<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="46">
  <CheatEntries>
    <CheatEntry>
      <ID>30</ID>
      <Description>"Compact Mode"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end

if not toggleCompactView then
    function toggleCompactView(sender, forceEnable)
        local isCompactMode = not (compactViewMenuItem.Caption == 'Compact View Mode')
        if forceEnable ~= nil then
            isCompactMode = not forceEnable
        end

    synchronize(function()
        compactViewMenuItem.Caption = isCompactMode and 'Compact View Mode' or 'Full View Mode'
        getMainForm().Splitter1.Visible = isCompactMode
        getMainForm().Panel4.Visible    = isCompactMode
        getMainForm().Panel5.Visible    = isCompactMode
    end)
end
end

if not createCompactViewMenu then
    function createCompactViewMenu()
        if isCompactMenuCreated then return end

    synchronize(function()
        local mainMenu = getMainForm().Menu.Items
        compactViewMenuItem = createMenuItem(mainMenu)
        mainMenu.add(compactViewMenuItem)
        compactViewMenuItem.Caption = 'Compact View Mode'
        compactViewMenuItem.OnClick = toggleCompactView
    end)

    isCompactMenuCreated = true
end
end

createCompactViewMenu()
toggleCompactView(nil, true)

[DISABLE]
{$lua}
if toggleCompactView then
    toggleCompactView(nil, false)
end

</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>31</ID>
      <Description>"啟用 (建議啟用二次) / Enable (enable twice)"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">[ENABLE]
{$asm}
{
define(ResourceManagerClearItemCountsProc, "ResourceManager.ClearItemCounts")

registersymbol(ResourceManagerClearItemCountsProc)
}

{$lua}
if syntaxcheck then return end
-- 📏 SafeMonoDestroy: Clean up all Mono-related state
if _G.SafeMonoDestroy == nil then
  _G.SafeMonoDestroy = function()
    print("🪚 SafeMonoDestroy: Begin cleanup...")

    -- 1. Stop symbol enumeration thread if running
    if monoSymbolEnum then
      print("🚬 Terminating monoSymbolEnum thread...")
      pcall(function()
        monoSymbolEnum.terminate()
        if not monoSymbolEnum.waitfor(3000) then
          print("⚠ Timeout: monoSymbolEnum didn't terminate in time")
        end
        monoSymbolEnum.destroy()
        monoSymbolEnum = nil
      end)
    end

    -- 2. Stop progressbar timer
    if monoSymbolList and monoSymbolList.progressbar then
      monoSymbolList.progressbar.OnTimer = nil
    end

    -- 3. Unlock pipe (try unlock even if uncertain)
    print("🔓 Attempting to unlock pipe...")
    pcall(function()
      if monopipe and monopipe.unlock then
        monopipe.unlock()
      end
    end)

    -- 4. Delay before destroy to let MonoCollector finish its work
    print("⌛ Waiting before destroy (sleep 250ms)...")
    sleep(250)  -- let it flush pipe state

    -- 5. Destroy main pipe
    local t0 = os.clock()
    print(string.format("🚨 Destroying monopipe，This may take several minutes (or longer)👺👺👺... [Start: %.3fs]", t0))

    pcall(function()
      if monopipe then
        monopipe.destroy()
        monopipe = nil
      end
    end)

    local t1 = os.clock()
    print(string.format("👻 monopipe.destroy() completed [End: %.3fs | Duration: %.3fs]", t1, t1 - t0))


    -- 6. Destroy symbol list
    if monoSymbolList then
      monoSymbolList.destroy()
      monoSymbolList = nil
    end

    -- 7. Destroy event pipe if exists
    if monoeventpipe then
      monoeventpipe.destroy()
      monoeventpipe = nil
    end

    print("👻 SafeMonoDestroy: Cleanup complete.")
  end
end

-- 📏 Register symbol by parameter type array (exact match)
if _G.mono_registerSymbolEx == nil then
  _G.mono_registerSymbolEx = function(symbolname, namespace, classname, methodname, paramTypes)
    local cls = mono_findClass(namespace, classname)
    if not cls then
      print(string.format("💔 Error: Class not found - %s.%s", namespace, classname))
      return
    end

    local methods = mono_class_enumMethods(cls)
    for _, m in ipairs(methods) do
      if m.name == methodname then
        local p = mono_method_get_parameters(m.method)
        local matched = true

        if #p.parameters ~= #paramTypes then
          matched = false
        else
          for i = 1, #paramTypes do
            if not string.find(p.parameters[i].typename, paramTypes[i], 1, true) then
              matched = false
              break
            end
          end
        end

        if matched then
          local addr = mono_compile_method(m.method)
          if addr == 0 then
            print("💔 Error: Method found but failed to compile.")
            return
          end
          registerSymbol(symbolname, addr)
          print(string.format("🪧 Symbol registered: %s = %X", symbolname, addr))
          return
        end
      end
    end

    print(string.format("💔 Error: No matching method found - %s.%s.%s", namespace, classname, methodname))
  end
end

-- 📏 Register symbol by partial signature match (overload-safe, with excludes and match info)
if _G.mono_registerSymbolBySignatureMatch == nil then
  _G.mono_registerSymbolBySignatureMatch = function(symbolname, namespace, classname, methodname, sigContains, sigExcludes)
    local cls = mono_findClass(namespace, classname)
    if not cls then
      print(string.format("💔 Error: Class not found - %s.%s", namespace, classname))
      return
    end

    local methods = mono_class_enumMethods(cls)
    if not methods then
      print(string.format("💔 Error: No methods found in %s.%s", namespace, classname))
      return
    end

    for _, m in ipairs(methods) do
      if m.name == methodname then
        local sig = mono_method_getSignature(m.method)
        local matched = true

        -- Check required substrings
        for _, kw in ipairs(sigContains) do
          if not string.find(sig, kw, 1, true) then
            matched = false
            break
          end
        end

        -- Check excluded substrings (if given)
        if matched and sigExcludes then
          for _, ex in ipairs(sigExcludes) do
            if string.find(sig, ex, 1, true) then
              matched = false
              break
            end
          end
        end

        if matched then
          local addr = mono_compile_method(m.method)
          if addr == 0 then
            print("💔 Error: Signature matched but failed to compile method.")
            return
          end
          registerSymbol(symbolname, addr)
          print(string.format("🪧 Symbol registered: %s = %X", symbolname, addr))
          print(string.format("🔎 Matched Signature: %s", sig))
          return
        end
      end
    end

    print(string.format("💔 Error: No matching signature found - %s.%s.%s", namespace, classname, methodname))
  end
end


-- 📏 Register symbol by simple method name (first match)
if _G.mono_registerSymbol == nil then
  _G.mono_registerSymbol = function(symbolname, namespace, classname, methodname)
    local m = mono_findMethod(namespace, classname, methodname)
    if m == nil or m == 0 then
      print(string.format("💔 Error: Method not found - %s.%s.%s", namespace, classname, methodname))
      return
    end

    local addr = mono_compile_method(m)
    if addr == 0 then
      print(string.format("💔 Error: Could not compile method - %s.%s.%s", namespace, classname, methodname))
      return
    end

    registerSymbol(symbolname, addr)
    print(string.format("🪧 Symbol registered: %s = %X", symbolname, addr))
  end
end

-- 🌀 Attach Mono if needed
local pid = getOpenedProcessID()
if pid == 0 then
  print("⚠ Warning: No process is currently open.")
  return
end

if _G.lastMonoPID == nil then _G.lastMonoPID = -1 end

if monopipe == nil or _G.lastMonoPID ~= pid then
  if monopipe ~= nil then
    pcall(_G.SafeMonoDestroy)
  end
  pcall(LaunchMonoDataCollector)
  _G.lastMonoPID = pid
end

-- ⚡ Example usage - Register Mono methods to CE symbol table
-- These functions compile (JIT) a Mono method and register it as a CE symbol

-- 🔹 1. mono_registerSymbol(symbolname, namespace, classname, methodname)
-- Description: Registers the first matched method with given name.
-- ⚠ Use this only when there's no overload (or you're fine with the first one).
-- Params:
--   symbolname: The name you want to register (used in CE as a label)
--   namespace:  Mono namespace of the class (can be "" if none)
--   classname:  Class name that contains the method
--   methodname: Method name to find (first match will be used)
-- Example:

--_G.mono_registerSymbol("MyAttack", "Game.Logic", "BattleManager", "Attack")
--_G.mono_registerSymbol("UseAbility_Any", "Elin", "Chara", "UseAbility")


-- 🔹 2. mono_registerSymbolEx(symbolname, namespace, classname, methodname, paramTypes)
-- Description: Registers a method that exactly matches the provided parameter types.
-- Use this when there are multiple overloads of a method.
-- Params:
--   symbolname: The name to register
--   namespace:  Mono namespace
--   classname:  Class name
--   methodname: Method name (exact match)
--   paramTypes: Array of expected parameter type strings (must match count &amp; order)
--               These are matched using `string.find`, so partial match is allowed.
-- Example:
--   UseAbility(string idAct, Card tc, Point pos, bool pt)

--[[
_G.mono_registerSymbolEx("UseAbility_Exact", "Elin", "Chara", "UseAbility", {
  "System.String", "Card", "Point", "System.Boolean"
})
--]]


-- 🔹 3. mono_registerSymbolBySignatureMatch(symbolname, namespace, classname, methodname, sigContains, sigExcludes)
-- Description: Registers the method whose signature contains all given substrings.
-- Flexible, and suitable when exact type names vary or signature format is uncertain.
-- Params:
--   symbolname: The symbol name to register
--   namespace:  Mono namespace
--   classname:  Class name
--   methodname: Method name (will scan all overloads)
--   sigContains: Array of strings that should all appear in the method signature
--                e.g., { "Act", "Card", "Point", "bool" }
--   sigExcludes: Signatures to exclude
-- Example:
--   Will match method like: UseAbility(Act a, Card tc, Point pos, bool pt)

--[[
_G.mono_registerSymbolBySignatureMatch("UseAbility_Act", "Elin", "Chara", "UseAbility", {
  "Act", "Card", "Point", "bool"
})

_G.mono_registerSymbolBySignatureMatch("GetItemCount_Item", "Assembly-CSharp", "ItemStorage", "GetItemCount",
  {"Item"},      -- sigContains
  {"List"}       -- sigExcludes
)

Signatures above:
System.Collections.Generic.List&lt;Item&gt;
Item

** Both have "Item" but first one have "List"
--]]

--[[

Type Mapping (for overload filtering)
-------------------------------------
String      System.String        C#: string
int         System.Int32         C#: int
float       System.Single        C#: float
bool        System.Boolean       C#: bool
Vector3     UnityEngine.Vector3
Color       UnityEngine.Color
Point       (Game defined)
Card        (Game defined)
Act         (Game defined)

--]]
[DISABLE]
{$lua}
if syntaxcheck then return end
--pcall(_G.SafeMonoDestroy)
{$asm}
//unregistersymbol(*)

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>317</ID>
          <Description>"Toggle scripts"</Description>
          <Color>4080FF</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">[ENABLE]
{$lua}
if (syntaxcheck) then return end
synchronize(function()
  getLuaEngine().menuItem5.doClick()
  getLuaEngine().Close()
end)

local enableBattleScripts = {
  30, -- "Compact Mode"
  10, -- "取得一些數據 / Get stats"
  138, -- "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #"
  23, -- "戰．你．娘．親：HP / Battle: HP"
  38, -- "鍛造：最大消費不減 / Upgrade count no dec."
  41, -- "修練：最大消費不減 / Skill upgrade # no dec."
  46, -- "設定擲骰子結果 / Set dice result"
  50, -- "戰役：HP滿血 / Group Battle: inf HP"
  65, -- "取得親密度 / Get relationship pt"
  72, -- "親密度增減時倍率 / relationship multiplier"
  60, -- "對敵人傷害倍率 / damage multiplier"
}
local addressList = getAddressList()
synchronize(function()
  for _, id in ipairs(enableBattleScripts) do
    local memRec = addressList.getMemoryRecordByID(id)
    if memRec and not memRec.Active then
      memRec.Active = true
      sleep(30)
    end
    addressList.refresh()
  end
end)
synchronize(function() getLuaEngine().Close() end)
[DISABLE]
{$lua}
if (syntaxcheck) then return end
synchronize(function()
  getLuaEngine().menuItem5.doClick()
  getLuaEngine().Close()
end)

local disableBattleScripts = {
  303, -- "#091-#091"
  292, -- "#041-#050"
  281, -- "#031-#040"
  270, -- "#021-#030"
  259, -- "#011-#020"
  258, -- "#001-#010"
  235, -- "#081-#090"
  224, -- "#071-#080"
  213, -- "#061-#070"
  202, -- "#051-#060"
  191, -- "#041-#050"
  180, -- "#031-#040"
  169, -- "#021-#030"
  158, -- "#011-#020"
  157, -- "#001-#010"
  94, -- "各別資料 (點擊展開) / Data+"
  91, -- "強制顯示全部? / Force active all?"
  89, -- "手動使用方式：狀態 -&gt; 人際關係"
  70, -- "手動使用方式：狀態 -&gt; 人際關係"
  60, -- "對敵人傷害倍率 / damage multiplier"
  33, -- "道德 / morality"
  247, -- "汗青書 / Endings record"
  150, -- "生死簿發生次數 / Types of death"
  14, -- "心相 / mind's image"
  136, -- "手動使用方式：狀態 -&gt; 行囊"
  11, -- "金錢 / Money"
  88, -- "編輯人際關係顯示或隱藏 (依操作、可能無法復原) / force active relationship"
  72, -- "親密度增減時倍率 / relationship multiplier"
  65, -- "取得親密度 / Get relationship pt"
  50, -- "戰役：HP滿血 / Group Battle: inf HP"
  46, -- "設定擲骰子結果 / Set dice result"
  41, -- "修練：最大消費不減 / Skill upgrade # no dec."
  38, -- "鍛造：最大消費不減 / Upgrade count no dec."
  315, -- "開新遊戲時：繼承點數 / When new game+: extra pt."
  23, -- "戰．你．娘．親：HP / Battle: HP"
  144, -- "講經堂 / stats"
  138, -- "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #"
  135, -- "取得所有書籍 / Get all books"
  10, -- "取得一些數據 / Get stats"
  30, -- "Compact Mode"
}
local addressList = getAddressList()
synchronize(function()
  for _, id in ipairs(disableBattleScripts) do
    local memRec = addressList.getMemoryRecordByID(id)
    if memRec and memRec.Active then
      memRec.Active = false
      sleep(30)
    end
    addressList.refresh()
  end
end)
synchronize(function() getLuaEngine().Close() end)
-- Comments:
-- ID: 30, Description: "Compact Mode", Depth: 0
-- ID: 31, Description: "啟用 (建議啟用二次) / Enable (enable twice)", Depth: 0
--   ID: 50, Description: "戰役：HP滿血 / Group Battle: inf HP", Depth: 1
--   ID: 23, Description: "戰．你．娘．親：HP / Battle: HP", Depth: 1
--     ID: 60, Description: "對敵人傷害倍率 / damage multiplier", Depth: 2
--   ID: 10, Description: "取得一些數據 / Get stats", Depth: 1
--     ID: 11, Description: "金錢 / Money", Depth: 2
--     ID: 14, Description: "心相 / mind's image", Depth: 2
--     ID: 33, Description: "道德 / morality", Depth: 2
--   ID: 38, Description: "鍛造：最大消費不減 / Upgrade count no dec.", Depth: 1
--   ID: 41, Description: "修練：最大消費不減 / Skill upgrade # no dec.", Depth: 1
--   ID: 65, Description: "取得親密度 / Get relationship pt", Depth: 1
--     ID: 70, Description: "手動使用方式：狀態 -&gt; 人際關係", Depth: 2
--   ID: 72, Description: "親密度增減時倍率 / relationship multiplier", Depth: 1
--   ID: 88, Description: "編輯人際關係顯示或隱藏 (依操作、可能無法復原) / force active relationship", Depth: 1
--     ID: 89, Description: "手動使用方式：狀態 -&gt; 人際關係", Depth: 2
--     ID: 91, Description: "強制顯示全部? / Force active all?", Depth: 2
--     ID: 94, Description: "各別資料 (點擊展開) / Data+", Depth: 2
--   ID: 144, Description: "講經堂 / stats", Depth: 1
--     ID: 150, Description: "生死簿發生次數 / Types of death", Depth: 2
--       ID: 157, Description: "#001-#010", Depth: 3
--       ID: 158, Description: "#011-#020", Depth: 3
--       ID: 169, Description: "#021-#030", Depth: 3
--       ID: 180, Description: "#031-#040", Depth: 3
--       ID: 191, Description: "#041-#050", Depth: 3
--       ID: 202, Description: "#051-#060", Depth: 3
--       ID: 213, Description: "#061-#070", Depth: 3
--       ID: 224, Description: "#071-#080", Depth: 3
--       ID: 235, Description: "#081-#090", Depth: 3
--       ID: 303, Description: "#091-#091", Depth: 3
--     ID: 247, Description: "汗青書 / Endings record", Depth: 2
--       ID: 258, Description: "#001-#010", Depth: 3
--       ID: 259, Description: "#011-#020", Depth: 3
--       ID: 270, Description: "#021-#030", Depth: 3
--       ID: 281, Description: "#031-#040", Depth: 3
--       ID: 292, Description: "#041-#050", Depth: 3
--   ID: 135, Description: "取得所有書籍 / Get all books", Depth: 1
--     ID: 136, Description: "手動使用方式：狀態 -&gt; 行囊", Depth: 2
--   ID: 138, Description: "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #", Depth: 1
--   ID: 46, Description: "設定擲骰子結果 / Set dice result", Depth: 1
--   ID: 315, Description: "開新遊戲時：繼承點數 / When new game+: extra pt.", Depth: 1


</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>50</ID>
          <Description>"戰役：HP滿血 / Group Battle: inf HP"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_SET_BAT_HEALTH,8B 41 20 50 DB 04 24) // should be unique
aobscanregion(INJECT_SET_BAT_HEALTH,Mortal.Battle.PlayerStateTransition:CanDash+40,Mortal.Battle.PlayerStateTransition:CanDash+80,8B 41 20 50 DB 04 24) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(is_uhp_enabled2)
label(i_hp_addr2)
newmem:
  push eax
  push edx
  mov [i_hp_addr2], ecx

  cmp dword ptr [is_uhp_enabled2], 1
  jne endp

  mov eax, [ecx+10] //_defaultHealth
  mov eax, [eax+C] //_health

  mov [i_base_health], eax
  mov eax, [ecx+18] //_defaultAddHealth
  add eax, [i_base_health]
  mov [ecx+20], eax //&lt;CurrentHealth&gt;k__BackingField

endp:
  pop edx
  pop eax


code:
  mov eax,[ecx+20]
  push eax
  fild dword ptr [esp]
  jmp return
align 10 cc
  is_uhp_enabled2:
  dd 1
  i_hp_addr2:
  dd 0
  i_base_health:
  dd 0

INJECT_SET_BAT_HEALTH:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_SET_BAT_HEALTH)
registersymbol(is_uhp_enabled2)
registersymbol(i_hp_addr2)
[DISABLE]

INJECT_SET_BAT_HEALTH:
  db 8B 41 20 50 DB 04 24

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Battle.PlayerStateTransition:CanDash+49

Mortal.Battle.PlayerStateTransition:CanDash+30: 85 C0           - test eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+32: 74 07           - je Mortal.Battle.PlayerStateTransition:CanDash+3b
Mortal.Battle.PlayerStateTransition:CanDash+34: 33 C0           - xor eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+36: E9 9E 01 00 00  - jmp Mortal.Battle.PlayerStateTransition:CanDash+1d9
Mortal.Battle.PlayerStateTransition:CanDash+3b: 8B 47 08        - mov eax,[edi+08]
Mortal.Battle.PlayerStateTransition:CanDash+3e: 8B C8           - mov ecx,eax
Mortal.Battle.PlayerStateTransition:CanDash+40: 39 09           - cmp [ecx],ecx
Mortal.Battle.PlayerStateTransition:CanDash+42: 8B 48 58        - mov ecx,[eax+58]
Mortal.Battle.PlayerStateTransition:CanDash+45: 8B C1           - mov eax,ecx
Mortal.Battle.PlayerStateTransition:CanDash+47: 39 00           - cmp [eax],eax
// ---------- INJECTING HERE ----------
Mortal.Battle.PlayerStateTransition:CanDash+49: 8B 41 20        - mov eax,[ecx+20]
// ---------- DONE INJECTING  ----------
Mortal.Battle.PlayerStateTransition:CanDash+4c: 50              - push eax
Mortal.Battle.PlayerStateTransition:CanDash+4d: DB 04 24        - fild dword ptr [esp]
Mortal.Battle.PlayerStateTransition:CanDash+50: D9 1C 24        - fstp dword ptr [esp]
Mortal.Battle.PlayerStateTransition:CanDash+53: D9 04 24        - fld dword ptr [esp]
Mortal.Battle.PlayerStateTransition:CanDash+56: 83 C4 04        - add esp,04
Mortal.Battle.PlayerStateTransition:CanDash+59: 8B 41 10        - mov eax,[ecx+10]
Mortal.Battle.PlayerStateTransition:CanDash+5c: 8B D0           - mov edx,eax
Mortal.Battle.PlayerStateTransition:CanDash+5e: 39 12           - cmp [edx],edx
Mortal.Battle.PlayerStateTransition:CanDash+60: 8B 40 0C        - mov eax,[eax+0C]
Mortal.Battle.PlayerStateTransition:CanDash+63: 8B 49 18        - mov ecx,[ecx+18]
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>51</ID>
              <Description>"啟用? / Enabled?"</Description>
              <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_uhp_enabled2</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>52</ID>
              <Description>"HP"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_hp_addr2</Address>
              <Offsets>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>23</ID>
          <Description>"戰．你．娘．親：HP / Battle: HP"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-14
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_BATTLE_HP,8B 49 74 89 4D F4) // should be unique
aobscanregion(INJECT_BATTLE_HP,Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+41,Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+71,8B 49 74 89 4D F4) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_base_player_hp_addr)
label(is_full_hp)


newmem:
  push edx
  cmp dword ptr [ecx+1C], 0 //CombatAvatar
  jne endp
  mov [i_base_player_hp_addr], ecx
  cmp dword ptr [is_full_hp], 1
  jne next2

  mov edx, [ecx+64]
  mov [ecx+74], edx
  jmp endp

next2:
  cmp dword ptr [is_full_hp], 2
  jne endp

  xor edx, edx
  mov [ecx+74], edx

endp:
  pop edx

code:
  mov ecx,[ecx+74]
  mov [ebp-0C],ecx
  jmp return
align 10 cc
  i_base_player_hp_addr:
  dd 0
  is_full_hp:
  dd 0

INJECT_BATTLE_HP:
  jmp newmem
  nop
return:
registersymbol(INJECT_BATTLE_HP)
registersymbol(i_base_player_hp_addr)
registersymbol(is_full_hp)
[DISABLE]

INJECT_BATTLE_HP:
  db 8B 49 74 89 4D F4

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+4c

Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+32: 8B 45 EC              - mov eax,[ebp-14]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+35: 8B 48 2C              - mov ecx,[eax+2C]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+38: 8B D1                 - mov edx,ecx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+3a: 39 12                 - cmp [edx],edx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+3c: 8B 49 20              - mov ecx,[ecx+20]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+3f: 8B D1                 - mov edx,ecx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+41: 39 12                 - cmp [edx],edx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+43: 8B 51 14              - mov edx,[ecx+14]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+46: 89 55 F8              - mov [ebp-08],edx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+49: 8B 48 0C              - mov ecx,[eax+0C]
// ---------- INJECTING HERE ----------
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+4c: 8B 49 74              - mov ecx,[ecx+74]
// ---------- DONE INJECTING  ----------
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+4f: 89 4D F4              - mov [ebp-0C],ecx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+52: 8B 40 14              - mov eax,[eax+14]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+55: 89 54 24 08           - mov [esp+08],edx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+59: 89 4C 24 04           - mov [esp+04],ecx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+5d: 89 04 24              - mov [esp],eax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+60: 39 00                 - cmp [eax],eax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+62: 90                    - nop
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+63: E8 24 00 00 00        - call 3E94FC7C
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+68: 89 47 08              - mov [edi+08],eax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+6b: C7 47 10 01 00 00 00  - mov [edi+10],00000001
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>29</ID>
              <Description>"需要時啟用 / Enable only when needed"</Description>
              <Color>8000FF</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>60</ID>
              <Description>"對敵人傷害倍率 / damage multiplier"</Description>
              <Options moHideChildren="1"/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript Async="1">{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_DAMAGE_MULTI,8B 48 74 8B 57 14) // should be unique
aobscanregion(INJECT_DAMAGE_MULTI,Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__267:MoveNext+20,Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__267:MoveNext+60,8B 48 74 8B 57 14) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(vf_damage_multi)

newmem:

code:
  mov ecx,[eax+74]
  mov edx,[edi+14]

  // code start
  cmp eax, [i_base_player_hp_addr]
  je return

  movss xmm7, [vf_damage_multi]
  cvtsi2ss xmm6, edx
  mulss xmm6, xmm7
  cvtss2si edx, xmm6
  mov [edi+14], edx
  // code end

  jmp return
align 10 cc
  vf_damage_multi:
  dd (float)1.5

INJECT_DAMAGE_MULTI:
  jmp newmem
  nop
return:
registersymbol(INJECT_DAMAGE_MULTI)
registersymbol(vf_damage_multi)

[DISABLE]

INJECT_DAMAGE_MULTI:
  db 8B 48 74 8B 57 14

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+30

Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+c: 8B 77 10              - mov esi,[edi+10]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+f: 8B 5F 0C              - mov ebx,[edi+0C]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+12: 85 F6                 - test esi,esi
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+14: 74 10                 - je Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+26
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+16: 83 FE 01              - cmp esi,01
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+19: 0F 84 D2 00 00 00     - je Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+f1
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+1f: 33 C0                 - xor eax,eax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+21: E9 D4 00 00 00        - jmp Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+fa
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+26: C7 47 10 FF FF FF FF  - mov [edi+10],FFFFFFFF
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+2d: 8B 43 10              - mov eax,[ebx+10]
// ---------- INJECTING HERE ----------
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+30: 8B 48 74              - mov ecx,[eax+74]
// ---------- DONE INJECTING  ----------
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+33: 8B 57 14              - mov edx,[edi+14]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+36: 03 CA                 - add ecx,edx
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+38: 89 48 74              - mov [eax+74],ecx
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+3b: 8B 43 10              - mov eax,[ebx+10]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+3e: 89 45 C8              - mov [ebp-38],eax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+41: 8B 40 74              - mov eax,[eax+74]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+44: 8B 8B AC 00 00 00     - mov ecx,[ebx+000000AC]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+4a: 8B 53 10              - mov edx,[ebx+10]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+4d: 8B 52 64              - mov edx,[edx+64]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__241:MoveNext+50: 89 54 24 08           - mov [esp+08],edx
}
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>61</ID>
                  <Description>"倍率 / multiplier"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>C08000</Color>
                  <VariableType>Float</VariableType>
                  <Address>vf_damage_multi</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>28</ID>
              <Description>"HP選項 / HP Option"</Description>
              <DropDownList DisplayValueAsItem="1">0:不設定 / N/A
1:試著滿血 / full
2:一擊趴地 / one hit down
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_full_hp</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>26</ID>
              <Description>"HP"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_player_hp_addr</Address>
              <Offsets>
                <Offset>74</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>27</ID>
              <Description>"氣 / Stamina"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_player_hp_addr</Address>
              <Offsets>
                <Offset>78</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>10</ID>
          <Description>"取得一些數據 / Get stats"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-14
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
//aobscan(INJECT_GET_STATS,89 45 F4 89 3C 24 E8 40) // should be unique
aobscanregion(INJECT_GET_STATS,Mortal.Core.GameStat:get_FinalValue+a,Mortal.Core.GameStat:get_FinalValue+1d,89 45 F4 89 3C 24) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_coco_addr)
label(i_actionP_addr)
label(i_contribution_addr)
label(i_mind_phase_addr)
label(i_assets_addr)
label(i_fame)
label(i_forge_addr)
label(i_morality_addr)
label(i_cohesive_addr)
label(i_disciples_addr)
label(i_skill_pt_addr)
label(i_alch_addr)
label(i_disposition_addr)
label(i_conduct_addr)
label(i_refinement_addr)
label(i_con_addr)
label(i_chi_addr)
label(i_lightness_addr)
label(i_sword_addr)
label(i_fist_addr)
label(i_hidden_weapons_addr)
label(i_def_addr)
label(i_mouth_cannon_addr)
label(i_antip_addr)
label(i_burst_addr)
label(i_knowledge_addr)
label(i_coco_addr_min)
label(i_destiny_addr)
label(i_guild_stat_addr)
label(i_elemental_addr)
label(i_lover_target)
label(i_type24_addr)


label(i_morality_addr_min)
label(i_mind_phase_addr_min)

newmem:
  push ecx
  mov ecx, [edi+20]

t_coco:
  cmp ecx, 3
  jne next0
  mov [i_coco_addr], edi

  // adjust value
  push ecx
  mov ecx, [i_coco_addr_min]
  cmp ecx, [edi+28]
  jle mp_endp0
  mov [edi+28], ecx

mp_endp0:
  pop ecx
  // end

  jmp endp

next0:
t_ap:
  cmp ecx, #19
  jne @F
  mov [i_actionP_addr], edi

  jmp endp

t_cb:
  cmp ecx, #20
  jne @F
  mov [i_contribution_addr], edi

  jmp endp
t_mindp:
  cmp ecx, 6
  jne t_next1
  mov [i_mind_phase_addr], edi


  // adjust value
  push ecx
  mov ecx, [i_mind_phase_addr_min]
  cmp ecx, [edi+28]
  jle mp_endp
  mov [edi+28], ecx

mp_endp:
  pop ecx
  // end

  jmp endp

t_next1:
t_assets:
  cmp ecx, #33
  jne @F
  mov [i_assets_addr], edi

  jmp endp
t_forge:
  cmp ecx, #17
  jne @F
  mov [i_forge_addr], edi

  jmp endp
t_morality:
  cmp ecx, #11
  jne t_cohesive
  mov [i_morality_addr], edi

  // adjust value
  push ecx
  mov ecx, [i_morality_addr_min]
  cmp ecx, [edi+28]
  jle mp_endp_m0
  mov [edi+28], ecx

mp_endp_m0:
  pop ecx
  // end

  jmp endp

t_cohesive:
  cmp ecx, #16
  jne @F
  mov [i_cohesive_addr], edi

  jmp endp

t_fame:
  cmp ecx, #14
  jne @F
  mov [i_fame], edi

  jmp endp

t_disciples:
  cmp ecx, #15
  jne @F
  mov [i_disciples_addr], edi

  jmp endp

t_skill_pt:
  cmp ecx, #31
  jne @F
  mov [i_skill_pt_addr], edi

  jmp endp

t_alch:
  cmp ecx, #18
  jne @F
  mov [i_alch_addr], edi

  jmp endp

t_disposition:
  cmp ecx, 8
  jne @F
  mov [i_disposition_addr], edi

  jmp endp

t_conduct:
  cmp ecx, 9
  jne @F
  mov [i_conduct_addr], edi

  jmp endp

t_refinement:
  cmp ecx, #10
  jne @F
  mov [i_refinement_addr], edi

  jmp endp

t_con:
  cmp ecx, 0
  jne @F
  mov [i_con_addr], edi

  jmp endp

t_chi:
  cmp ecx, 1
  jne @F
  mov [i_chi_addr], edi

  jmp endp

t_ightness:
  cmp ecx, 2
  jne @F
  mov [i_lightness_addr], edi

  jmp endp

t_sword:
  cmp ecx, #100
  jne @F
  mov [i_sword_addr], edi

  jmp endp

t_fist:
  cmp ecx, #102
  jne @F
  mov [i_fist_addr], edi

  jmp endp

t_hweapon:
  cmp ecx, #101
  jne @F
  mov [i_hidden_weapons_addr], edi

  jmp endp

t_def:
  cmp ecx, #29
  jne @F
  mov [i_def_addr], edi

  jmp endp

t_mcannon:
  cmp ecx, #12
  jne @F
  mov [i_mouth_cannon_addr], edi

  jmp endp

t_antip:
  cmp ecx, #23
  jne @F
  mov [i_antip_addr], edi

  jmp endp

t_burst:
  cmp ecx, #401
  jne @F
  mov [i_burst_addr], edi

  jmp endp

t_knowledge:
  cmp ecx, 5
  jne @F
  mov [i_knowledge_addr], edi

  jmp endp

t_destiny:
  cmp ecx, 7
  jne @F
  mov [i_destiny_addr], edi

  jmp endp

t_guild:
  cmp ecx, #13
  jne @F
  mov [i_guild_stat_addr], edi

  jmp endp

t_element:
  cmp ecx, #28
  jne @F
  mov [i_elemental_addr], edi

  jmp endp

t_lover:
  cmp ecx, #25
  jne @F
  mov [i_lover_target], edi

  jmp endp

t_type24:
  cmp ecx, #24
  jne @F
  mov [i_type24_addr], edi

  jmp endp


endp:
  pop ecx

code:
  mov [ebp-0C],eax
  mov [esp],edi
  jmp return
align 10 cc
  i_coco_addr: // 3
  dd 0
  i_actionP_addr: //19
  dd 0
  i_contribution_addr: //20
  dd 0
  i_mind_phase_addr: // 6
  dd 0
  i_assets_addr: // 33
  dd 0
  i_fame: // 14
  dd 0
  i_forge_addr: // 17
  dd 0
  i_morality_addr: // 11
  dd 0
  i_cohesive_addr: // 16
  dd 0
  i_disciples_addr: // 15
  dd 0
  i_skill_pt_addr: // 31
  dd 0
  i_alch_addr: // 18
  dd 0
  i_disposition_addr: // 8
  dd 0
  i_conduct_addr: // 9
  dd 0
  i_refinement_addr: //10
  dd 0
  i_con_addr: // 0
  dd 0
  i_chi_addr: // 1
  dd 0
  i_lightness_addr: // 2
  dd 0
  i_sword_addr: // 100
  dd 0
  i_fist_addr: // 102
  dd 0
  i_hidden_weapons_addr: // 101
  dd 0
  i_def_addr: // 29
  dd 0
  i_mouth_cannon_addr: // 12
  dd 0
  i_antip_addr: // 23
  dd 0
  i_burst_addr: // 401
  dd 0
  i_knowledge_addr: // 5
  dd 0
  i_destiny_addr: // 7
  dd 0
  i_guild_stat_addr: // 13
  dd 0
  i_elemental_addr:  // 28
  dd 0
  i_lover_target: // 25
  dd 0
  i_type24_addr: // 24
  dd 0



  i_mind_phase_addr_min:
  dd 0
  i_coco_addr_min:
  dd 0
  i_morality_addr_min:
  dd 0



INJECT_GET_STATS:
  jmp newmem
  nop
return:
registersymbol(INJECT_GET_STATS)
registersymbol(i_coco_addr)
registersymbol(i_actionP_addr)
registersymbol(i_contribution_addr)
registersymbol(i_mind_phase_addr)
registersymbol(i_assets_addr)
registersymbol(i_fame)
registersymbol(i_forge_addr)
registersymbol(i_morality_addr)
registersymbol(i_cohesive_addr)
registersymbol(i_disciples_addr)
registersymbol(i_skill_pt_addr)
registersymbol(i_alch_addr)
registersymbol(i_disposition_addr)
registersymbol(i_conduct_addr)
registersymbol(i_refinement_addr)
registersymbol(i_con_addr)
registersymbol(i_chi_addr)
registersymbol(i_lightness_addr)
registersymbol(i_sword_addr)
registersymbol(i_fist_addr)
registersymbol(i_hidden_weapons_addr)
registersymbol(i_mind_phase_addr_min)
registersymbol(i_def_addr)
registersymbol(i_mouth_cannon_addr)
registersymbol(i_antip_addr)
registersymbol(i_burst_addr)
registersymbol(i_knowledge_addr)
registersymbol(i_coco_addr_min)
registersymbol(i_destiny_addr)
registersymbol(i_guild_stat_addr)
registersymbol(i_elemental_addr)
registersymbol(i_morality_addr_min)
registersymbol(i_lover_target)
registersymbol(i_type24_addr)

[DISABLE]

INJECT_GET_STATS:
  db 89 45 F4 89 3C 24

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.GameStat:get_FinalValue+d

39BF35CF: 00 00           - add [eax],al
39BF35D1: 00 00           - add [eax],al
39BF35D3: 00 00           - add [eax],al
39BF35D5: 00 00           - add [eax],al
39BF35D7: 00 55 8B        - add [ebp-75],dl
Mortal.Core.GameStat:get_FinalValue+2: EC              - in al,dx
Mortal.Core.GameStat:get_FinalValue+3: 57              - push edi
Mortal.Core.GameStat:get_FinalValue+4: 83 EC 24        - sub esp,24
Mortal.Core.GameStat:get_FinalValue+7: 8B 7D 08        - mov edi,[ebp+08]
Mortal.Core.GameStat:get_FinalValue+a: 8B 47 28        - mov eax,[edi+28]
// ---------- INJECTING HERE ----------
Mortal.Core.GameStat:get_FinalValue+d: 89 45 F4        - mov [ebp-0C],eax
// ---------- DONE INJECTING  ----------
Mortal.Core.GameStat:get_FinalValue+10: 89 3C 24        - mov [esp],edi
Mortal.Core.GameStat:get_FinalValue+13: E8 40 00 00 00  - call Mortal.Core.GameStat:get_AdditionValue
Mortal.Core.GameStat:get_FinalValue+18: 8B C8           - mov ecx,eax
Mortal.Core.GameStat:get_FinalValue+1a: 8B 45 F4        - mov eax,[ebp-0C]
Mortal.Core.GameStat:get_FinalValue+1d: 03 C1           - add eax,ecx
Mortal.Core.GameStat:get_FinalValue+1f: 89 45 F8        - mov [ebp-08],eax
Mortal.Core.GameStat:get_FinalValue+22: 8B 4F 2C        - mov ecx,[edi+2C]
Mortal.Core.GameStat:get_FinalValue+25: 8B 57 30        - mov edx,[edi+30]
Mortal.Core.GameStat:get_FinalValue+28: 8B 47 34        - mov eax,[edi+34]
Mortal.Core.GameStat:get_FinalValue+2b: 03 D0           - add edx,eax
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>17</ID>
              <Description>"等待遊戲進行 / waiting for the game to proceed"</Description>
              <Color>8000FF</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>11</ID>
              <Description>"金錢 / Money"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_coco_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>84</ID>
                  <Description>"最小金錢值 / min. money / may not work"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>C08000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_coco_addr_min</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>12</ID>
              <Description>"行動力 / AP"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_actionP_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>13</ID>
              <Description>"貢獻 / contribution"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_contribution_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>14</ID>
              <Description>"心相 / mind's image"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_mind_phase_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>78</ID>
                  <Description>"最小心相值 / min. value / may not work"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>C08000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_mind_phase_addr_min</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>15</ID>
              <Description>"資產 / assets"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_assets_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>16</ID>
              <Description>"名聲 / reputation"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_fame</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>34</ID>
              <Description>"向心 / cohesive force"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_cohesive_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>35</ID>
              <Description>"門人數量 / number of disciples"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_disciples_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>86</ID>
              <Description>"唐門狀況 / Guild stat"</Description>
              <DropDownList DisplayValueAsItem="1">1:日薄稀山
2:雲開見日
3:噴薄欲出
4:旭日東昇
5:如日方中
6:烈日當空
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_guild_stat_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>39</ID>
              <Description>"武學點數 / Skill pt."</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_skill_pt_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>25</ID>
              <Description>"鍛造點數 / forge cnt#"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_forge_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>42</ID>
              <Description>"煉丹點數 / alchemy"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_alch_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>43</ID>
              <Description>"性情 / disposition"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_disposition_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>44</ID>
              <Description>"處世 / conduct"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_conduct_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>33</ID>
              <Description>"道德 / morality"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_morality_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>129</ID>
                  <Description>"最低道德值 / min. morality / may not work"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>C08000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_morality_addr_min</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>45</ID>
              <Description>"修養 / refinement"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_refinement_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>83</ID>
              <Description>"基礎學問 / base Knowledge"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_knowledge_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>80</ID>
              <Description>"基礎嘴力 / base trash talk"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_mouth_cannon_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>81</ID>
              <Description>"基礎抗麻 / base anti-paralyze"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_antip_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>82</ID>
              <Description>"基礎爆發 / base burst"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_burst_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>79</ID>
              <Description>"基礎防禦 / base def."</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_def_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>54</ID>
              <Description>"基礎體力 / base constitution"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_con_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>55</ID>
              <Description>"基礎內力 / base chi"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_chi_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>58</ID>
              <Description>"基礎拳掌 / base fist &amp; palm skill"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_fist_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>59</ID>
              <Description>"基礎暗器 / base hidden weapons skill"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_hidden_weapons_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>57</ID>
              <Description>"基礎刀劍 / base sword skill"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_sword_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>56</ID>
              <Description>"基礎輕功 / base lightness skill"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_lightness_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>128</ID>
              <Description>"屬性 / Elemental"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_elemental_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>130</ID>
              <Description>"心繫 / female character to romance"</Description>
              <DropDownList DisplayValueAsItem="1">0:小師妹
1:瑞杏
2:葉雲裳
3:虞小梅
4:上官螢
5:夏侯蘭
6:郁竹
7:魏菊
8:龍湘
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_lover_target</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>85</ID>
              <Description>"命運 (繼承時 / 移至屬性人物頭像上) / Fate"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_destiny_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>132</ID>
              <Description>"Unknown (24)"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_type24_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>38</ID>
          <Description>"鍛造：最大消費不減 / Upgrade count no dec."</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">{ Game   : Mortal.exe
  Version: 
  Date   : 2024-10-19
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
aobscanregion(INJECT_UPGRADE_NO_DEC,"Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext"+bd,"Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext"+ed,8B 86 ?? 0? 00 00 48 89 86 ?? 0? 00 00 8B) // should be unique


INJECT_UPGRADE_NO_DEC+6:
  db 90

return:
registersymbol(INJECT_UPGRADE_NO_DEC)

[DISABLE]

INJECT_UPGRADE_NO_DEC+6:
  db 48

unregistersymbol(INJECT_UPGRADE_NO_DEC)


{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+c4

Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+9f: E8 20 FB EC 3C           - call 3E94FBC4
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+a4: 8B 46 18                 - mov eax,[esi+18]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+a7: 8B 4D CC                 - mov ecx,[ebp-34]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+aa: F7 D9                    - neg ecx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+ac: C7 44 24 08 01 00 00 00  - mov [esp+08],00000001
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+b4: 89 4C 24 04              - mov [esp+04],ecx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+b8: 89 04 24                 - mov [esp],eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+bb: 39 00                    - cmp [eax],eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+bd: 8B C0                    - mov eax,eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+bf: E8 00 FB EC 3C           - call 3E94FBC4
// ---------- INJECTING HERE ----------
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+c4: 8B 86 B0 00 00 00        - mov eax,[esi+000000B0]
// ---------- DONE INJECTING  ----------
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+ca: 48                       - dec eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+cb: 89 86 B0 00 00 00        - mov [esi+000000B0],eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+d1: 8B 45 08                 - mov eax,[ebp+08]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+d4: 0F B6 40 24              - movzx eax,byte ptr [eax+24]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+d8: 85 C0                    - test eax,eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+da: 0F 84 17 01 00 00        - je Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+1f7
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+e0: 8B 86 9C 00 00 00        - mov eax,[esi+0000009C]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+e6: 8B C8                    - mov ecx,eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+e8: 39 09                    - cmp [ecx],ecx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__50:MoveNext+ea: 8B 40 0C                 - mov eax,[eax+0C]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>41</ID>
          <Description>"修練：最大消費不減 / Skill upgrade # no dec."</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript Async="1">{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-14
  Author : bbfox@https://opencheattables.com
}

[ENABLE]


//aobscan(INJECT_INF_SKILL_UPGRADE,00 00 00 49 89 88 B4 00 00 00) // should be unique
aobscanregion(INJECT_INF_SKILL_UPGRADE,Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+85,Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+B5,49 89 88 B4 00 00 00) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  //dec ecx
  mov [eax+000000B4],ecx
  jmp return

INJECT_INF_SKILL_UPGRADE:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_INF_SKILL_UPGRADE)

[DISABLE]

INJECT_INF_SKILL_UPGRADE:
  db 49 89 88 B4 00 00 00

unregistersymbol(INJECT_INF_SKILL_UPGRADE)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+95

Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+6b: 8B 45 D0                 - mov eax,[ebp-30]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+6e: 8B 40 14                 - mov eax,[eax+14]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+71: C7 44 24 08 01 00 00 00  - mov [esp+08],00000001
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+79: C7 44 24 04 FF FF FF FF  - mov [esp+04],FFFFFFFF
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+81: 89 04 24                 - mov [esp],eax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+84: 39 00                    - cmp [eax],eax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+86: 90                       - nop 
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+87: E8 D4 F9 F9 FF           - call Mortal.Core.GameStat:AddValue
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+8c: 8B 45 D0                 - mov eax,[ebp-30]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+8f: 8B 88 B4 00 00 00        - mov ecx,[eax+000000B4]
// ---------- INJECTING HERE ----------
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+95: 49                       - dec ecx
// ---------- DONE INJECTING  ----------
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+96: 89 88 B4 00 00 00        - mov [eax+000000B4],ecx
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+9c: 8B 80 A0 00 00 00        - mov eax,[eax+000000A0]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+a2: 89 45 C4                 - mov [ebp-3C],eax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+a5: 39 00                    - cmp [eax],eax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+a7: C7 04 24 40 F0 D6 4D     - mov [esp],4DD6F040
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+ae: 90                       - nop 
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+af: E8 64 81 0A 03           - call System.Object:__icall_wrapper_ves_icall_object_new_specific
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+b4: 8B 4D C4                 - mov ecx,[ebp-3C]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+b7: C7 40 10 00 00 00 00     - mov [eax+10],00000000
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__70:MoveNext+be: 89 48 0C                 - mov [eax+0C],ecx
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>65</ID>
          <Description>"取得親密度 / Get relationship pt"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-16
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_GET_RELATION,8B 40 20 B9 67 66 66 66 F7 E9 89 55 E4) // should be unique
aobscanregion(INJECT_GET_RELATION,Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+f,Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2f,8B 40 20 B9 67 66 66 66) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_base_rel_addr1)

newmem:
  mov [i_base_rel_addr1], eax

code:
  mov eax,[eax+20]
  mov ecx,66666667
  jmp return
align 10 cc
  i_base_rel_addr1:
  dd 0

INJECT_GET_RELATION:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_GET_RELATION)
registersymbol(i_base_rel_addr1)

[DISABLE]

INJECT_GET_RELATION:
  db 8B 40 20 B9 67 66 66 66

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+13

Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle: 55              - push ebp
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+1: 8B EC           - mov ebp,esp
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+3: 53              - push ebx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+4: 57              - push edi
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+5: 56              - push esi
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+6: 83 EC 3C        - sub esp,3C
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+9: 8B 45 08        - mov eax,[ebp+08]
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+c: 8B 40 38        - mov eax,[eax+38]
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+f: 8B C8           - mov ecx,eax
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+11: 39 09           - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+13: 8B 40 20        - mov eax,[eax+20]
// ---------- DONE INJECTING  ----------
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+16: B9 67 66 66 66  - mov ecx,66666667
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+1b: F7 E9           - imul ecx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+1d: 89 55 E4        - mov [ebp-1C],edx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+20: 89 45 E0        - mov [ebp-20],eax
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+23: 8B 4D E4        - mov ecx,[ebp-1C]
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+26: C1 F9 02        - sar ecx,02
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+29: 8B C1           - mov eax,ecx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2b: C1 E8 1F        - shr eax,1F
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2e: 03 C1           - add eax,ecx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+30: 89 45 DC        - mov [ebp-24],eax
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>70</ID>
              <Description>"手動使用方式：狀態 -&gt; 人際關係"</Description>
              <Color>8000FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>71</ID>
                  <Description>"Usage: stats -&gt; relationship"</Description>
                  <Color>8000FF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>66</ID>
              <Description>"_type"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr1</Address>
              <Offsets>
                <Offset>1C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>131</ID>
              <Description>"親密度 / rel."</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr1</Address>
              <Offsets>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>68</ID>
              <Description>"預設親密度 / def. rel."</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr1</Address>
              <Offsets>
                <Offset>24</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>87</ID>
              <Description>"是否已經啟用 / active?"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr1</Address>
              <Offsets>
                <Offset>2C</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>72</ID>
          <Description>"親密度增減時倍率 / relationship multiplier"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-16
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_ADD_REL_PT,8B 46 20 03 45 0C 89) // should be unique
aobscanregion(INJECT_ADD_REL_PT,Mortal.Core.RelationshipStat:AddValue+7,Mortal.Core.RelationshipStat:AddValue+27,8B 46 20 03 45 0C 89) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(is_mul_rel_add)
label(is_mul_rel_min)
label(vf_rel_add_multi)
label(vf_rel_min_multi)
label(i_base_rel_addr_4mul)

newmem:
  mov [i_base_rel_addr_4mul], esi
  cvtsi2ss xmm7, [ebp+0C]

  xorps xmm5, xmm5
  ucomiss xmm7, xmm5
  je code

  movaps xmm6, [vf_rel_add_multi]
  shufps xmm7, xmm7, 0
  mulps xmm7, xmm6

  ucomiss xmm7, xmm5
  jb to_min

to_add:
  cmp dword ptr [is_mul_rel_add], 1
  jne code

  jmp code_pre

to_min:
  cmp dword ptr [is_mul_rel_min], 1
  jne code

  shufps xmm7, xmm7, 55

code_pre:
  cvtss2si eax, xmm7
  mov [ebp+0C], eax

code:
  mov eax,[esi+20]
  add eax,[ebp+0C]
  jmp return
align 10 cc
  vf_rel_add_multi:
  dd (float)1.5
  vf_rel_min_multi:
  dd (float)0.5
  dd 0 0
  is_mul_rel_add:
  dd 1
  is_mul_rel_min:
  dd 0
  i_base_rel_addr_4mul:
  dd 0

INJECT_ADD_REL_PT:
  jmp newmem
  nop
return:
registersymbol(INJECT_ADD_REL_PT)
registersymbol(is_mul_rel_add)
registersymbol(is_mul_rel_min)
registersymbol(vf_rel_add_multi)
registersymbol(vf_rel_min_multi)
registersymbol(i_base_rel_addr_4mul)


[DISABLE]

INJECT_ADD_REL_PT:
  db 8B 46 20 03 45 0C

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.RelationshipStat:AddValue+a

&lt;Module&gt;:runtime_invoke_void__this___object_int_int+da: 74 BD                    - je &lt;Module&gt;:runtime_invoke_void__this___object_int_int+99
&lt;Module&gt;:runtime_invoke_void__this___object_int_int+dc: 83 EC 0C                 - sub esp,0C
&lt;Module&gt;:runtime_invoke_void__this___object_int_int+df: 57                       - push edi
&lt;Module&gt;:runtime_invoke_void__this___object_int_int+e0: 8D 6D 00                 - lea ebp,[ebp+00]
&lt;Module&gt;:runtime_invoke_void__this___object_int_int+e3: E8 D8 E7 BD 00           - call 01A00B40
Mortal.Core.RelationshipStat:AddValue: 55                       - push ebp
Mortal.Core.RelationshipStat:AddValue+1: 8B EC                    - mov ebp,esp
Mortal.Core.RelationshipStat:AddValue+3: 56                       - push esi
Mortal.Core.RelationshipStat:AddValue+4: 83 EC 24                 - sub esp,24
Mortal.Core.RelationshipStat:AddValue+7: 8B 75 08                 - mov esi,[ebp+08]
// ---------- INJECTING HERE ----------
Mortal.Core.RelationshipStat:AddValue+a: 8B 46 20                 - mov eax,[esi+20]
// ---------- DONE INJECTING  ----------
Mortal.Core.RelationshipStat:AddValue+d: 03 45 0C                 - add eax,[ebp+0C]
Mortal.Core.RelationshipStat:AddValue+10: 89 46 20                 - mov [esi+20],eax
Mortal.Core.RelationshipStat:AddValue+13: 8B 4E 28                 - mov ecx,[esi+28]
Mortal.Core.RelationshipStat:AddValue+16: 89 4C 24 08              - mov [esp+08],ecx
Mortal.Core.RelationshipStat:AddValue+1a: C7 44 24 04 00 00 00 00  - mov [esp+04],00000000
Mortal.Core.RelationshipStat:AddValue+22: 89 04 24                 - mov [esp],eax
Mortal.Core.RelationshipStat:AddValue+25: 8B C0                    - mov eax,eax
Mortal.Core.RelationshipStat:AddValue+27: E8 9C DE F1 1B           - call UnityEngine.Mathf:Clamp
Mortal.Core.RelationshipStat:AddValue+2c: 89 46 20                 - mov [esi+20],eax
Mortal.Core.RelationshipStat:AddValue+2f: 8D 65 FC                 - lea esp,[ebp-04]
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>73</ID>
              <Description>"增加時啟動? / mul. when pt increase?"</Description>
              <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_mul_rel_add</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>74</ID>
              <Description>"減少時啟動? / mul. when pt decrease?"</Description>
              <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_mul_rel_min</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>75</ID>
              <Description>"增加時倍率 / inc. multiplier"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>Float</VariableType>
              <Address>vf_rel_add_multi</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>76</ID>
              <Description>"減少時倍率 / dec. multiplier"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>Float</VariableType>
              <Address>vf_rel_min_multi</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>77</ID>
              <Description>"目前值 / cur. value"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr_4mul</Address>
              <Offsets>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>88</ID>
          <Description>"編輯人際關係顯示或隱藏 (依操作、可能無法復原) / force active relationship"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-17
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_FORCE_ACTIVE_REL,0F B6 40 2C 89 44 24 04) // should be unique
aobscanregion(INJECT_FORCE_ACTIVE_REL,Mortal.Core.SocialCharacterButton:InitData+39,Mortal.Core.SocialCharacterButton:InitData+59,0F B6 40 2C 89 44 24 04) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(is_force_show_all)
label(i_base_rel_addr)

newmem:
  cmp dword ptr [is_force_show_all], 1
  jne @F
  mov byte ptr [eax+2C], 1

chk_next:
  push ecx
  push edi
  xor edi, edi

loop_start:
  mov ecx, i_base_rel_addr
  lea ecx, [ecx+edi*4]
  cmp [ecx], eax
  je endp

  cmp dword ptr [ecx], 0
  jne loop_n
  mov [ecx], eax
  jmp endp

loop_n:
  inc edi
  cmp edi, 21
  jae endp
  jmp loop_start

endp:
  pop edi
  pop ecx


code:
  movzx eax,byte ptr [eax+2C]
  mov [esp+04],eax
  jmp return
align 10 cc
  is_force_show_all:
  dd 0
  i_base_rel_addr:
  dd 0
  align 100 0
  db 0
  align 100 0
  db 0


INJECT_FORCE_ACTIVE_REL:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_FORCE_ACTIVE_REL)
registersymbol(is_force_show_all)
registersymbol(i_base_rel_addr)

[DISABLE]

INJECT_FORCE_ACTIVE_REL:
  db 0F B6 40 2C 89 44 24 04

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.SocialCharacterButton:InitData+40

Mortal.Core.SocialCharacterButton:InitData+1b: E8 D8 AA 0E EA           - call UnityEngine.Object:op_Equality
Mortal.Core.SocialCharacterButton:InitData+20: 85 C0                    - test eax,eax
Mortal.Core.SocialCharacterButton:InitData+22: 74 15                    - je Mortal.Core.SocialCharacterButton:InitData+39
Mortal.Core.SocialCharacterButton:InitData+24: C7 44 24 04 00 00 00 00  - mov [esp+04],00000000
Mortal.Core.SocialCharacterButton:InitData+2c: 89 3C 24                 - mov [esp],edi
Mortal.Core.SocialCharacterButton:InitData+2f: E8 6C 00 00 00           - call 32F067E8
Mortal.Core.SocialCharacterButton:InitData+34: E9 4F 00 00 00           - jmp Mortal.Core.SocialCharacterButton:InitData+88
Mortal.Core.SocialCharacterButton:InitData+39: 8B 47 20                 - mov eax,[edi+20]
Mortal.Core.SocialCharacterButton:InitData+3c: 8B C8                    - mov ecx,eax
Mortal.Core.SocialCharacterButton:InitData+3e: 39 09                    - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
Mortal.Core.SocialCharacterButton:InitData+40: 0F B6 40 2C              - movzx eax,byte ptr [eax+2C]
// ---------- DONE INJECTING  ----------
Mortal.Core.SocialCharacterButton:InitData+44: 89 44 24 04              - mov [esp+04],eax
Mortal.Core.SocialCharacterButton:InitData+48: 89 3C 24                 - mov [esp],edi
Mortal.Core.SocialCharacterButton:InitData+4b: E8 60 00 00 00           - call Mortal.Core.SocialCharacterButton:SetActive
Mortal.Core.SocialCharacterButton:InitData+50: 8B 77 1C                 - mov esi,[edi+1C]
Mortal.Core.SocialCharacterButton:InitData+53: 33 DB                    - xor ebx,ebx
Mortal.Core.SocialCharacterButton:InitData+55: EB 2A                    - jmp Mortal.Core.SocialCharacterButton:InitData+81
Mortal.Core.SocialCharacterButton:InitData+57: 90                       - nop 
Mortal.Core.SocialCharacterButton:InitData+58: 39 5E 0C                 - cmp [esi+0C],ebx
Mortal.Core.SocialCharacterButton:InitData+5b: 0F 86 32 00 00 00        - jbe Mortal.Core.SocialCharacterButton:InitData+93
Mortal.Core.SocialCharacterButton:InitData+61: 8D 44 9E 10              - lea eax,[esi+ebx*4+10]
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>89</ID>
              <Description>"手動使用方式：狀態 -&gt; 人際關係"</Description>
              <Color>8000FF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>90</ID>
                  <Description>"Usage: stats -&gt; relationship"</Description>
                  <Color>8000FF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>91</ID>
              <Description>"強制顯示全部? / Force active all?"</Description>
              <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_force_show_all</Address>
              <CheatEntries>
                <CheatEntry>
                  <ID>92</ID>
                  <Description>"切換頁面生效 / switch tabs to proceed"</Description>
                  <Color>8000FF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>94</ID>
              <Description>"各別資料 (點擊展開) / Data+"</Description>
              <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>96</ID>
                  <Description>"#1 唐中翎"</Description>
                  <DropDownList DisplayValueAsItem="1">0:隱藏 / Hide
1:顯示 / Show
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>97</ID>
                  <Description>"#2 唐布衣"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+4</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>98</ID>
                  <Description>"#3 唐錚"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+8</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>99</ID>
                  <Description>"#4 唐陞"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+C</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>100</ID>
                  <Description>"#5 唐惟元"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+10</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>101</ID>
                  <Description>"#6 唐默鈴"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+14</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>102</ID>
                  <Description>"#7 龍淵"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+18</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>103</ID>
                  <Description>"#8 龍湘"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+1C</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>104</ID>
                  <Description>"#9 石公遠"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+20</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>105</ID>
                  <Description>"#10 葉雲舟"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+24</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>106</ID>
                  <Description>"#11 葉雲裳"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+28</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>107</ID>
                  <Description>"#12 宋悲"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+2C</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>108</ID>
                  <Description>"#13 王二壯"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+30</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>109</ID>
                  <Description>"#14 宋富貴"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+34</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>110</ID>
                  <Description>"#15 樊嘯天"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+38</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>111</ID>
                  <Description>"#16 劉顎"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+3C</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>112</ID>
                  <Description>"#17 福韞"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+40</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>113</ID>
                  <Description>"#18 萬里鵬程"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+44</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>114</ID>
                  <Description>"#19 南宮深"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+48</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>115</ID>
                  <Description>"#20 南宮淺"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+4C</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>116</ID>
                  <Description>"#21 尹志平"</Description>
                  <DropDownListLink>#1 唐中翎</DropDownListLink>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>i_base_rel_addr+50</Address>
                  <Offsets>
                    <Offset>2C</Offset>
                  </Offsets>
                </CheatEntry>
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          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-23
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
//aobscan(INJECT_GET_DEAD_REASONS_CNT,8B 40 20 85 C0 0F 8E 3A) // should be unique
aobscanregion(INJECT_GET_DEAD_REASONS_CNT,Mortal.Core.LibraryItemPanel:UpdateData+d,Mortal.Core.LibraryItemPanel:UpdateData+2d,8B 40 20 85 C0) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_base_dreason_addr)
label(i_endings_offset)

newmem:

chk_next:
  push ecx
  push edi
  push ebx

  xor edi, edi

loop_start:
  lea ebx, [eax+20]
  mov ecx, i_base_dreason_addr
  lea ecx, [ecx+edi*4]
  cmp [ecx], ebx
  je endp

  cmp dword ptr [ecx], 0
  jne loop_n
  mov [ecx], ebx
  jmp endp

loop_n:
  inc edi
  cmp edi, #162
  jae endp
  jmp loop_start

endp:
  pop ebx
  pop edi
  pop ecx



code:
  mov eax,[eax+20]
  test eax,eax
  jmp return
align 10 cc
  i_endings_offset:
  dd #364 // 91*4
  i_base_dreason_addr:
  dd 0
  align 100 0 // 64
  db 0
  align 100 0 // 128
  db 0
  align 100 0 // 192
  db 0

INJECT_GET_DEAD_REASONS_CNT:
  jmp newmem
return:
registersymbol(INJECT_GET_DEAD_REASONS_CNT)
registersymbol(i_base_dreason_addr)
registersymbol(i_endings_offset)

[DISABLE]

INJECT_GET_DEAD_REASONS_CNT:
  db 8B 40 20 85 C0

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.LibraryItemPanel:UpdateData+11

UnityEngine.InputSystem.LowLevel.InputStateBuffers:GetBackBufferForDevice+1d: C3                       - ret 
22BA369E: 00 00                    - add [eax],al
Mortal.Core.LibraryItemPanel:UpdateData: 55                       - push ebp
Mortal.Core.LibraryItemPanel:UpdateData+1: 8B EC                    - mov ebp,esp
Mortal.Core.LibraryItemPanel:UpdateData+3: 57                       - push edi
Mortal.Core.LibraryItemPanel:UpdateData+4: 83 EC 24                 - sub esp,24
Mortal.Core.LibraryItemPanel:UpdateData+7: 8B 7D 08                 - mov edi,[ebp+08]
Mortal.Core.LibraryItemPanel:UpdateData+a: 8B 47 14                 - mov eax,[edi+14]
Mortal.Core.LibraryItemPanel:UpdateData+d: 8B C8                    - mov ecx,eax
Mortal.Core.LibraryItemPanel:UpdateData+f: 39 09                    - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
Mortal.Core.LibraryItemPanel:UpdateData+11: 8B 40 20                 - mov eax,[eax+20]
// ---------- DONE INJECTING  ----------
Mortal.Core.LibraryItemPanel:UpdateData+14: 85 C0                    - test eax,eax
Mortal.Core.LibraryItemPanel:UpdateData+16: 0F 8E 3A 00 00 00        - jng Mortal.Core.LibraryItemPanel:UpdateData+56
Mortal.Core.LibraryItemPanel:UpdateData+1c: 89 3C 24                 - mov [esp],edi
Mortal.Core.LibraryItemPanel:UpdateData+1f: 8B 07                    - mov eax,[edi]
Mortal.Core.LibraryItemPanel:UpdateData+21: FF 50 3C                 - call dword ptr [eax+3C]
Mortal.Core.LibraryItemPanel:UpdateData+24: 8B 47 0C                 - mov eax,[edi+0C]
Mortal.Core.LibraryItemPanel:UpdateData+27: C7 44 24 04 01 00 00 00  - mov [esp+04],00000001
Mortal.Core.LibraryItemPanel:UpdateData+2f: 89 04 24                 - mov [esp],eax
Mortal.Core.LibraryItemPanel:UpdateData+32: 39 00                    - cmp [eax],eax
Mortal.Core.LibraryItemPanel:UpdateData+34: 8D 6D 00                 - lea ebp,[ebp+00]
}
</AssemblerScript>
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          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-21
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_GET_ALL_BOOKS,8B 40 20 85 C0 0F 8E 68) // should be unique
aobscanregion(INJECT_GET_ALL_BOOKS,Mortal.Core.ItemStatPanel:UpdateData+71,Mortal.Core.ItemStatPanel:UpdateData+A1,8B 40 20 85 C0 0F 8E 68) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:
  cmp dword ptr [eax+20], 1
  jae code
  mov dword ptr [eax+20], 1

code:
  mov eax,[eax+20]
  test eax,eax
  jmp return

INJECT_GET_ALL_BOOKS:
  jmp newmem
return:
registersymbol(INJECT_GET_ALL_BOOKS)

[DISABLE]

INJECT_GET_ALL_BOOKS:
  db 8B 40 20 85 C0

unregistersymbol(INJECT_GET_ALL_BOOKS)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.ItemStatPanel:UpdateData+81

Mortal.Core.ItemStatPanel:UpdateData+62: 89 4C 24 04        - mov [esp+04],ecx
Mortal.Core.ItemStatPanel:UpdateData+66: 89 04 24           - mov [esp],eax
Mortal.Core.ItemStatPanel:UpdateData+69: 39 00              - cmp [eax],eax
Mortal.Core.ItemStatPanel:UpdateData+6b: E8 60 9B 15 E1     - call System.Collections.Generic.List`1[T_REF]:GetEnumerator
Mortal.Core.ItemStatPanel:UpdateData+70: 83 EC 04           - sub esp,04
Mortal.Core.ItemStatPanel:UpdateData+73: E9 7C 00 00 00     - jmp Mortal.Core.ItemStatPanel:UpdateData+f4
Mortal.Core.ItemStatPanel:UpdateData+78: 8B 75 D4           - mov esi,[ebp-2C]
Mortal.Core.ItemStatPanel:UpdateData+7b: 8B C6              - mov eax,esi
Mortal.Core.ItemStatPanel:UpdateData+7d: 8B C8              - mov ecx,eax
Mortal.Core.ItemStatPanel:UpdateData+7f: 39 09              - cmp [ecx],ecx
// ---------- INJECTING HERE ----------
Mortal.Core.ItemStatPanel:UpdateData+81: 8B 40 20           - mov eax,[eax+20]
// ---------- DONE INJECTING  ----------
Mortal.Core.ItemStatPanel:UpdateData+84: 85 C0              - test eax,eax
Mortal.Core.ItemStatPanel:UpdateData+86: 0F 8E 68 00 00 00  - jng Mortal.Core.ItemStatPanel:UpdateData+f4
Mortal.Core.ItemStatPanel:UpdateData+8c: 8B 47 1C           - mov eax,[edi+1C]
Mortal.Core.ItemStatPanel:UpdateData+8f: BA A8 FF CB 40     - mov edx,40CBFFA8
Mortal.Core.ItemStatPanel:UpdateData+94: 89 04 24           - mov [esp],eax
Mortal.Core.ItemStatPanel:UpdateData+97: E8 AC 43 60 00     - call UnityEngine.Object:Instantiate
Mortal.Core.ItemStatPanel:UpdateData+9c: 8B D8              - mov ebx,eax
Mortal.Core.ItemStatPanel:UpdateData+9e: 39 36              - cmp [esi],esi
Mortal.Core.ItemStatPanel:UpdateData+a0: 8B 46 10           - mov eax,[esi+10]
Mortal.Core.ItemStatPanel:UpdateData+a3: 89 45 C4           - mov [ebp-3C],eax
}
</AssemblerScript>
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              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>137</ID>
                  <Description>"Usage: stats -&gt; items"</Description>
                  <Color>8000FF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>138</ID>
          <Description>"取得混戰/戰役剩餘人數 / Get group battle remaining NPC #"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-22
  Author : bbfox@https://opencheattables.com
  AOB provided by Pavers
}

[ENABLE]

//aobscan(INJECT_GET_BATTLE_NPC_CNT,8B 47 2C 48 89 47 2C 8B) // should be unique
aobscanregion(INJECT_GET_BATTLE_NPC_CNT,Mortal.Battle.NpcSpawner:HandleNpcRemove+7,Mortal.Battle.NpcSpawner:HandleNpcRemove+2a,8B 47 2C 48 89 47 2C 8B) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_base_npc_c_addr1)
label(i_base_npc_c_addr2)
label(is_clear_data)

newmem:
  cmp dword ptr [is_clear_data], 1
  jne @F

  mov dword ptr [i_base_npc_c_addr1], 0
  mov dword ptr [i_base_npc_c_addr2], 0

  mov dword ptr [is_clear_data], 0


@@:
  cmp [i_base_npc_c_addr1], edi
  je code
  cmp dword ptr [i_base_npc_c_addr1], 0
  jne @F
  mov [i_base_npc_c_addr1], edi
  jmp code

@@:
  cmp [i_base_npc_c_addr2], edi
  je code
  cmp dword ptr [i_base_npc_c_addr2], 0
  jne @F
  mov [i_base_npc_c_addr2], edi


code:
  mov eax,[edi+2C]
  dec eax
  mov [edi+2C],eax
  jmp return
align 10 cc
  i_base_npc_c_addr1:
  dd 0
  i_base_npc_c_addr2:
  dd 0
  is_clear_data:
  dd 0

INJECT_GET_BATTLE_NPC_CNT:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_GET_BATTLE_NPC_CNT)
registersymbol(i_base_npc_c_addr1)
registersymbol(i_base_npc_c_addr2)
registersymbol(is_clear_data)
[DISABLE]

INJECT_GET_BATTLE_NPC_CNT:
  db 8B 47 2C 48 89 47 2C

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Battle.NpcSpawner:HandleNpcRemove+a

UnityEngine.InputSystem.Utilities.InlinedArray`1[UnityEngine.InputSystem.UI.PointerModel]:get_Item+103: E8 E0 12 62 F2  - call 01ED0B40
UnityEngine.InputSystem.Utilities.InlinedArray`1[UnityEngine.InputSystem.UI.PointerModel]:get_Item+108: 68 97 00 00 00  - push 00000097
UnityEngine.InputSystem.Utilities.InlinedArray`1[UnityEngine.InputSystem.UI.PointerModel]:get_Item+10d: 68 86 01 00 00  - push 00000186
UnityEngine.InputSystem.Utilities.InlinedArray`1[UnityEngine.InputSystem.UI.PointerModel]:get_Item+112: E8 91 18 62 F2  - call 01ED1100
0F8AF86F: 00 55 8B        - add [ebp-75],dl
Mortal.Battle.NpcSpawner:HandleNpcRemove+2: EC              - in al,dx
Mortal.Battle.NpcSpawner:HandleNpcRemove+3: 57              - push edi
Mortal.Battle.NpcSpawner:HandleNpcRemove+4: 83 EC 24        - sub esp,24
Mortal.Battle.NpcSpawner:HandleNpcRemove+7: 8B 7D 08        - mov edi,[ebp+08]
Mortal.Battle.NpcSpawner:HandleNpcRemove+a: 8B 47 2C        - mov eax,[edi+2C]
// ---------- INJECTING HERE ----------
Mortal.Battle.NpcSpawner:HandleNpcRemove+d: 48              - dec eax
// ---------- DONE INJECTING  ----------
Mortal.Battle.NpcSpawner:HandleNpcRemove+e: 89 47 2C        - mov [edi+2C],eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+11: 8B 47 0C        - mov eax,[edi+0C]
Mortal.Battle.NpcSpawner:HandleNpcRemove+14: 89 45 F4        - mov [ebp-0C],eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+17: 8B 4F 2C        - mov ecx,[edi+2C]
Mortal.Battle.NpcSpawner:HandleNpcRemove+1a: 8B 57 14        - mov edx,[edi+14]
Mortal.Battle.NpcSpawner:HandleNpcRemove+1d: 8B C2           - mov eax,edx
Mortal.Battle.NpcSpawner:HandleNpcRemove+1f: 39 00           - cmp [eax],eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+21: 8B 45 F4        - mov eax,[ebp-0C]
Mortal.Battle.NpcSpawner:HandleNpcRemove+24: 8B 52 0C        - mov edx,[edx+0C]
Mortal.Battle.NpcSpawner:HandleNpcRemove+27: 89 54 24 08     - mov [esp+08],edx
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>142</ID>
              <Description>"AOB由Pavers提供 / AOB provided by: Pavers@OCT"</Description>
              <Color>00B500</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>143</ID>
              <Description>"人數變更時顯示 / Get data  when # changed "</Description>
              <Color>8000FF</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>139</ID>
              <Description>"清除資料? / clear data?"</Description>
              <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>is_clear_data</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>140</ID>
              <Description>"人數 #1 / NPC cnt #1"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_npc_c_addr1</Address>
              <Offsets>
                <Offset>2C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>141</ID>
              <Description>"人數 #2 / NPC cnt #2"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_npc_c_addr2</Address>
              <Offsets>
                <Offset>2C</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>46</ID>
          <Description>"設定擲骰子結果 / Set dice result"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2024-06-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

//aobscan(INJECT_SET_DICE_RESULT,8B C3 8D 65 F8 8D 65 F8 5E 5B C9 C3 00 00 68 88) // should be unique
aobscanregion(INJECT_SET_DICE_RESULT,Mortal.Story.DiceCheckResult:get_ResultCount+90,Mortal.Story.DiceCheckResult:get_ResultCount+E0,8B C3 8D 65 F8) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(i_dtarget_value)
label(i_dice_result)

newmem:
  cmp dword ptr [i_dtarget_value], -1
  je code
  mov [i_dice_result], ebx
  mov ebx, [i_dtarget_value]
  //mov dword ptr [i_dtarget_value], -1
code:
  mov eax,ebx
  lea esp,[ebp-08]
  jmp return
align 10 cc
  i_dtarget_value:
  dd -1
  i_dice_result:
  dd 1

INJECT_SET_DICE_RESULT:
  jmp newmem
return:
registersymbol(INJECT_SET_DICE_RESULT)
registersymbol(i_dtarget_value)
registersymbol(i_dice_result)

[DISABLE]

INJECT_SET_DICE_RESULT:
  db 8B C3 8D 65 F8

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Story.DiceCheckResult:get_ResultCount+9a

Mortal.Story.DiceCheckResult:get_ResultCount+7e: 74 08           - je Mortal.Story.DiceCheckResult:get_ResultCount+88
Mortal.Story.DiceCheckResult:get_ResultCount+80: 8D 6D 00        - lea ebp,[ebp+00]
Mortal.Story.DiceCheckResult:get_ResultCount+83: E8 C0 CB 63 F4  - call 046F37D8
Mortal.Story.DiceCheckResult:get_ResultCount+88: EB 10           - jmp Mortal.Story.DiceCheckResult:get_ResultCount+9a
Mortal.Story.DiceCheckResult:get_ResultCount+8a: 89 65 F4        - mov [ebp-0C],esp
Mortal.Story.DiceCheckResult:get_ResultCount+8d: 83 EC 10        - sub esp,10
Mortal.Story.DiceCheckResult:get_ResultCount+90: 8D 45 DC        - lea eax,[ebp-24]
Mortal.Story.DiceCheckResult:get_ResultCount+93: 89 45 D4        - mov [ebp-2C],eax
Mortal.Story.DiceCheckResult:get_ResultCount+96: 8B 65 F4        - mov esp,[ebp-0C]
Mortal.Story.DiceCheckResult:get_ResultCount+99: C3              - ret 
// ---------- INJECTING HERE ----------
Mortal.Story.DiceCheckResult:get_ResultCount+9a: 8B C3           - mov eax,ebx
// ---------- DONE INJECTING  ----------
Mortal.Story.DiceCheckResult:get_ResultCount+9c: 8D 65 F8        - lea esp,[ebp-08]
Mortal.Story.DiceCheckResult:get_ResultCount+9f: 8D 65 F8        - lea esp,[ebp-08]
Mortal.Story.DiceCheckResult:get_ResultCount+a2: 5E              - pop esi
Mortal.Story.DiceCheckResult:get_ResultCount+a3: 5B              - pop ebx
Mortal.Story.DiceCheckResult:get_ResultCount+a4: C9              - leave 
Mortal.Story.DiceCheckResult:get_ResultCount+a5: C3              - ret 
100B6C36: 00 00           - add [eax],al
100B6C38: 68 88 CA B8 23  - push 23B8CA88
100B6C3D: E9 BE 94 5A F4  - jmp 04660100
100B6C42: 00 00           - add [eax],al
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>47</ID>
              <Description>"結果 / result"</Description>
              <DropDownList DisplayValueAsItem="1">-1:不設定
</DropDownList>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>C08000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_dtarget_value</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>62</ID>
              <Description>"orig. result"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>808080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_dice_result</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>315</ID>
          <Description>"開新遊戲時：繼承點數 / When new game+: extra pt."</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : Mortal.exe
  Version: 
  Date   : 2025-09-04
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

aobscanregion(INJECT_GET_ADDON_VALUE,Mortal.Core.GameStat:AddValue+a, Mortal.Core.GameStat:AddValue+1a, 8B 43 28 89 45 F8 8B) // should be unique
alloc(newmem,$1000)

label(code)
label(return i_base_addon_value_addr)

newmem:
  cmp dword ptr [ebx+20], 7
  jne code
  cmp dword ptr [ebx+24], 0
  jne code

  mov [i_base_addon_value_addr], ebx

code:
  mov eax,[ebx+28]
  mov [ebp-08],eax
  jmp return
align 10 cc
  i_base_addon_value_addr:
  dq 0

INJECT_GET_ADDON_VALUE:
  jmp newmem
  nop
return:
registersymbol(INJECT_GET_ADDON_VALUE i_base_addon_value_addr)

[DISABLE]

INJECT_GET_ADDON_VALUE:
  db 8B 43 28 89 45 F8

unregistersymbol(INJECT_GET_ADDON_VALUE i_base_addon_value_addr)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.GameStat:AddValue+a

Mortal.Core.LibraryAwardStatItem:Execute+28: C9           - leave 
Mortal.Core.LibraryAwardStatItem:Execute+29: C3           - ret 
46B45DEA: 00 00        - add [eax],al
46B45DEC: 00 00        - add [eax],al
46B45DEE: 00 00        - add [eax],al
Mortal.Core.GameStat:AddValue: 55           - push ebp
Mortal.Core.GameStat:AddValue+1: 8B EC        - mov ebp,esp
Mortal.Core.GameStat:AddValue+3: 53           - push ebx
Mortal.Core.GameStat:AddValue+4: 83 EC 24     - sub esp,24
Mortal.Core.GameStat:AddValue+7: 8B 5D 08     - mov ebx,[ebp+08]
// ---------- INJECTING HERE ----------
Mortal.Core.GameStat:AddValue+a: 8B 43 28     - mov eax,[ebx+28]
// ---------- DONE INJECTING  ----------
Mortal.Core.GameStat:AddValue+d: 89 45 F8     - mov [ebp-08],eax
Mortal.Core.GameStat:AddValue+10: 8B 43 28     - mov eax,[ebx+28]
Mortal.Core.GameStat:AddValue+13: 03 45 0C     - add eax,[ebp+0C]
Mortal.Core.GameStat:AddValue+16: 89 43 28     - mov [ebx+28],eax
Mortal.Core.GameStat:AddValue+19: 8B 4B 2C     - mov ecx,[ebx+2C]
Mortal.Core.GameStat:AddValue+1c: 8B 53 30     - mov edx,[ebx+30]
Mortal.Core.GameStat:AddValue+1f: 89 54 24 08  - mov [esp+08],edx
Mortal.Core.GameStat:AddValue+23: 89 4C 24 04  - mov [esp+04],ecx
Mortal.Core.GameStat:AddValue+27: 89 04 24     - mov [esp],eax
Mortal.Core.GameStat:AddValue+2a: 90           - nop 
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>316</ID>
              <Description>"Value"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_addon_value_addr</Address>
              <Offsets>
                <Offset>28</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>32</ID>
      <Description>"活俠傳 Legend of Mortal v1.0.5000.5  /  https://opencheattables.com"</Description>
      <Color>00AE57</Color>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Comments>Mortal.Core.LibraryItemPanel:UpdateData+11 - 8B 40 20              - mov eax,[eax+20]
</Comments>
</CheatTable>
