - test r8b,r8b
GameAssembly.dll+2218A7E: 74 26           - je GameAssembly.dll+2218AA6
GameAssembly.dll+2218A80: 33 D2           - xor edx,edx
GameAssembly.dll+2218A82: 48 8B CB        - mov rcx,rbx
GameAssembly.dll+2218A85: E8 46 96 FE FF  - call UserResources.SyncResource
GameAssembly.dll+2218A8A: 8B 4B 38        - mov ecx,[rbx+38]
GameAssembly.dll+2218A8D: 84 C0           - test al,al
GameAssembly.dll+2218A8F: 75 12           - jne GameAssembly.dll+2218AA3
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>103</ID>
          <Description>"Instead of loosing money/supplies/mats: get +100 each time"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function: ResourceItemInfo.Remove

[ENABLE]

aobscanmodule(spending,GameAssembly.dll,29 43 38 40 84 F6) // should be unique
alloc(newmem,$1000,spending)

label(code)
label(return)

newmem:
  mov eax,#100
code:
  add [rbx+38],eax
  test sil,sil
  jmp return

spending:
  jmp newmem
  nop
return:
registersymbol(spending)

[DISABLE]

spending:
  db 29 43 38 40 84 F6

unregistersymbol(spending)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+2218B93

GameAssembly.dll+2218B73: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+2218B7A: 75 05                 - jne GameAssembly.dll+2218B81
GameAssembly.dll+2218B7C: E8 3F 54 FB FD        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+2218B81: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+2218B84: 8B D7                 - mov edx,edi
GameAssembly.dll+2218B86: 8B CD                 - mov ecx,ebp
GameAssembly.dll+2218B88: E8 F3 D8 10 FF        - call Rewired.Utils.MathTools.Min
GameAssembly.dll+2218B8D: 8B F8                 - mov edi,eax
GameAssembly.dll+2218B8F: 85 C0                 - test eax,eax
GameAssembly.dll+2218B91: 74 1F                 - je GameAssembly.dll+2218BB2
// ---------- INJECTING HERE ----------
GameAssembly.dll+2218B93: 29 43 38              - sub [rbx+38],eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+2218B96: 40 84 F6              - test sil,sil
GameAssembly.dll+2218B99: 74 1E                 - je GameAssembly.dll+2218BB9
GameAssembly.dll+2218B9B: 33 D2                 - xor edx,edx
GameAssembly.dll+2218B9D: 48 8B CB              - mov rcx,rbx
GameAssembly.dll+2218BA0: E8 2B 95 FE FF        - call UserResources.SyncResource
GameAssembly.dll+2218BA5: 8B 4B 38              - mov ecx,[rbx+38]
GameAssembly.dll+2218BA8: 84 C0                 - test al,al
GameAssembly.dll+2218BAA: 75 0A                 - jne GameAssembly.dll+2218BB6
GameAssembly.dll+2218BAC: 8D 04 39              - lea eax,[rcx+rdi]
GameAssembly.dll+2218BAF: 89 43 38              - mov [rbx+38],eax
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>118</ID>
          <Description>"Items with more than 1 item in stock do not decrease"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function ResourceItemInfo.InitAmount
[ENABLE]
aobscanmodule(dealer,GameAssembly.dll,89 51 38 89 51 3C) // should be unique
alloc(newmem,$100,dealer)

label(code)
label(return)

newmem:

code:
  mov [rcx+38],edx
  // mov [rcx+3C],edx
  jmp return

dealer:
  jmp newmem
  nop
return:
registersymbol(dealer)

[DISABLE]

dealer:
  db 89 51 38 89 51 3C

unregistersymbol(dealer)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1D0DF40

GameAssembly.dll+1D0DF36: CC        - int 3 
GameAssembly.dll+1D0DF37: CC        - int 3 
GameAssembly.dll+1D0DF38: CC        - int 3 
GameAssembly.dll+1D0DF39: CC        - int 3 
GameAssembly.dll+1D0DF3A: CC        - int 3 
GameAssembly.dll+1D0DF3B: CC        - int 3 
GameAssembly.dll+1D0DF3C: CC        - int 3 
GameAssembly.dll+1D0DF3D: CC        - int 3 
GameAssembly.dll+1D0DF3E: CC        - int 3 
GameAssembly.dll+1D0DF3F: CC        - int 3 
// ---------- INJECTING HERE ----------
GameAssembly.dll+1D0DF40: 89 51 38  - mov [rcx+38],edx
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1D0DF43: 89 51 3C  - mov [rcx+3C],edx
GameAssembly.dll+1D0DF46: C3        - ret 
GameAssembly.dll+1D0DF47: CC        - int 3 
GameAssembly.dll+1D0DF48: CC        - int 3 
GameAssembly.dll+1D0DF49: CC        - int 3 
GameAssembly.dll+1D0DF4A: CC        - int 3 
GameAssembly.dll+1D0DF4B: CC        - int 3 
GameAssembly.dll+1D0DF4C: CC        - int 3 
GameAssembly.dll+1D0DF4D: CC        - int 3 
GameAssembly.dll+1D0DF4E: CC        - int 3 
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>114998</ID>
          <Description>"set fatigue to zero when opening character"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function FollowerViewStatsInfo.ReSync

[ENABLE]
aobscanmodule(fatigue,GameAssembly.dll,8B 40 10 48 8D 4C 24 50 33) // should be unique
alloc(newmem,$1000,fatigue)

label(code)
label(return)

newmem:
  push ebx
  mov ebx,0
  mov [rax+10], ebx
  pop ebx
code:
  mov eax,[rax+10]
  lea rcx,[rsp+50]
  jmp return

fatigue:
  jmp newmem
  nop 3
return:
registersymbol(fatigue)

[DISABLE]

fatigue:
  db 8B 40 10 48 8D 4C 24 50

unregistersymbol(fatigue)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1FB26C9

GameAssembly.dll+1FB26A0: F3 0F 5E 0D 00 D5 1B 00  - divss xmm1,[GameAssembly.dll+216FBA8]
GameAssembly.dll+1FB26A8: E8 73 73 02 00           - call GameAssembly.dll+1FD9A20
GameAssembly.dll+1FB26AD: 48 8B 7B 50              - mov rdi,[rbx+50]
GameAssembly.dll+1FB26B1: 0F 10 30                 - movups xmm6,[rax]
GameAssembly.dll+1FB26B4: 48 8B 83 88 00 00 00     - mov rax,[rbx+00000088]
GameAssembly.dll+1FB26BB: 48 85 C0                 - test rax,rax
GameAssembly.dll+1FB26BE: 74 7B                    - je GameAssembly.dll+1FB273B
GameAssembly.dll+1FB26C0: 48 8B 40 48              - mov rax,[rax+48]
GameAssembly.dll+1FB26C4: 48 85 C0                 - test rax,rax
GameAssembly.dll+1FB26C7: 74 72                    - je GameAssembly.dll+1FB273B
// ---------- INJECTING HERE ----------
GameAssembly.dll+1FB26C9: 8B 40 10                 - mov eax,[rax+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1FB26CC: 48 8D 4C 24 50           - lea rcx,[rsp+50]
GameAssembly.dll+1FB26D1: 33 D2                    - xor edx,edx
GameAssembly.dll+1FB26D3: 89 44 24 50              - mov [rsp+50],eax
GameAssembly.dll+1FB26D7: E8 54 86 2A FF           - call GameAssembly.dll+125AD30
GameAssembly.dll+1FB26DC: 48 8B 0D 15 9B 9E 00     - mov rcx,[GameAssembly.dll+299C1F8]
GameAssembly.dll+1FB26E3: 48 8B D8                 - mov rbx,rax
GameAssembly.dll+1FB26E6: 83 B9 E0 00 00 00 00     - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+1FB26ED: 75 05                    - jne GameAssembly.dll+1FB26F4
GameAssembly.dll+1FB26EF: E8 8C 21 21 FE           - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+1FB26F4: 45 33 C0                 - xor r8d,r8d
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>115022</ID>
          <Description>"get additional 500 XP when gaining XP"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function FollowerStats.RewardXP
[ENABLE]

aobscanmodule(xpbooster,GameAssembly.dll,03 BB 80 00 00 00 89) // should be unique
alloc(newmem,$100,xpbooster)

label(code)
label(return)

newmem:
  add edi,#500

code:
  add edi,[rbx+00000080]
  jmp return

xpbooster:
  jmp newmem
  nop
return:
registersymbol(xpbooster)

[DISABLE]

xpbooster:
  db 03 BB 80 00 00 00

unregistersymbol(xpbooster)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+222E247

GameAssembly.dll+222E21B: E8 B0 73 CC FE           - call GameAssembly.dll+EF55D0
GameAssembly.dll+222E220: 48 85 C0                 - test rax,rax
GameAssembly.dll+222E223: 0F 84 96 01 00 00        - je GameAssembly.dll+222E3BF
GameAssembly.dll+222E229: F3 0F 10 48 24           - movss xmm1,[rax+24]
GameAssembly.dll+222E22E: EB 08                    - jmp GameAssembly.dll+222E238
GameAssembly.dll+222E230: F3 0F 10 0D 10 39 09 00  - movss xmm1,[GameAssembly.dll+22C1B48]
GameAssembly.dll+222E238: 66 0F 6E C5              - movd xmm0,ebp
GameAssembly.dll+222E23C: 0F 5B C0                 - cvtdq2ps xmm0,xmm0
GameAssembly.dll+222E23F: F3 0F 59 C1              - mulss xmm0,xmm1
GameAssembly.dll+222E243: F3 0F 2C F8              - cvttss2si edi,xmm0
// ---------- INJECTING HERE ----------
GameAssembly.dll+222E247: 03 BB 80 00 00 00        - add edi,[rbx+00000080]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+222E24D: 89 BB 80 00 00 00        - mov [rbx+00000080],edi
GameAssembly.dll+222E253: 48 8B 0D 1E B7 91 00     - mov rcx,[GameAssembly.dll+2B49978]
GameAssembly.dll+222E25A: 83 B9 E0 00 00 00 00     - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+222E261: 75 05                    - jne GameAssembly.dll+222E268
GameAssembly.dll+222E263: E8 58 FD F9 FD           - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+222E268: 33 D2                    - xor edx,edx
GameAssembly.dll+222E26A: 8B CF                    - mov ecx,edi
GameAssembly.dll+222E26C: E8 FF 62 F2 FF           - call GameFormulas.Leveling.GetLevelFromXP
GameAssembly.dll+222E271: 8B 7B 2C                 - mov edi,[rbx+2C]
GameAssembly.dll+222E274: 8B F0                    - mov esi,eax
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>77</ID>
          <Description>"Get Adress of selected character (activate and select a char)"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>// function: FollowerViewStatsInfo.SetFollower
[ENABLE]

aobscanmodule(getchar,GameAssembly.dll,48 8B 16 48 8B CE 48 8B 5F 20) // should be unique
alloc(newmem,$100,getchar)

label(code)
label(return)

newmem:
  mov [character],rsi
code:
  mov rdx,[rsi]
  mov rcx,rsi
  jmp return

character:
  dq 0

getchar:
  jmp newmem
  nop
return:
registersymbol(getchar character)

[DISABLE]

getchar:
  db 48 8B 16 48 8B CE

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+20E951B

GameAssembly.dll+20E94E4: 48 8B D6              - mov rdx,rsi
GameAssembly.dll+20E94E7: 4C 89 74 24 40        - mov [rsp+40],r14
GameAssembly.dll+20E94EC: 48 89 B7 80 00 00 00  - mov [rdi+00000080],rsi
GameAssembly.dll+20E94F3: E8 68 3B 0E FE        - call GameAssembly.il2cpp_value_box+20
GameAssembly.dll+20E94F8: 48 85 F6              - test rsi,rsi
GameAssembly.dll+20E94FB: 0F 84 2F 03 00 00     - je GameAssembly.dll+20E9830
GameAssembly.dll+20E9501: 48 8B 96 98 00 00 00  - mov rdx,[rsi+00000098]
GameAssembly.dll+20E9508: 48 8D 8F 88 00 00 00  - lea rcx,[rdi+00000088]
GameAssembly.dll+20E950F: 48 89 97 88 00 00 00  - mov [rdi+00000088],rdx
GameAssembly.dll+20E9516: E8 45 3B 0E FE        - call GameAssembly.il2cpp_value_box+20
// ---------- INJECTING HERE ----------
GameAssembly.dll+20E951B: 48 8B 16              - mov rdx,[rsi]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+20E951E: 48 8B CE              - mov rcx,rsi
GameAssembly.dll+20E9521: 48 8B 5F 20           - mov rbx,[rdi+20]
GameAssembly.dll+20E9525: 48 8B 82 78 01 00 00  - mov rax,[rdx+00000178]
GameAssembly.dll+20E952C: 48 8B 92 80 01 00 00  - mov rdx,[rdx+00000180]
GameAssembly.dll+20E9533: FF D0                 - call rax
GameAssembly.dll+20E9535: 48 85 DB              - test rbx,rbx
GameAssembly.dll+20E9538: 0F 84 F2 02 00 00     - je GameAssembly.dll+20E9830
GameAssembly.dll+20E953E: 4C 8B 03              - mov r8,[rbx]
GameAssembly.dll+20E9541: 48 8B D0              - mov rdx,rax
GameAssembly.dll+20E9544: 48 8B CB              - mov rcx,rbx
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>84</ID>
              <Description>"Characters Base Address (put this in Dissect Data for more fun...)"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>character</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>115008</ID>
                  <Description>"Name"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>String</VariableType>
                  <Length>14</Length>
                  <Unicode>1</Unicode>
                  <CodePage>0</CodePage>
                  <ZeroTerminate>1</ZeroTerminate>
                  <Address>+70</Address>
                  <Offsets>
                    <Offset>14</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>79</ID>
                  <Description>"XP"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+20</Address>
                  <Offsets>
                    <Offset>80</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>115032</ID>
                  <Description>"Available Stats Points"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+20</Address>
                  <Offsets>
                    <Offset>84</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Comments>rbx = base address
rbx+28 = health (4byte int). there are 2 floats but these are mirrored values
rbx +48 +30 +30 = gameCharacterType. 1=PC
this would, in theory, be the best way to do it.
But checking this crashes the game...
possible alternatives:
rbx +cc (0 = we)
rbx +dc (0 = they)
rbx +e4 (0 = they)
</Comments>
</CheatTable>
