<?xml version="1.0" encoding="utf-8"?>
<CheatTable UsesMono="1" CheatEngineTableVersion="52">
  <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>317</ID>
      <Description>"Toggle scripts"</Description>
      <Color>4080FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">[ENABLE]
{$lua}
if syntaxcheck then return end

-- ============ AOBMaker AA Toggle ============
-- Bulk-enables the records below (by CE record ID) on activate; disables them on deactivate.
-- Edit CONFIG / enableList / disableList below; AOBMaker can re-open this script to change the selection.
-- Target: Mortal.exe
-- CE sleep() rides the ~15.6 ms Windows scheduler tick, so the real pause lands anywhere between the setting and the setting plus one tick; a sub-tick request may even return early. Back-to-back calls are the special case where every sub-tick request costs one whole tick. Only sleep(0) never pauses.
-- Step delay: 30 ms requested -&gt; 30.0-45.6 ms, averaging ~37.8 ms (measured). The wait ends on the next ~15.6 ms scheduler tick, so it lands within one tick above the setting.

-- @AOBMAKER:AA_TOGGLE v1
local CONFIG = {
  name = "1",
  uid = "0B60EE0C",
  stepDelayMs = 30,
  closeLuaEngine = true,
  processName = "Mortal.exe",
  moduleName = "Mortal.exe",
  includeAttach = true,
}
local enableList = {
  { id = 30, desc = "Compact Mode" },
  { id = 31, desc = "啟用 (建議啟用二次) / Enable (enable twice)" },
  { id = 408, desc = "戰役：取得HP / Group Battle: Get HP" },
  { id = 23, desc = "戰．你．娘．親：HP / Battle: HP" },
  { id = 10, desc = "取得一些數據 / Get stats" },
  { id = 38, desc = "鍛造：最大消費不減 / Upgrade count no dec." },
  { id = 41, desc = "修練：最大消費不減 / Skill upgrade # no dec." },
  { id = 65, desc = "取得親密度 / Get relationship pt" },
  { id = 72, desc = "親密度增減時倍率 / relationship multiplier" },
  { id = 138, desc = "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #" },
  { id = 46, desc = "設定擲骰子結果 / Set dice result" },
  { id = 315, desc = "開新遊戲時：繼承點數 / When new game+: extra pt." },
}
local disableList = {
  { id = 0, desc = "_characterHealth" },
  { id = 136, desc = "手動使用方式：狀態 -&gt; 行囊" },
  { id = 715, desc = "各別資料 (點擊展開) / Data+" },
  { id = 91, desc = "強制顯示全部? / Force active all?" },
  { id = 89, desc = "手動使用方式：狀態 -&gt; 人際關係" },
  { id = 70, desc = "手動使用方式：狀態 -&gt; 人際關係" },
  { id = 33, desc = "道德 / morality" },
  { id = 14, desc = "心相 / mind's image" },
  { id = 11, desc = "金錢 / Money" },
  { id = 60, desc = "對敵人傷害倍率 / damage multiplier" },
  { id = 409, desc = "Character" },
  { id = 315, desc = "開新遊戲時：繼承點數 / When new game+: extra pt." },
  { id = 46, desc = "設定擲骰子結果 / Set dice result" },
  { id = 138, desc = "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #" },
  { id = 135, desc = "取得所有書籍 / Get all books" },
  { id = 441, desc = "講經堂 / stats" },
  { id = 682, desc = "編輯人際關係顯示或隱藏 (依操作、可能無法復原) / force active relationship" },
  { id = 72, desc = "親密度增減時倍率 / relationship multiplier" },
  { id = 65, desc = "取得親密度 / Get relationship pt" },
  { id = 41, desc = "修練：最大消費不減 / Skill upgrade # no dec." },
  { id = 38, desc = "鍛造：最大消費不減 / Upgrade count no dec." },
  { id = 10, desc = "取得一些數據 / Get stats" },
  { id = 23, desc = "戰．你．娘．親：HP / Battle: HP" },
  { id = 408, desc = "戰役：取得HP / Group Battle: Get HP" },
  { id = 50, desc = "戰役：HP滿血 / Group Battle: inf HP" },
  { id = 31, desc = "啟用 (建議啟用二次) / Enable (enable twice)" },
  { id = 317, desc = "Toggle scripts" },
  { id = 30, desc = "Compact Mode" },
}
-- @AOBMAKER:END

---- GENERATED CODE (do not edit below) ----

-- Optional auto-attach helper: uncomment the block below to open the game process first.
-- attach process
local processName = "Mortal.exe"
local pid = getProcessIDFromProcessName(processName)
if pid ~= nil and pid &gt; 0 then
  local currentPid = getOpenedProcessID() or 0
  if currentPid ~= pid then
    openProcess(processName)
    print("Attached to: " .. processName)
    sleep(333)   -- ~340.8 ms (333.0-348.6)
  else
    print("Already attached to: " .. processName)
  end
end
synchronize(function()
  getLuaEngine().Close()
end)

-- The apply loop runs on CE's main thread, so it repaints between records. processMessagesPaintOnly is CE 7.7+, hence the probe.
local at_pump = (type(processMessagesPaintOnly) == 'function') and processMessagesPaintOnly
             or (type(processMessages) == 'function') and processMessages or nil
local function at_wait(ms)
  if type(ms) ~= 'number' or ms &lt;= 0 then return end
  if at_pump == nil or ms &lt;= 242 then sleep(ms) return end
  local left = ms
  while left &gt; 0 do
    local slice = (left &gt; 242) and 242 or left
    sleep(slice); at_pump(); left = left - slice
  end
end
local at_vtAA = (type(vtAutoAssembler) == 'number') and vtAutoAssembler or 11
-- Cost on CE 7.7, measured on a 21,046-record table: every record object Lua reads through
-- al.MemoryRecord[i] or Child[i] costs ~0.1 ms, so one walk of the list is ~2.2 s, while a
-- native getMemoryRecordByID is ~0.35 ms on average. So records are looked up by ID
-- natively, and the list is walked for descriptions only when an ID is missing.
-- A description is used ONLY when exactly one record carries it: most real tables
-- repeat descriptions, and picking one of N here means injecting a stranger's AA script.
local function at_descIndex(al)
  local byDesc, n = {}, al.Count
  for i = 0, n - 1 do
    local m = al.MemoryRecord[i]
    if m ~= nil then
      local d = m.Description
      if d ~= nil then
        local s = byDesc[d]
        if s == nil then byDesc[d] = { m = m, n = 1 } else s.n = s.n + 1 end
      end
    end
  end
  return { byDesc = byDesc, count = n }
end
-- A long list of stale IDs must not flood the Lua engine window.
local at_said = 0
local function at_say(line)
  at_said = at_said + 1
  if at_said &lt;= 20 then print(line) end
end
local function at_resolve(al, st, e)
  local mr = al.getMemoryRecordByID(e.id)
  if mr == nil then
    if e.desc == nil or e.desc == '' then
      at_say("[AOBMaker] AA Toggle skip: no record with id " .. tostring(e.id) .. ".")
      return nil
    end
    -- Built once, on the first missing ID. A script's own enable/disable section can delete
    -- and recreate records, and the index holds record objects: rebuild after any script
    -- was switched, or when the count moved, so a freed record is never read again.
    if st.desc == nil or st.dirty or st.desc.count ~= al.Count then
      st.desc = at_descIndex(al)
      st.dirty = false
    end
    local s = st.desc.byDesc[e.desc]
    local count = (s ~= nil) and s.n or 0
    if count == 1 then return s.m end
    if count &gt; 1 then
      at_say("[AOBMaker] AA Toggle skip: id " .. tostring(e.id) .. " is gone and "
        .. tostring(count) .. " records are named '" .. tostring(e.desc) .. "'.")
    else
      at_say("[AOBMaker] AA Toggle skip: no record with id " .. tostring(e.id)
        .. " or description '" .. tostring(e.desc) .. "'.")
    end
    return nil
  end
  if e.desc ~= nil and e.desc ~= '' and mr.Description ~= e.desc then
    at_say("[AOBMaker] AA Toggle WARNING: id " .. tostring(e.id) .. " is now '"
      .. tostring(mr.Description) .. "', expected '" .. tostring(e.desc) .. "'.")
    if AOBMAKER_AT_STRICT_DESC then
      at_say("[AOBMaker] AA Toggle skip: AOBMAKER_AT_STRICT_DESC is set.")
      return nil
    end
  end
  return mr
end
-- Set when this chunk left the switch to an apply of the same script that is already running.
local at_skipped = false
local function at_apply(list, active, stepMs, uid)
  if AOBMAKER_AT_BUSY then
    -- Another AA Toggle apply is running: a click CE dispatched through processMessages, or a
    -- cascade (a group with "deactivate children" in the running list). CE sets this
    -- script's checkbox from whether this chunk succeeds, so the records must end up in the
    -- state the checkbox will show - skipping or refusing alone gets that wrong whenever the
    -- two lists overlap.
    if AOBMAKER_AT_BUSY == true then
      -- The running apply comes from a script an older AOBMaker build generated: it keeps no
      -- queue, so nothing would ever switch this list. Refuse, so CE leaves this checkbox as it is.
      local old = "[AOBMaker] AA Toggle busy - a script from an older AOBMaker build is being applied; "
        .. "this switch was not applied. Regenerate that script in AOBMaker."
      print(old)
      error(old, 0)
    end
    if AOBMAKER_AT_BUSY == uid then
      -- The same script again: the running apply finishes last and CE sets the checkbox from
      -- it, so its state is the one that holds.
      print("[AOBMaker] AA Toggle busy - this script is already being applied; the running apply decides its state.")
      at_skipped = true
      return
    end
    -- Another script: queue its list; the running apply switches it before it lets go.
    local q = AOBMAKER_AT_QUEUE
    if type(q) ~= 'table' then q = {}; AOBMAKER_AT_QUEUE = q end
    q[#q + 1] = { list = list, active = active, stepMs = stepMs }
    print("[AOBMaker] AA Toggle busy - queued " .. tostring(#list) .. " record(s); the running apply switches them before it finishes.")
    return
  end
  AOBMAKER_AT_BUSY = uid
  AOBMAKER_AT_QUEUE = {}
  at_said = 0
  local ok, err = pcall(function()
    local al = getAddressList()
    local st = { desc = nil, dirty = false }
    local function at_run(lst, act, ms)
      for _, e in ipairs(lst) do
        local mr = at_resolve(al, st, e)
        if mr ~= nil and mr.Active ~= act then
          local isScript = (mr.Type == at_vtAA)
          mr.Active = act
          if isScript then st.dirty = true end
          -- Scripts need the delay (AOB scans, chained symbols). Groups and value records
          -- switch at once, and a DISABLE list folds thousands of them.
          if act or isScript then at_wait(ms) end
        end
        if at_pump then at_pump() end
      end
    end
    at_run(list, active, stepMs)
    -- Lists other AA Toggle scripts queued while this one ran, in the order they asked.
    -- Bounded: every round is fed by a click CE dispatched through processMessages, and a user
    -- who keeps clicking must not keep this loop alive forever.
    local rounds = 0
    while #AOBMAKER_AT_QUEUE &gt; 0 and rounds &lt; 64 do
      local q = AOBMAKER_AT_QUEUE
      AOBMAKER_AT_QUEUE = {}
      rounds = rounds + 1
      for _, r in ipairs(q) do
        if r.active ~= active then
          -- CE writes this script's checkbox only when it returns, so if the request reaches
          -- this script itself (through a group), CE skips it as "already in that state".
          print("[AOBMaker] AA Toggle warning: applying a queued request the other way round; "
            .. "if it reaches this script (for example through a group), this script's checkbox may not match its records.")
        end
        at_run(r.list, r.active, r.stepMs)
      end
    end
    if #AOBMAKER_AT_QUEUE &gt; 0 then
      print("[AOBMaker] AA Toggle: dropped " .. tostring(#AOBMAKER_AT_QUEUE)
        .. " queued request(s) after 64 rounds; their checkboxes may not match their records.")
    end
    al.refresh()
  end)
  if at_said &gt; 20 then
    print("[AOBMaker] AA Toggle: " .. tostring(at_said - 20) .. " more skip/warning line(s) not shown.")
  end
  AOBMAKER_AT_BUSY = nil
  AOBMAKER_AT_QUEUE = nil
  if not ok then error(err, 0) end
end
local at_err = synchronize(function()
  local ok, e = pcall(at_apply, enableList, true, CONFIG.stepDelayMs, "0B60EE0C")
  if not ok then return e end
end)
if at_err ~= nil then error(at_err, 0) end
if not at_skipped then print("[AOBMaker] AA Toggle enabled.") end
if CONFIG.closeLuaEngine then synchronize(function() getLuaEngine().Close() end) end
{$asm}

[DISABLE]
{$lua}
if syntaxcheck then return end

local disableList = {
  { id = 0, desc = "_characterHealth" },
  { id = 136, desc = "手動使用方式：狀態 -&gt; 行囊" },
  { id = 715, desc = "各別資料 (點擊展開) / Data+" },
  { id = 91, desc = "強制顯示全部? / Force active all?" },
  { id = 89, desc = "手動使用方式：狀態 -&gt; 人際關係" },
  { id = 70, desc = "手動使用方式：狀態 -&gt; 人際關係" },
  { id = 33, desc = "道德 / morality" },
  { id = 14, desc = "心相 / mind's image" },
  { id = 11, desc = "金錢 / Money" },
  { id = 60, desc = "對敵人傷害倍率 / damage multiplier" },
  { id = 409, desc = "Character" },
  { id = 315, desc = "開新遊戲時：繼承點數 / When new game+: extra pt." },
  { id = 46, desc = "設定擲骰子結果 / Set dice result" },
  { id = 138, desc = "取得混戰/戰役剩餘人數 / Get group battle remaining NPC #" },
  { id = 135, desc = "取得所有書籍 / Get all books" },
  { id = 441, desc = "講經堂 / stats" },
  { id = 682, desc = "編輯人際關係顯示或隱藏 (依操作、可能無法復原) / force active relationship" },
  { id = 72, desc = "親密度增減時倍率 / relationship multiplier" },
  { id = 65, desc = "取得親密度 / Get relationship pt" },
  { id = 41, desc = "修練：最大消費不減 / Skill upgrade # no dec." },
  { id = 38, desc = "鍛造：最大消費不減 / Upgrade count no dec." },
  { id = 10, desc = "取得一些數據 / Get stats" },
  { id = 23, desc = "戰．你．娘．親：HP / Battle: HP" },
  { id = 408, desc = "戰役：取得HP / Group Battle: Get HP" },
  { id = 50, desc = "戰役：HP滿血 / Group Battle: inf HP" },
  { id = 31, desc = "啟用 (建議啟用二次) / Enable (enable twice)" },
  { id = 317, desc = "Toggle scripts" },
  { id = 30, desc = "Compact Mode" },
}

-- CE sleep() rides the ~15.6 ms Windows scheduler tick, so the real pause lands anywhere between the setting and the setting plus one tick; a sub-tick request may even return early. Back-to-back calls are the special case where every sub-tick request costs one whole tick. Only sleep(0) never pauses.
-- Step delay: 30 ms requested -&gt; 30.0-45.6 ms, averaging ~37.8 ms (measured). The wait ends on the next ~15.6 ms scheduler tick, so it lands within one tick above the setting.
-- The apply loop runs on CE's main thread, so it repaints between records. processMessagesPaintOnly is CE 7.7+, hence the probe.
local at_pump = (type(processMessagesPaintOnly) == 'function') and processMessagesPaintOnly
             or (type(processMessages) == 'function') and processMessages or nil
local function at_wait(ms)
  if type(ms) ~= 'number' or ms &lt;= 0 then return end
  if at_pump == nil or ms &lt;= 242 then sleep(ms) return end
  local left = ms
  while left &gt; 0 do
    local slice = (left &gt; 242) and 242 or left
    sleep(slice); at_pump(); left = left - slice
  end
end
local at_vtAA = (type(vtAutoAssembler) == 'number') and vtAutoAssembler or 11
-- Cost on CE 7.7, measured on a 21,046-record table: every record object Lua reads through
-- al.MemoryRecord[i] or Child[i] costs ~0.1 ms, so one walk of the list is ~2.2 s, while a
-- native getMemoryRecordByID is ~0.35 ms on average. So records are looked up by ID
-- natively, and the list is walked for descriptions only when an ID is missing.
-- A description is used ONLY when exactly one record carries it: most real tables
-- repeat descriptions, and picking one of N here means injecting a stranger's AA script.
local function at_descIndex(al)
  local byDesc, n = {}, al.Count
  for i = 0, n - 1 do
    local m = al.MemoryRecord[i]
    if m ~= nil then
      local d = m.Description
      if d ~= nil then
        local s = byDesc[d]
        if s == nil then byDesc[d] = { m = m, n = 1 } else s.n = s.n + 1 end
      end
    end
  end
  return { byDesc = byDesc, count = n }
end
-- A long list of stale IDs must not flood the Lua engine window.
local at_said = 0
local function at_say(line)
  at_said = at_said + 1
  if at_said &lt;= 20 then print(line) end
end
local function at_resolve(al, st, e)
  local mr = al.getMemoryRecordByID(e.id)
  if mr == nil then
    if e.desc == nil or e.desc == '' then
      at_say("[AOBMaker] AA Toggle skip: no record with id " .. tostring(e.id) .. ".")
      return nil
    end
    -- Built once, on the first missing ID. A script's own enable/disable section can delete
    -- and recreate records, and the index holds record objects: rebuild after any script
    -- was switched, or when the count moved, so a freed record is never read again.
    if st.desc == nil or st.dirty or st.desc.count ~= al.Count then
      st.desc = at_descIndex(al)
      st.dirty = false
    end
    local s = st.desc.byDesc[e.desc]
    local count = (s ~= nil) and s.n or 0
    if count == 1 then return s.m end
    if count &gt; 1 then
      at_say("[AOBMaker] AA Toggle skip: id " .. tostring(e.id) .. " is gone and "
        .. tostring(count) .. " records are named '" .. tostring(e.desc) .. "'.")
    else
      at_say("[AOBMaker] AA Toggle skip: no record with id " .. tostring(e.id)
        .. " or description '" .. tostring(e.desc) .. "'.")
    end
    return nil
  end
  if e.desc ~= nil and e.desc ~= '' and mr.Description ~= e.desc then
    at_say("[AOBMaker] AA Toggle WARNING: id " .. tostring(e.id) .. " is now '"
      .. tostring(mr.Description) .. "', expected '" .. tostring(e.desc) .. "'.")
    if AOBMAKER_AT_STRICT_DESC then
      at_say("[AOBMaker] AA Toggle skip: AOBMAKER_AT_STRICT_DESC is set.")
      return nil
    end
  end
  return mr
end
-- Set when this chunk left the switch to an apply of the same script that is already running.
local at_skipped = false
local function at_apply(list, active, stepMs, uid)
  if AOBMAKER_AT_BUSY then
    -- Another AA Toggle apply is running: a click CE dispatched through processMessages, or a
    -- cascade (a group with "deactivate children" in the running list). CE sets this
    -- script's checkbox from whether this chunk succeeds, so the records must end up in the
    -- state the checkbox will show - skipping or refusing alone gets that wrong whenever the
    -- two lists overlap.
    if AOBMAKER_AT_BUSY == true then
      -- The running apply comes from a script an older AOBMaker build generated: it keeps no
      -- queue, so nothing would ever switch this list. Refuse, so CE leaves this checkbox as it is.
      local old = "[AOBMaker] AA Toggle busy - a script from an older AOBMaker build is being applied; "
        .. "this switch was not applied. Regenerate that script in AOBMaker."
      print(old)
      error(old, 0)
    end
    if AOBMAKER_AT_BUSY == uid then
      -- The same script again: the running apply finishes last and CE sets the checkbox from
      -- it, so its state is the one that holds.
      print("[AOBMaker] AA Toggle busy - this script is already being applied; the running apply decides its state.")
      at_skipped = true
      return
    end
    -- Another script: queue its list; the running apply switches it before it lets go.
    local q = AOBMAKER_AT_QUEUE
    if type(q) ~= 'table' then q = {}; AOBMAKER_AT_QUEUE = q end
    q[#q + 1] = { list = list, active = active, stepMs = stepMs }
    print("[AOBMaker] AA Toggle busy - queued " .. tostring(#list) .. " record(s); the running apply switches them before it finishes.")
    return
  end
  AOBMAKER_AT_BUSY = uid
  AOBMAKER_AT_QUEUE = {}
  at_said = 0
  local ok, err = pcall(function()
    local al = getAddressList()
    local st = { desc = nil, dirty = false }
    local function at_run(lst, act, ms)
      for _, e in ipairs(lst) do
        local mr = at_resolve(al, st, e)
        if mr ~= nil and mr.Active ~= act then
          local isScript = (mr.Type == at_vtAA)
          mr.Active = act
          if isScript then st.dirty = true end
          -- Scripts need the delay (AOB scans, chained symbols). Groups and value records
          -- switch at once, and a DISABLE list folds thousands of them.
          if act or isScript then at_wait(ms) end
        end
        if at_pump then at_pump() end
      end
    end
    at_run(list, active, stepMs)
    -- Lists other AA Toggle scripts queued while this one ran, in the order they asked.
    -- Bounded: every round is fed by a click CE dispatched through processMessages, and a user
    -- who keeps clicking must not keep this loop alive forever.
    local rounds = 0
    while #AOBMAKER_AT_QUEUE &gt; 0 and rounds &lt; 64 do
      local q = AOBMAKER_AT_QUEUE
      AOBMAKER_AT_QUEUE = {}
      rounds = rounds + 1
      for _, r in ipairs(q) do
        if r.active ~= active then
          -- CE writes this script's checkbox only when it returns, so if the request reaches
          -- this script itself (through a group), CE skips it as "already in that state".
          print("[AOBMaker] AA Toggle warning: applying a queued request the other way round; "
            .. "if it reaches this script (for example through a group), this script's checkbox may not match its records.")
        end
        at_run(r.list, r.active, r.stepMs)
      end
    end
    if #AOBMAKER_AT_QUEUE &gt; 0 then
      print("[AOBMaker] AA Toggle: dropped " .. tostring(#AOBMAKER_AT_QUEUE)
        .. " queued request(s) after 64 rounds; their checkboxes may not match their records.")
    end
    al.refresh()
  end)
  if at_said &gt; 20 then
    print("[AOBMaker] AA Toggle: " .. tostring(at_said - 20) .. " more skip/warning line(s) not shown.")
  end
  AOBMAKER_AT_BUSY = nil
  AOBMAKER_AT_QUEUE = nil
  if not ok then error(err, 0) end
end
local at_err = synchronize(function()
  local ok, e = pcall(at_apply, disableList, false, 30, "0B60EE0C")
  if not ok then return e end
end)
if at_err ~= nil then error(at_err, 0) end
if not at_skipped then print("[AOBMaker] AA Toggle disabled.") end
synchronize(function() getLuaEngine().Close() end)
{$asm}

</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]
{$asm}
  //-------------------------------------------------------------------
  // 【參考備忘】AA 端 registersymbol 的寫法
  // 目前整段被 { } 包住 = AA 註解,不會執行。
  // 日後真的要在 AA 端定義符號時,把它搬出來用。
  //
  // 注意:define 只是純文字取代,define(X, "A.B") 之後 X 會被展開成
  // 帶引號的 "A.B",registersymbol(X) 拿到的並不是位址。
  // 要把 mono 方法變成 CE 符號,請用下面 {$lua} 的 registerSymbol()。
  //-------------------------------------------------------------------
  // define(ResourceManagerClearItemCountsProc, "ResourceManager.ClearItemCounts")
  // registersymbol(ResourceManagerClearItemCountsProc)

{$lua}
if syntaxcheck then return end

--=====================================================================
-- 🌀 Mono attach
--
-- ⚠ 這裡刻意「不」呼叫 monopipe.destroy() / monopipe.unlock()。
--    原本的 SafeMonoDestroy 會觸發兩個 CE error:
--
--    1) CriticalSection leave without enter
--       monopipe 內部用 critical section 保護 pipe I/O,lock/unlock 必須成對。
--       CE 內建的 mono_* 函式自己已經 lock→做事→unlock 平衡完畢,
--       計數本來就是 0。額外呼叫一次 unlock() 會讓計數變負。
--
--    2) Do not call libmono.terminate from external threads
--       libmono 的 terminate/destroy 路徑有 thread guard,只允許 CE 主執行緒。
--       AA 的 {$lua} 區塊不保證跑在主執行緒(table 自動啟用、timer 觸發時尤其如此),
--       而且這個錯誤是 CE 自己彈的 dialog,pcall 攔不到。
--
--    舊 process 結束後 pipe 本來就失效,丟棄參考讓 CE / GC 處理即可,
--    不需要(也不應該)手動 teardown。
--=====================================================================
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 _G.lastMonoPID ~= pid then
  -- 換 process:只丟棄參考,不 destroy
  --monopipe       = nil
  --monoSymbolList = nil
  --monoeventpipe  = nil
  _G.lastMonoPID = pid
end

--if monopipe == nil then
LaunchMonoDataCollector()
--end

if monopipe == nil then
  print("LaunchMonoDataCollector failed(Target may not be Mono / IL2CPP process)")
  return
end


--=====================================================================
-- 🔧 共用比對核心
--    三個對外 API 都走這裡,避免重複的 enumMethods / compile / register 邏輯。
--
--    opts:
--      opts.params   = { "System.String", "Card", ... }
--                      參數型別陣列。數量與順序需相符,型別用子字串比對。
--      opts.contains = { "Act", "Point" }   signature 必須全部包含
--      opts.excludes = { "List" }           signature 不可包含任一
--      (三者皆不給 = 取第一個同名方法)
--
--    回傳:method handle, signature 字串
--=====================================================================
if _G.mono_matchMethod == nil then
  _G.mono_matchMethod = function(namespace, classname, methodname, opts)
    opts = opts or {}

    local cls = mono_findClass(namespace, classname)
    if not cls then
      print(string.format("Error: Class not found - %s.%s", namespace, classname))
      return nil
    end

    local methods = mono_class_enumMethods(cls)
    if not methods then
      print(string.format("Error: No methods found in %s.%s", namespace, classname))
      return nil
    end

    for _, m in ipairs(methods) do
      if m.name == methodname then
        local matched = true
        local sig = nil

        -- (a) 參數型別陣列比對
        if matched and opts.params then
          local okP, p = pcall(mono_method_get_parameters, m.method)
          if not okP or not p or not p.parameters or #p.parameters ~= #opts.params then
            matched = false
          else
            for i = 1, #opts.params do
              if not string.find(p.parameters[i].typename, opts.params[i], 1, true) then
                matched = false
                break
              end
            end
          end
        end

        -- (b) signature 關鍵字包含 / 排除
        if matched and (opts.contains or opts.excludes) then
          local okS, s = pcall(mono_method_getSignature, m.method)
          sig = (okS and type(s) == "string") and s or ""

          for _, kw in ipairs(opts.contains or {}) do
            if not string.find(sig, kw, 1, true) then
              matched = false
              break
            end
          end

          if matched then
            for _, ex in ipairs(opts.excludes or {}) do
              if string.find(sig, ex, 1, true) then
                matched = false
                break
              end
            end
          end
        end

        if matched then
          return m.method, sig
        end
      end
    end

    print(string.format("Error: No matching method - %s.%s.%s", namespace, classname, methodname))
    return nil
  end
end


-- 共用的 compile + register
if _G.mono_compileAndRegister == nil then
  _G.mono_compileAndRegister = function(symbolname, method, sig)
    local addr = mono_compile_method(method)
    if not addr or addr == 0 then
      print(string.format("Error: Method found but failed to compile - %s", symbolname))
      return false
    end

    registerSymbol(symbolname, addr)
    print(string.format("Symbol registered: %s = %X", symbolname, addr))
    if sig and sig ~= "" then
      print(string.format("Matched Signature: %s", sig))
    end
    return true, addr
  end
end


--=====================================================================
-- 📏 對外 API(名稱與參數維持不變,舊 script 可直接沿用)
--=====================================================================

-- 🔹 1. 用方法名註冊(取第一個同名方法)
if _G.mono_registerSymbol == nil then
  _G.mono_registerSymbol = function(symbolname, namespace, classname, methodname)
    local m = _G.mono_matchMethod(namespace, classname, methodname)
    if not m then return false end
    return _G.mono_compileAndRegister(symbolname, m)
  end
end

-- 🔹 2. 用參數型別陣列註冊(overload 精確比對)
if _G.mono_registerSymbolEx == nil then
  _G.mono_registerSymbolEx = function(symbolname, namespace, classname, methodname, paramTypes)
    local m = _G.mono_matchMethod(namespace, classname, methodname, { params = paramTypes })
    if not m then return false end
    return _G.mono_compileAndRegister(symbolname, m)
  end
end

-- 🔹 3. 用 signature 關鍵字註冊(包含 / 排除)
if _G.mono_registerSymbolBySignatureMatch == nil then
  _G.mono_registerSymbolBySignatureMatch = function(symbolname, namespace, classname, methodname, sigContains, sigExcludes)
    local m, sig = _G.mono_matchMethod(namespace, classname, methodname, {
      contains = sigContains,
      excludes = sigExcludes,
    })
    if not m then return false end
    return _G.mono_compileAndRegister(symbolname, m, sig)
  end
end


--=====================================================================
-- ⚡ 使用範例 —— 把 Mono 方法註冊成 CE 符號
--    這些函式會 JIT 編譯 Mono 方法,取得實體位址後註冊為 CE label,
--    之後 {$asm} 區塊就能直接用該名稱做 code injection。
--=====================================================================

--[[---------------------------------------------------------------------
🔹 1. mono_registerSymbol(symbolname, namespace, classname, methodname)

   取第一個同名方法。
   ⚠ 只在「確定沒有 overload」或「第一個就是你要的」時使用。

   symbolname : 要註冊的 CE 符號名(之後在 AA 當 label 用)
   namespace  : Mono namespace(沒有的話填 "")
   classname  : 類別名稱
   methodname : 方法名稱(第一個 match 即採用)
-----------------------------------------------------------------------]]

--_G.mono_registerSymbol("MyAttack",       "Game.Logic", "BattleManager", "Attack")
--_G.mono_registerSymbol("UseAbility_Any", "Elin",       "Chara",         "UseAbility")


--[[---------------------------------------------------------------------
🔹 2. mono_registerSymbolEx(symbolname, namespace, classname, methodname, paramTypes)

   用「參數型別陣列」比對,適合有多個 overload 的情況。

   paramTypes : 預期的參數型別字串陣列,數量與順序都必須相符。
                內部用 string.find(plain) 比對,所以允許部分字串。

   目標方法: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)

   用 signature 關鍵字比對。當型別名稱寫法不確定、或 signature 格式有出入時最好用。

   sigContains : signature 必須「全部包含」的字串陣列
   sigExcludes : signature 「不可包含」的字串陣列(可省略)

   目標方法:UseAbility(Act a, Card tc, Point pos, bool pt)
-----------------------------------------------------------------------]]

--[[
_G.mono_registerSymbolBySignatureMatch("UseAbility_Act", "Elin", "Chara", "UseAbility", {
  "Act", "Card", "Point", "bool"
})

-- 排除的實際用途:兩個 overload 的 signature 分別是
--     System.Collections.Generic.List&lt;Item&gt;
--     Item
-- 兩者都含 "Item",但第一個多了 "List",所以用 excludes 排掉。
_G.mono_registerSymbolBySignatureMatch("GetItemCount_Item", "Assembly-CSharp", "ItemStorage", "GetItemCount",
  { "Item" },   -- sigContains
  { "List" }    -- sigExcludes
)
--]]


--[[---------------------------------------------------------------------
型別對照(overload 過濾用)
-------------------------------------
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)
-----------------------------------------------------------------------]]


--=====================================================================
-- 👇 實際註冊寫在這裡
--=====================================================================
--_G.mono_registerSymbol("ResourceManagerClearItemCounts", "", "ResourceManager", "ClearItemCounts")


{$asm}
//---------------------------------------------------------------------
// Code injection 寫在這裡。
// 上面 Lua 註冊的符號可直接當 label 使用,例如:
//
//   alloc(newmem,$400,ResourceManagerClearItemCounts)
//   label(code)
//   label(return)
//
//   newmem:
//     jmp return
//
//   code:
//     // ← CE 模板產生的 original code
//     jmp return
//
//   ResourceManagerClearItemCounts:
//     jmp newmem
//   return:
//---------------------------------------------------------------------


[DISABLE]
{$asm}
//---------------------------------------------------------------------
// 還原 code injection
//
//   ResourceManagerClearItemCounts:
//     db XX XX XX XX XX     // ← original bytes
//
//   dealloc(newmem)
//---------------------------------------------------------------------

{$lua}
if syntaxcheck then return end

-- 只反註冊自己註冊過的符號,不要用 unregistersymbol(*),
-- 那會把同一張表其他 script 的符號一起清掉。
--pcall(unregisterSymbol, "ResourceManagerClearItemCounts")

-- ⚠ 不要在這裡呼叫 SafeMonoDestroy / monopipe.destroy(),原因見 [ENABLE] 開頭說明。

</AssemblerScript>
      <CheatEntries>
        <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   : 2026-10-15
  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+50,Mortal.Battle.PlayerStateTransition:CanDash+90,48 63 41 38 F3 0F 2A C0) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(is_uhp_enabled2)
label(i_hp_addr2)
newmem:
  push rax
  push rdx
  mov [i_hp_addr2], ecx

  cmp dword ptr [is_uhp_enabled2], 1
  jne endp

  mov rax, [rcx+20] //_defaultHealth
  mov eax, [rax+18] //_health

  mov [i_base_health], eax
  mov eax, [rcx+30] //_defaultAddHealth
  add eax, [i_base_health]
  mov [rcx+38], eax //CurrentHealth

endp:
  pop rdx
  pop rax


code:
  movsxd  rax,dword ptr [rcx+38]
  cvtsi2ss xmm0,eax
  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 3
return:
registersymbol(INJECT_SET_BAT_HEALTH)
registersymbol(is_uhp_enabled2)
registersymbol(i_hp_addr2)
[DISABLE]

INJECT_SET_BAT_HEALTH:
  db 48 63 41 38 F3 0F 2A C0

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Battle.PlayerStateTransition:CanDash+6a

Mortal.Battle.PlayerStateTransition:CanDash+48: 85 C0                 - test eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+4a: 74 07                 - je Mortal.Battle.PlayerStateTransition:CanDash+53
Mortal.Battle.PlayerStateTransition:CanDash+4c: 33 C0                 - xor eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+4e: E9 55 02 00 00        - jmp Mortal.Battle.PlayerStateTransition:CanDash+2a8
Mortal.Battle.PlayerStateTransition:CanDash+53: 48 8B 46 10           - mov rax,[rsi+10]
Mortal.Battle.PlayerStateTransition:CanDash+57: 48 8B C8              - mov rcx,rax
Mortal.Battle.PlayerStateTransition:CanDash+5a: 83 39 00              - cmp dword ptr [rcx],00
Mortal.Battle.PlayerStateTransition:CanDash+5d: 48 8B 88 F8 00 00 00  - mov rcx,[rax+000000F8]
Mortal.Battle.PlayerStateTransition:CanDash+64: 48 8B C1              - mov rax,rcx
Mortal.Battle.PlayerStateTransition:CanDash+67: 83 38 00              - cmp dword ptr [rax],00
// ---------- INJECTING HERE ----------
Mortal.Battle.PlayerStateTransition:CanDash+6a: 48 63 41 38           - movsxd  rax,dword ptr [rcx+38]
// ---------- DONE INJECTING  ----------
Mortal.Battle.PlayerStateTransition:CanDash+6e: F3 0F 2A C0           - cvtsi2ss xmm0,eax
Mortal.Battle.PlayerStateTransition:CanDash+72: F3 0F 5A C0           - cvtss2sd xmm0,xmm0
Mortal.Battle.PlayerStateTransition:CanDash+76: 48 8B 41 20           - mov rax,[rcx+20]
Mortal.Battle.PlayerStateTransition:CanDash+7a: 48 8B D0              - mov rdx,rax
Mortal.Battle.PlayerStateTransition:CanDash+7d: 83 3A 00              - cmp dword ptr [rdx],00
Mortal.Battle.PlayerStateTransition:CanDash+80: 48 63 40 18           - movsxd  rax,dword ptr [rax+18]
Mortal.Battle.PlayerStateTransition:CanDash+84: 48 63 49 30           - movsxd  rcx,dword ptr [rcx+30]
Mortal.Battle.PlayerStateTransition:CanDash+88: 03 C1                 - add eax,ecx
Mortal.Battle.PlayerStateTransition:CanDash+8a: F3 0F 2A C8           - cvtsi2ss xmm1,eax
Mortal.Battle.PlayerStateTransition:CanDash+8e: F3 0F 5A C9           - cvtss2sd xmm1,xmm1
}
</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>408</ID>
          <Description>"戰役：取得HP / Group Battle: Get HP"</Description>
          <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{
  Generated by AOBMaker,  bbfox@https://opencheattables.com
  Date   : 2026/07/11
}

[ENABLE]

aobscanregion(INJECT_INF_HP,Mortal.Battle.PlayerStateTransition:CanDash+AF,Mortal.Battle.PlayerStateTransition:CanDash+1AF,48 63 80 04 01 00 00 89 45 90 48 8B 46 10)
// raw AOB: DF F1 DD D8 72 ?? 33 C0 E9 ?? ?? ?? ?? 8B 47 08 8B C8 39 09 0F B6 80 E0 00 00 00 85 C0 74 ?? 33 C0 E9 ?? ?? ?? ?? 8B 47 08 8B C8 39 09 8B 40 78 89 45 C8 8B 47 08 8B C8 39 09 8B 40 6C 8B C8 39 09 0F B6 40 3C 85 C0 75 ?? 33 C0 E9 ?? ?? ?? ?? 8B 47 08 8B C8 39 09 8B 40 6C 8D 4D CC
// injection point AOB: 8B ?? 78 89 ?? ?? 8B ?? 08 8B ?? 39 ?? 8B ?? 6C 8B ?? 39 ?? 0F B6 ?? 3C 85 ?? 75 ?? 33 ?? E9 ?? ?? ?? ?? 8B ?? 08 8B ?? 39 ?? 8B ?? 6C 8D
alloc(newmem,$1000,INJECT_INF_HP)

alloc(INJECT_INF_HPo, $7)

label(code)
label(return)
label(ptrCapture_INJECT_INF_HP_569382)

INJECT_INF_HPo:
  readmem(INJECT_INF_HP, $7)

newmem:
  // **** Begin Auto script: AddressCapture
  // mode=Single
  // Address Capture: publish base pointer
  mov [ptrCapture_INJECT_INF_HP_569382], rax
  // **** End Auto script: AddressCapture


code:
  // movsxd  rax,dword ptr [rax+00000104]
  reassemble(INJECT_INF_HP)
  jmp return
  align 10 cc
  ptrCapture_INJECT_INF_HP_569382:
  dq 0

INJECT_INF_HP:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_INF_HP INJECT_INF_HPo ptrCapture_INJECT_INF_HP_569382)

[DISABLE]

INJECT_INF_HP:
  readmem(INJECT_INF_HPo, $7)

unregistersymbol(INJECT_INF_HP INJECT_INF_HPo ptrCapture_INJECT_INF_HP_569382)
dealloc(newmem)
dealloc(INJECT_INF_HPo)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Battle.PlayerStateTransition:CanDash+df

Mortal.Battle.PlayerStateTransition:CanDash+bd: 48 8B C8              - mov rcx,rax
Mortal.Battle.PlayerStateTransition:CanDash+c0: 83 39 00              - cmp dword ptr [rcx],00
Mortal.Battle.PlayerStateTransition:CanDash+c3: 0F B6 80 70 01 00 00  - movzx eax,byte ptr [rax+00000170]
Mortal.Battle.PlayerStateTransition:CanDash+ca: 85 C0                 - test eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+cc: 74 07                 - je Mortal.Battle.PlayerStateTransition:CanDash+d5
Mortal.Battle.PlayerStateTransition:CanDash+ce: 33 C0                 - xor eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+d0: E9 D3 01 00 00        - jmp Mortal.Battle.PlayerStateTransition:CanDash+2a8
Mortal.Battle.PlayerStateTransition:CanDash+d5: 48 8B 46 10           - mov rax,[rsi+10]
Mortal.Battle.PlayerStateTransition:CanDash+d9: 48 8B C8              - mov rcx,rax
Mortal.Battle.PlayerStateTransition:CanDash+dc: 83 39 00              - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
Mortal.Battle.PlayerStateTransition:CanDash+df: 48 63 80 04 01 00 00  - movsxd  rax,dword ptr [rax+00000104]
// ---------- DONE INJECTING  ----------
Mortal.Battle.PlayerStateTransition:CanDash+e6: 89 45 90              - mov [rbp-70],eax
Mortal.Battle.PlayerStateTransition:CanDash+e9: 48 8B 46 10           - mov rax,[rsi+10]
Mortal.Battle.PlayerStateTransition:CanDash+ed: 48 8B C8              - mov rcx,rax
Mortal.Battle.PlayerStateTransition:CanDash+f0: 83 39 00              - cmp dword ptr [rcx],00
Mortal.Battle.PlayerStateTransition:CanDash+f3: 48 8B 80 E8 00 00 00  - mov rax,[rax+000000E8]
Mortal.Battle.PlayerStateTransition:CanDash+fa: 48 8B C8              - mov rcx,rax
Mortal.Battle.PlayerStateTransition:CanDash+fd: 83 39 00              - cmp dword ptr [rcx],00
Mortal.Battle.PlayerStateTransition:CanDash+100: 0F B6 40 64           - movzx eax,byte ptr [rax+64]
Mortal.Battle.PlayerStateTransition:CanDash+104: 85 C0                 - test eax,eax
Mortal.Battle.PlayerStateTransition:CanDash+106: 75 07                 - jne Mortal.Battle.PlayerStateTransition:CanDash+10f
}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>409</ID>
              <Description>"Character"</Description>
              <Options moDeactivateChildrenAsWell="1"/>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>ptrCapture_INJECT_INF_HP_569382</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>D8</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>0</ID>
                  <Description>"_characterHealth"</Description>
                  <Options moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
                  <ShowAsHex>1</ShowAsHex>
                  <ShowAsSigned>0</ShowAsSigned>
                  <GroupHeader>1</GroupHeader>
                  <Address>+90</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>1</ID>
                      <Description>"m_CachedPtr"</Description>
                      <ShowAsHex>1</ShowAsHex>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>8 Bytes</VariableType>
                      <Address>+10</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>5</ID>
                      <Description>"_defaultHealth"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <Color>FF8080</Color>
                      <VariableType>4 Bytes</VariableType>
                      <Address>+20</Address>
                      <Offsets>
                        <Offset>18</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>440</ID>
                      <Description>"_defaultAddHealth"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <Color>FF8080</Color>
                      <VariableType>4 Bytes</VariableType>
                      <Address>+30</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>53</ID>
                      <Description>"CurrentHealth"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <Color>FF8080</Color>
                      <VariableType>4 Bytes</VariableType>
                      <Address>+38</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
              </CheatEntries>
            </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   : 2026-10-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
aobscanregion(INJECT_BATTLE_HP,Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+50,Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+7F,48 63 90 E0 00 00 00 89)
alloc(newmem,$1000)

label(code)
label(return)
label(i_base_player_hp_addr)
label(is_full_hp)


newmem:
  push rdx
  cmp qword ptr [rax+38], 0 //CombatAvatar
  jne endp // not hero
  mov [i_base_player_hp_addr], rax
  cmp dword ptr [is_full_hp], 1
  jne next2

  mov edx, [rax+D0] //MaxHealth
  mov [rax+E0], edx //CurrentHealth
  jmp endp

next2:
  cmp dword ptr [is_full_hp], 2
  jne endp

  xor edx, edx
  mov [rax+E0], edx //CurrentHealth

endp:
  pop rdx

code:
  movsxd  rdx,dword ptr [rax+000000E0]
  jmp return
align 10 cc
  i_base_player_hp_addr:
  dq 0
  is_full_hp:
  dd 0

INJECT_BATTLE_HP:
  jmp newmem
  nop 2
return:
registersymbol(INJECT_BATTLE_HP)
registersymbol(i_base_player_hp_addr)
registersymbol(is_full_hp)
[DISABLE]

INJECT_BATTLE_HP:
  db 48 63 90 E0 00 00 00

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+5c

Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+35: C7 46 20 FF FF FF FF           - mov [rsi+20],FFFFFFFF
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+3c: 49 8B 45 58                    - mov rax,[r13+58]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+40: 48 8B C8                       - mov rcx,rax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+43: 83 39 00                       - cmp dword ptr [rcx],00
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+46: 48 8B 40 50                    - mov rax,[rax+50]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+4a: 48 8B C8                       - mov rcx,rax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+4d: 83 39 00                       - cmp dword ptr [rcx],00
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+50: 4C 63 40 20                    - movsxd  r8,dword ptr [rax+20]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+54: 44 89 45 E0                    - mov [rbp-20],r8d
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+58: 49 8B 45 18                    - mov rax,[r13+18]
// ---------- INJECTING HERE ----------
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+5c: 48 63 90 E0 00 00 00           - movsxd  rdx,dword ptr [rax+000000E0]
// ---------- DONE INJECTING  ----------
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+63: 89 55 D8                       - mov [rbp-28],edx
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+66: 49 8B 45 28                    - mov rax,[r13+28]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+6a: 48 8B C8                       - mov rcx,rax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+6d: 83 38 00                       - cmp dword ptr [rax],00
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+70: 48 8D 64 24 00                 - lea rsp,[rsp+00]
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+75: 90                             - nop
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+76: 49 BB 50 83 F8 B8 06 02 00 00  - mov r11,Mortal.Combat.CombatStatBar:Setup
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+80: 41 FF D3                       - call r11
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+83: 48 89 46 10                    - mov [rsi+10],rax
Mortal.Combat.CombatStatUI+&lt;UpdateHealth&gt;d__14:MoveNext+87: C7 46 20 01 00 00 00           - mov [rsi+20],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">{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_DAMAGE_MULTI,Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+0,Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+BE,03 CA 89 88 E0 00 00 00)
// raw AOB: 48 89 75 E8 48 89 7D F0 4C 89 7D F8 48 8B F1 48 63 7E 20 4C 8B 7E 18 85 FF 74 ?? 83 FF 01 0F 84 ?? ?? ?? ?? 33 C0 E9 ?? ?? ?? ?? C7 46 20 FF FF FF FF 49 8B 47 20 48 63 88 E0 00 00 00 48 63 56 24 03 CA 89 88 E0 00 00 00 49 8B 47 20 48 89 45 90 48 63 80 E0 00 00 00 48 89 45 88 49 8B CF 48 8D 6D 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B D0 48 8B 4D 88 49 8B 47 20 4C 63 80 D0 00 00 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B C8
// injection point AOB: 03 CA 89 88 E0 00 00 00 49 8B 47 20 48 89 45 90 48 63 80 E0 00 00 00 48 89 45 88 49 8B CF 48 8D 6D 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B D0 48 8B 4D 88 49 8B 47 20 4C 63 80 D0 00 00 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B C8
alloc(newmem,$1000,INJECT_DAMAGE_MULTI)

label(code)
label(return)
label(vf_mult_491539)

newmem:
  cmp rax, [i_base_player_hp_addr]
  je code
  // **** Begin Auto script: Multiplier
  // value=1.5, rule=R2_RegReg, template=P1_IntToFloat, NegDeltaCheck
  test edx, edx
  jle skip_mult_491539
  // Multiplier: delta in edx
  vmovss xmm15, [vf_mult_491539]
  vcvtsi2ss xmm14, xmm14, edx
  vmulss xmm14, xmm14, xmm15
  vcvtss2si edx, xmm14
skip_mult_491539:
  // **** End Auto script: Multiplier


code:
  // add ecx,edx
  db 03 CA
  // mov [rax+000000E0],ecx
  db 89 88 E0 00 00 00
  jmp return
  align 10 cc
  vf_mult_491539:
  dd (float)1.5

INJECT_DAMAGE_MULTI:
  jmp newmem
  nop #3
return:
registersymbol(INJECT_DAMAGE_MULTI vf_mult_491539)

[DISABLE]

INJECT_DAMAGE_MULTI:
  db 03 CA 89 88 E0 00 00 00

unregistersymbol(INJECT_DAMAGE_MULTI vf_mult_491539)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+4c

Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+b: 48 89 75 E8                        - mov [rbp-18],rsi
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+f: 48 89 7D F0                        - mov [rbp-10],rdi
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+13: 4C 89 7D F8                        - mov [rbp-08],r15
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+17: 48 8B F1                           - mov rsi,rcx
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+1a: 48 63 7E 20                        - movsxd  rdi,dword ptr [rsi+20]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+1e: 4C 8B 7E 18                        - mov r15,[rsi+18]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+22: 85 FF                              - test edi,edi
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+24: 74 10                              - je Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+36
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+26: 83 FF 01                           - cmp edi,01
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+29: 0F 84 5D 01 00 00                  - je Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+18c
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+2f: 33 C0                              - xor eax,eax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+31: E9 5F 01 00 00                     - jmp Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+195
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+36: C7 46 20 FF FF FF FF               - mov [rsi+20],FFFFFFFF  // signed:-1
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+3d: 49 8B 47 20                        - mov rax,[r15+20]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+41: 48 63 88 E0 00 00 00               - movsxd  rcx,dword ptr [rax+000000E0]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+48: 48 63 56 24                        - movsxd  rdx,dword ptr [rsi+24]
// ---------- INJECTING HERE ----------
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+4c: 03 CA                              - add ecx,edx
// ---------- DONE INJECTING  ----------
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+4e: 89 88 E0 00 00 00                  - mov [rax+000000E0],ecx
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+54: 49 8B 47 20                        - mov rax,[r15+20]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+58: 48 89 45 90                        - mov [rbp-70],rax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+5c: 48 63 80 E0 00 00 00               - movsxd  rax,dword ptr [rax+000000E0]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+63: 48 89 45 88                        - mov [rbp-78],rax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+67: 49 8B CF                           - mov rcx,r15
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+6a: 48 8D 6D 00                        - lea rbp,[rbp+00]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+6e: 49 BB C5 DD F8 B8 06 02 00 00      - mov r11,00000206B8F8DDC5
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+78: 41 FF D3                           - call r11
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+7b: 48 8B D0                           - mov rdx,rax
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+7e: 48 8B 4D 88                        - mov rcx,[rbp-78]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+82: 49 8B 47 20                        - mov rax,[r15+20]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+86: 4C 63 80 D0 00 00 00               - movsxd  r8,dword ptr [rax+000000D0]
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+8d: 90                                 - nop
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+8e: 49 BB 38 F8 3C 88 03 02 00 00      - mov r11,00000203883CF838
Mortal.Combat.CombatStatController+&lt;ModifyHealth&gt;d__352:MoveNext+98: 41 FF D3                           - call r11
}


</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>61</ID>
                  <Description>"倍率 / multiplier"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>C08000</Color>
                  <VariableType>Float</VariableType>
                  <Address>vf_mult_491539</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>E0</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>E4</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   : 2026-10-15
  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+2d,48 63 46 48 48 89 45 F0) // 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_type30_addr)
label(i_type21_addr)


label(i_morality_addr_min)
label(i_mind_phase_addr_min)

newmem:
  push rcx
  mov ecx, [rsi+40]

t_coco:
  cmp ecx, 3
  jne next0
  mov [i_coco_addr], rsi

  // adjust value
  push rcx
  mov ecx, [i_coco_addr_min]
  cmp ecx, [rsi+48]
  jle short mp_endp0
  mov [rsi+48], ecx

mp_endp0:
  pop rcx
  // end

  jmp endp

next0:
t_ap:
  cmp ecx, #19
  jne @F
  mov [i_actionP_addr], rsi

  jmp endp

t_cb:
  cmp ecx, #20
  jne @F
  mov [i_contribution_addr], rsi

  jmp endp
t_mindp:
  cmp ecx, 6
  jne t_next1
  mov [i_mind_phase_addr], rsi


  // adjust value
  push rcx
  mov ecx, [i_mind_phase_addr_min]
  cmp ecx, [rsi+48]
  jle mp_endp
  mov [rsi+48], ecx

mp_endp:
  pop rcx
  // end

  jmp endp

t_next1:
t_assets:
  cmp ecx, #33
  jne @F
  mov [i_assets_addr], rsi

  jmp endp
t_forge:
  cmp ecx, #17
  jne @F
  mov [i_forge_addr], rsi

  jmp endp
t_morality:
  cmp ecx, #11
  jne t_cohesive
  mov [i_morality_addr], rsi

  // adjust value
  push rcx
  mov ecx, [i_morality_addr_min]
  cmp ecx, [rsi+48]
  jle mp_endp_m0
  mov [rsi+48], ecx

mp_endp_m0:
  pop rcx
  // end

  jmp endp

t_cohesive:
  cmp ecx, #16
  jne short @F
  mov [i_cohesive_addr], rsi

  jmp endp

t_fame:
  cmp ecx, #14
  jne short @F
  mov [i_fame], rsi

  jmp endp

t_disciples:
  cmp ecx, #15
  jne short @F
  mov [i_disciples_addr], rsi

  jmp endp

t_skill_pt:
  cmp ecx, #31
  jne short @F
  mov [i_skill_pt_addr], rsi

  jmp endp

t_alch:
  cmp ecx, #18
  jne short @F
  mov [i_alch_addr], rsi

  jmp endp

t_disposition:
  cmp ecx, 8
  jne short @F
  mov [i_disposition_addr], rsi

  jmp endp

t_conduct:
  cmp ecx, 9
  jne @F
  mov [i_conduct_addr], rsi

  jmp endp

t_refinement:
  cmp ecx, #10
  jne short @F
  mov [i_refinement_addr], rsi

  jmp endp

t_con:
  cmp ecx, 0
  jne short @F
  mov [i_con_addr], rsi

  jmp endp

t_chi:
  cmp ecx, 1
  jne short @F
  mov [i_chi_addr], rsi

  jmp endp

t_ightness:
  cmp ecx, 2
  jne short @F
  mov [i_lightness_addr], rsi

  jmp endp

t_sword:
  cmp ecx, #100
  jne short @F
  mov [i_sword_addr], rsi

  jmp endp

t_fist:
  cmp ecx, #102
  jne short @F
  mov [i_fist_addr], rsi

  jmp endp

t_hweapon:
  cmp ecx, #101
  jne short @F
  mov [i_hidden_weapons_addr], rsi

  jmp endp

t_def:
  cmp ecx, #29
  jne short @F
  mov [i_def_addr], rsi

  jmp endp

t_mcannon:
  cmp ecx, #12
  jne short @F
  mov [i_mouth_cannon_addr], rsi

  jmp endp

t_antip:
  cmp ecx, #23
  jne short @F
  mov [i_antip_addr], rsi

  jmp endp

t_burst:
  cmp ecx, #401
  jne short @F
  mov [i_burst_addr], rsi

  jmp endp

t_knowledge:
  cmp ecx, 5
  jne short @F
  mov [i_knowledge_addr], rsi

  jmp endp

t_destiny:
  cmp ecx, 7
  jne short @F
  mov [i_destiny_addr], rsi

  jmp endp

t_guild:
  cmp ecx, #13
  jne short @F
  mov [i_guild_stat_addr], rsi

  jmp endp

t_element:
  cmp ecx, #28
  jne short @F
  mov [i_elemental_addr], rsi

  jmp endp

t_lover:
  cmp ecx, #25
  jne short @F
  mov [i_lover_target], rsi

  jmp endp

t_type30:
  cmp ecx, #30 //變心
  jne short @F
  mov [i_type30_addr], rsi

  jmp endp

t_type21:
  cmp ecx, #21 //廚藝
  jne short @F
  mov [i_type21_addr], rsi

  jmp endp

endp:
  pop rcx

code:
  movsxd  rax,dword ptr [rsi+48]
  mov [rbp-10],rax
  jmp return
align 10 cc
  i_coco_addr: // 3
  dq 0
  i_actionP_addr: //19
  dq 0
  i_contribution_addr: //20
  dq 0
  i_mind_phase_addr: // 6
  dq 0
  i_assets_addr: // 33
  dq 0
  i_fame: // 14
  dq 0
  i_forge_addr: // 17
  dq 0
  i_morality_addr: // 11
  dq 0
  i_cohesive_addr: // 16
  dq 0
  i_disciples_addr: // 15
  dq 0
  i_skill_pt_addr: // 31
  dq 0
  i_alch_addr: // 18
  dq 0
  i_disposition_addr: // 8
  dq 0
  i_conduct_addr: // 9
  dq 0
  i_refinement_addr: //10
  dq 0
  i_con_addr: // 0
  dq 0
  i_chi_addr: // 1
  dq 0
  i_lightness_addr: // 2
  dq 0
  i_sword_addr: // 100
  dq 0
  i_fist_addr: // 102
  dq 0
  i_hidden_weapons_addr: // 101
  dq 0
  i_def_addr: // 29
  dq 0
  i_mouth_cannon_addr: // 12
  dq 0
  i_antip_addr: // 23
  dq 0
  i_burst_addr: // 401
  dq 0
  i_knowledge_addr: // 5
  dq 0
  i_destiny_addr: // 7
  dq 0
  i_guild_stat_addr: // 13
  dq 0
  i_elemental_addr:  // 28
  dq 0
  i_lover_target: // 25
  dq 0
  i_type30_addr: // 30
  dq 0
  i_type21_addr: // 21
  dq 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 3
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_type30_addr)
registersymbol(i_type21_addr)

[DISABLE]

INJECT_GET_STATS:
  db 48 63 46 48 48 89 45 F0

unregistersymbol(*)
dealloc(newmem)


{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.GameStat:get_FinalValue+f

206A3F1FB36: 00 00                          - add [rax],al
206A3F1FB38: 00 00                          - add [rax],al
206A3F1FB3A: 00 00                          - add [rax],al
206A3F1FB3C: 00 00                          - add [rax],al
206A3F1FB3E: 00 00                          - add [rax],al
Mortal.Core.GameStat:get_FinalValue: 55                             - push rbp
Mortal.Core.GameStat:get_FinalValue+1: 48 8B EC                       - mov rbp,rsp
Mortal.Core.GameStat:get_FinalValue+4: 48 83 EC 30                    - sub rsp,30
Mortal.Core.GameStat:get_FinalValue+8: 48 89 75 F8                    - mov [rbp-08],rsi
Mortal.Core.GameStat:get_FinalValue+c: 48 8B F1                       - mov rsi,rcx
// ---------- INJECTING HERE ----------
Mortal.Core.GameStat:get_FinalValue+f: 48 63 46 48                    - movsxd  rax,dword ptr [rsi+48]
// ---------- DONE INJECTING  ----------
Mortal.Core.GameStat:get_FinalValue+13: 48 89 45 F0                    - mov [rbp-10],rax
Mortal.Core.GameStat:get_FinalValue+17: 48 8B CE                       - mov rcx,rsi
Mortal.Core.GameStat:get_FinalValue+1a: 48 8D 6D 00                    - lea rbp,[rbp+00]
Mortal.Core.GameStat:get_FinalValue+1e: 49 BB E0 FB F1 A3 06 02 00 00  - mov r11,Mortal.Core.GameStat:get_AdditionValue
Mortal.Core.GameStat:get_FinalValue+28: 41 FF D3                       - call r11
Mortal.Core.GameStat:get_FinalValue+2b: 48 8B 4D F0                    - mov rcx,[rbp-10]
Mortal.Core.GameStat:get_FinalValue+2f: 03 C8                          - add ecx,eax
Mortal.Core.GameStat:get_FinalValue+31: 48 63 56 4C                    - movsxd  rdx,dword ptr [rsi+4C]
Mortal.Core.GameStat:get_FinalValue+35: 4C 63 46 50                    - movsxd  r8,dword ptr [rsi+50]
Mortal.Core.GameStat:get_FinalValue+39: 48 63 46 54                    - movsxd  rax,dword ptr [rsi+54]
}
</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>403</ID>
              <Description>"變心"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_type30_addr</Address>
              <Offsets>
                <Offset>48</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>404</ID>
              <Description>"廚藝 / cooking skills"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_type21_addr</Address>
              <Offsets>
                <Offset>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</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>48</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>128</ID>
              <Description>"屬性 (少陽,少陰) / Elemental"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_elemental_addr</Address>
              <Offsets>
                <Offset>48</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>48</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>48</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">{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_UPGRADE_NO_DEC,Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+A8,Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+16E,2B CA 89 ?? 58 01 00 00)
// raw AOB: 41 FF D3 48 8B 46 30 48 8B 4D 80 48 63 49 2C 48 63 55 A8 0F AF D1 F7 DA 48 8B C8 41 B8 01 00 00 00 83 38 00 66 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 63 8E 58 01 00 00 48 8B 45 80 48 63 50 2C 2B CA 89 8E 58 01 00 00 0F B6 40 3C 85 C0 0F 84 ?? ?? ?? ?? 48 8B 86 38 01 00 00 48 8B C8 83 39 00 48 8B 40 18 48 8B C8 83 39 00 0F B6 40 68 85 C0 75 ?? 48 8B 86 38 01 00 00 48 8B C8 83 39 00 48 8B 40 18
// injection point AOB: 2B CA 89 8E 58 01 00 00 0F B6 40 3C 85 C0 0F 84 ?? ?? ?? ?? 48 8B 86 38 01 00 00 48 8B C8 83 39 00 48 8B 40 18 48 8B C8 83 39 00 0F B6 40 68 85 C0 75 ?? 48 8B 86 38 01 00 00 48 8B C8 83 39 00 48 8B 40 18

INJECT_UPGRADE_NO_DEC:
  nop #2

registersymbol(INJECT_UPGRADE_NO_DEC)

[DISABLE]

INJECT_UPGRADE_NO_DEC:
  db 2B CA

unregistersymbol(INJECT_UPGRADE_NO_DEC)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+10a

Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+c8: 41 FF D3                           - call r11
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+cb: 48 8B 46 30                        - mov rax,[rsi+30]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+cf: 48 8B 4D 80                        - mov rcx,[rbp-80]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+d3: 48 63 49 2C                        - movsxd  rcx,dword ptr [rcx+2C]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+d7: 48 63 55 A8                        - movsxd  rdx,dword ptr [rbp-58]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+db: 0F AF D1                           - imul edx,ecx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+de: F7 DA                              - neg edx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+e0: 48 8B C8                           - mov rcx,rax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+e3: 41 B8 01 00 00 00                  - mov r8d,00000001
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+e9: 83 38 00                           - cmp dword ptr [rax],00
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+ec: 66 90                              - nop 2
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+ee: 49 BB B0 56 D9 C0 06 02 00 00      - mov r11,Mortal.Core.GameStat:AddValue
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+f8: 41 FF D3                           - call r11
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+fb: 48 63 8E 58 01 00 00               - movsxd  rcx,dword ptr [rsi+00000158]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+102: 48 8B 45 80                        - mov rax,[rbp-80]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+106: 48 63 50 2C                        - movsxd  rdx,dword ptr [rax+2C]
// ---------- INJECTING HERE ----------
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+10a: 2B CA                              - sub ecx,edx
// ---------- DONE INJECTING  ----------
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+10c: 89 8E 58 01 00 00                  - mov [rsi+00000158],ecx
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+112: 0F B6 40 3C                        - movzx eax,byte ptr [rax+3C]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+116: 85 C0                              - test eax,eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+118: 0F 84 75 01 00 00                  - je Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+293
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+11e: 48 8B 86 38 01 00 00               - mov rax,[rsi+00000138]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+125: 48 8B C8                           - mov rcx,rax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+128: 83 39 00                           - cmp dword ptr [rcx],00
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+12b: 48 8B 40 18                        - mov rax,[rax+18]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+12f: 48 8B C8                           - mov rcx,rax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+132: 83 39 00                           - cmp dword ptr [rcx],00
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+135: 0F B6 40 68                        - movzx eax,byte ptr [rax+68]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+139: 85 C0                              - test eax,eax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+13b: 75 18                              - jne Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+155
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+13d: 48 8B 86 38 01 00 00               - mov rax,[rsi+00000138]
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+144: 48 8B C8                           - mov rcx,rax
Mortal.Core.UpgradePanel+&lt;StartHandleUpgarde&gt;d__53:MoveNext+147: 83 39 00                           - cmp dword ptr [rcx],00
}

</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">{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_INF_SKILL_UPGRADE,Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+34,Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+10A,2B C1 ?? 89 ?? 60 01 00 00 ?? 8B)
// raw AOB: 83 38 00 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 40 88 46 3C 49 8B 46 28 48 63 56 2C F7 DA 48 8B C8 41 B8 01 00 00 00 83 38 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 49 63 86 60 01 00 00 48 63 4E 2C 2B C1 41 89 86 60 01 00 00 48 8B 4E 20 83 39 00 49 BA ?? ?? ?? ?? ?? ?? ?? ?? 48 8D 64 24 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B C8 48 89 4D B8 48 8D 46 30 48 63 10 89 55 C0 48 63 50 04 89 55 C4 48 63 40 08 89 45 C8
// injection point AOB: 2B C1 41 89 86 60 01 00 00 48 8B 4E 20 83 39 00 49 BA ?? ?? ?? ?? ?? ?? ?? ?? 48 8D 64 24 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B C8 48 89 4D B8 48 8D 46 30 48 63 10 89 55 C0 48 63 50 04 89 55 C4 48 63 40 08 89 45 C8

INJECT_INF_SKILL_UPGRADE:
  nop #2

registersymbol(INJECT_INF_SKILL_UPGRADE)

[DISABLE]

INJECT_INF_SKILL_UPGRADE:
  db 2B C1

unregistersymbol(INJECT_INF_SKILL_UPGRADE)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+9e

Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+54: 83 38 00                           - cmp dword ptr [rax],00
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+57: 48 8D AD 00 00 00 00               - lea rbp,[rbp+00000000]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+5e: 49 BB 50 8E 6A 98 06 02 00 00      - mov r11,Mortal.Core.Book:Learn
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+68: 41 FF D3                           - call r11
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+6b: 40 88 46 3C                        - mov [rsi+3C],al
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+6f: 49 8B 46 28                        - mov rax,[r14+28]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+73: 48 63 56 2C                        - movsxd  rdx,dword ptr [rsi+2C]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+77: F7 DA                              - neg edx
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+79: 48 8B C8                           - mov rcx,rax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+7c: 41 B8 01 00 00 00                  - mov r8d,00000001
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+82: 83 38 00                           - cmp dword ptr [rax],00
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+85: 90                                 - nop
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+86: 49 BB B0 56 D9 C0 06 02 00 00      - mov r11,Mortal.Core.GameStat:AddValue
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+90: 41 FF D3                           - call r11
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+93: 49 63 86 60 01 00 00               - movsxd  rax,dword ptr [r14+00000160]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+9a: 48 63 4E 2C                        - movsxd  rcx,dword ptr [rsi+2C]
// ---------- INJECTING HERE ----------
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+9e: 2B C1                              - sub eax,ecx
// ---------- DONE INJECTING  ----------
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+a0: 41 89 86 60 01 00 00               - mov [r14+00000160],eax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+a7: 48 8B 4E 20                        - mov rcx,[rsi+20]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+ab: 83 39 00                           - cmp dword ptr [rcx],00
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+ae: 49 BA 40 9E 26 9C 06 02 00 00      - mov r10,000002069C269E40
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+b8: 48 8D 64 24 00                     - lea rsp,[rsp+00]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+bd: 90                                 - nop
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+be: 49 BB E0 69 E5 9A 03 02 00 00      - mov r11,UnityEngine.GameObject:GetComponent
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+c8: 41 FF D3                           - call r11
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+cb: 48 8B C8                           - mov rcx,rax
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+ce: 48 89 4D B8                        - mov [rbp-48],rcx
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+d2: 48 8D 46 30                        - lea rax,[rsi+30]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+d6: 48 63 10                           - movsxd  rdx,dword ptr [rax]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+d9: 89 55 C0                           - mov [rbp-40],edx
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+dc: 48 63 50 04                        - movsxd  rdx,dword ptr [rax+04]
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+e0: 89 55 C4                           - mov [rbp-3C],edx
Mortal.Core.MartialPanel+&lt;StartHandleUpgarde&gt;d__72:MoveNext+e3: 48 63 40 08                        - movsxd  rax,dword ptr [rax+08]
}

</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   : 2026-10-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
aobscanregion(INJECT_GET_RELATION,Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2a,Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+5e,48 63 48 3C B8 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], rax

code:
  movsxd rcx,dword ptr [rax+3C]
  mov eax,66666667
  jmp return
align 10 cc
  i_base_rel_addr1:
  dq 0

INJECT_GET_RELATION:
  jmp newmem
  nop 3
return:
registersymbol(INJECT_GET_RELATION)
registersymbol(i_base_rel_addr1)

[DISABLE]

INJECT_GET_RELATION:
  db 48 63 48 3C B8 67 66 66 66

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2d

Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+8: 48 89 75 D0     - mov [rbp-30],rsi
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+c: 48 89 7D D8     - mov [rbp-28],rdi
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+10: 4C 89 65 E0     - mov [rbp-20],r12
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+14: 4C 89 6D E8     - mov [rbp-18],r13
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+18: 4C 89 75 F0     - mov [rbp-10],r14
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+1c: 4C 89 7D F8     - mov [rbp-08],r15
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+20: 48 8B F1        - mov rsi,rcx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+23: 48 8B 46 78     - mov rax,[rsi+78]
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+27: 48 8B C8        - mov rcx,rax
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2a: 83 39 00        - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+2d: 48 63 48 3C     - movsxd  rcx,dword ptr [rax+3C]
// ---------- DONE INJECTING  ----------
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+31: B8 67 66 66 66  - mov eax,66666667
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+36: 48 63 C9        - movsxd  rcx,ecx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+39: 48 0F AF C8     - imul rcx,rax
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+3d: 48 C1 F9 22     - sar rcx,22
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+41: 48 8B C1        - mov rax,rcx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+44: 48 C1 E8 3F     - shr rax,3F
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+48: 4C 8B E0        - mov r12,rax
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+4b: 4C 03 E1        - add r12,rcx
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+4e: 49 8B C4        - mov rax,r12
Mortal.Core.SocialStatPanel:UpdateCharacterInfoToggle+51: 83 F8 03        - cmp eax,03
}
</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>38</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>3C</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>40</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>716</ID>
              <Description>"最大親密度 / max rel."</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>i_base_rel_addr1</Address>
              <Offsets>
                <Offset>44</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>48</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   : 2026-10-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]
aobscanregion(INJECT_ADD_REL_PT,Mortal.Core.RelationshipStat:AddValue+13,Mortal.Core.RelationshipStat:AddValue+30,48 63 4F 3C 03 4D F0) // 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], rdi
  cvtsi2ss xmm7, [rbp-10]

  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 ecx, xmm7
  mov [rbp-10], ecx

code:
  movsxd  rcx,dword ptr [rdi+3C]
  add ecx,[rbp-10]
  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:
  dq 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 48 63 4F 3C 03 4D F0

unregistersymbol(*)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.RelationshipStat:AddValue+13

2069F829218: 00 00                          - add [rax],al
2069F82921A: 00 00                          - add [rax],al
2069F82921C: 00 00                          - add [rax],al
2069F82921E: 00 00                          - add [rax],al
Mortal.Core.RelationshipStat:AddValue: 55                             - push rbp
Mortal.Core.RelationshipStat:AddValue+1: 48 8B EC                       - mov rbp,rsp
Mortal.Core.RelationshipStat:AddValue+4: 48 83 EC 30                    - sub rsp,30
Mortal.Core.RelationshipStat:AddValue+8: 48 89 7D F8                    - mov [rbp-08],rdi
Mortal.Core.RelationshipStat:AddValue+c: 48 8B F9                       - mov rdi,rcx
Mortal.Core.RelationshipStat:AddValue+f: 48 89 55 F0                    - mov [rbp-10],rdx
// ---------- INJECTING HERE ----------
Mortal.Core.RelationshipStat:AddValue+13: 48 63 4F 3C                    - movsxd  rcx,dword ptr [rdi+3C]
// ---------- DONE INJECTING  ----------
Mortal.Core.RelationshipStat:AddValue+17: 03 4D F0                       - add ecx,[rbp-10]
Mortal.Core.RelationshipStat:AddValue+1a: 89 4F 3C                       - mov [rdi+3C],ecx
Mortal.Core.RelationshipStat:AddValue+1d: 4C 63 47 44                    - movsxd  r8,dword ptr [rdi+44]
Mortal.Core.RelationshipStat:AddValue+21: 33 D2                          - xor edx,edx
Mortal.Core.RelationshipStat:AddValue+23: 66 66 90                       - nop 3
Mortal.Core.RelationshipStat:AddValue+26: 49 BB 38 F8 3C 88 03 02 00 00  - mov r11,00000203883CF838
Mortal.Core.RelationshipStat:AddValue+30: 41 FF D3                       - call r11
Mortal.Core.RelationshipStat:AddValue+33: 89 47 3C                       - mov [rdi+3C],eax
Mortal.Core.RelationshipStat:AddValue+36: 48 8B 7D F8                    - mov rdi,[rbp-08]
Mortal.Core.RelationshipStat:AddValue+3a: 48 8D 65 00                    - lea rsp,[rbp+00]
}
</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>3C</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>682</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" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_FORCE_ACTIVE_REL,Mortal.Core.SocialCharacterButton:InitData+0,Mortal.Core.SocialCharacterButton:InitData+BA,0F B6 50 48 48 8B CE)
// raw AOB: 48 8B 4E 40 33 D2 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 85 C0 74 ?? 48 8B CE 33 D2 66 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 E9 ?? ?? ?? ?? 48 8B 46 40 48 8B C8 83 39 00 0F B6 50 48 48 8B CE 48 8D 64 24 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 7E 38 45 33 FF E9 ?? ?? ?? ?? 90 49 63 C7 39 47 18 0F 86 ?? ?? ?? ?? 48 8D 44 C7 20 48 8B 00 48 8B 4E 40 48 8B D1 83 3A 00 48 8B 51 28
// injection point AOB: 0F B6 50 48 48 8B CE 48 8D 64 24 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 7E 38 45 33 FF E9 ?? ?? ?? ?? 90 49 63 C7 39 47 18 0F 86 ?? ?? ?? ?? 48 8D 44 C7 20 48 8B 00 48 8B 4E 40 48 8B D1 83 3A 00 48 8B 51 28
alloc(newmem,$1000,INJECT_FORCE_ACTIVE_REL)
alloc(ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866,$100)

label(code)
label(return)
label(ptrList_count_INJECT_FORCE_ACTIVE_REL_587866)
label(is_force_show_all)
newmem:
  cmp dword ptr [is_force_show_all], 1
  jne short @F
  mov byte ptr [rax+48], 1

@@:
  // **** Begin Auto script: AddressCapture
  // mode=List, strategy=DedupAppend, capacity=32
  pushfq
  push r15
  push r14
  // Address Capture List
  mov r15, ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866
  xor r14d, r14d
dedup_loop_587866:
  cmp r14d, [ptrList_count_INJECT_FORCE_ACTIVE_REL_587866]
  jge store_new_587866
  cmp [r15+r14*8], rax
  je skip_store_587866
  inc r14d
  jmp dedup_loop_587866
store_new_587866:
  cmp r14d, #32
  jge skip_store_587866
  mov [r15+r14*8], rax
  inc dword ptr [ptrList_count_INJECT_FORCE_ACTIVE_REL_587866]
skip_store_587866:
  pop r14
  pop r15
  popfq
  // **** End Auto script: AddressCapture


code:
  // movzx edx,byte ptr [rax+48]
  db 0F B6 50 48
  // mov rcx,rsi
  db 48 8B CE
  jmp return
  align 10 cc
  ptrList_count_INJECT_FORCE_ACTIVE_REL_587866:
  dd 0
  is_force_show_all:
  dd 0

INJECT_FORCE_ACTIVE_REL:
  jmp newmem
  nop #2
return:
registersymbol(INJECT_FORCE_ACTIVE_REL ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866 ptrList_count_INJECT_FORCE_ACTIVE_REL_587866)
registersymbol(is_force_show_all)
[DISABLE]

INJECT_FORCE_ACTIVE_REL:
  db 0F B6 50 48 48 8B CE

unregistersymbol(INJECT_FORCE_ACTIVE_REL ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866 ptrList_count_INJECT_FORCE_ACTIVE_REL_587866)
unregistersymbol(is_force_show_all)
dealloc(newmem)
dealloc(ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.SocialCharacterButton:InitData+52

Mortal.Core.SocialCharacterButton:InitData+17: 48 8B 4E 40                        - mov rcx,[rsi+40]
Mortal.Core.SocialCharacterButton:InitData+1b: 33 D2                              - xor edx,edx
Mortal.Core.SocialCharacterButton:InitData+1d: 90                                 - nop
Mortal.Core.SocialCharacterButton:InitData+1e: 49 BB E0 FD 3C 88 03 02 00 00      - mov r11,UnityEngine.Object:op_Equality
Mortal.Core.SocialCharacterButton:InitData+28: 41 FF D3                           - call r11
Mortal.Core.SocialCharacterButton:InitData+2b: 85 C0                              - test eax,eax
Mortal.Core.SocialCharacterButton:InitData+2d: 74 19                              - je Mortal.Core.SocialCharacterButton:InitData+48
Mortal.Core.SocialCharacterButton:InitData+2f: 48 8B CE                           - mov rcx,rsi
Mortal.Core.SocialCharacterButton:InitData+32: 33 D2                              - xor edx,edx
Mortal.Core.SocialCharacterButton:InitData+34: 66 90                              - nop 2
Mortal.Core.SocialCharacterButton:InitData+36: 49 BB 39 F2 D0 B3 06 02 00 00      - mov r11,00000206B3D0F239
Mortal.Core.SocialCharacterButton:InitData+40: 41 FF D3                           - call r11
Mortal.Core.SocialCharacterButton:InitData+43: E9 77 00 00 00                     - jmp Mortal.Core.SocialCharacterButton:InitData+bf
Mortal.Core.SocialCharacterButton:InitData+48: 48 8B 46 40                        - mov rax,[rsi+40]
Mortal.Core.SocialCharacterButton:InitData+4c: 48 8B C8                           - mov rcx,rax
Mortal.Core.SocialCharacterButton:InitData+4f: 83 39 00                           - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
Mortal.Core.SocialCharacterButton:InitData+52: 0F B6 50 48                        - movzx edx,byte ptr [rax+48]
// ---------- DONE INJECTING  ----------
Mortal.Core.SocialCharacterButton:InitData+56: 48 8B CE                           - mov rcx,rsi
Mortal.Core.SocialCharacterButton:InitData+59: 48 8D 64 24 00                     - lea rsp,[rsp+00]
Mortal.Core.SocialCharacterButton:InitData+5e: 49 BB 60 F2 D0 B3 06 02 00 00      - mov r11,Mortal.Core.SocialCharacterButton:SetActive
Mortal.Core.SocialCharacterButton:InitData+68: 41 FF D3                           - call r11
Mortal.Core.SocialCharacterButton:InitData+6b: 48 8B 7E 38                        - mov rdi,[rsi+38]
Mortal.Core.SocialCharacterButton:InitData+6f: 45 33 FF                           - xor r15d,r15d
Mortal.Core.SocialCharacterButton:InitData+72: E9 3F 00 00 00                     - jmp Mortal.Core.SocialCharacterButton:InitData+b6
Mortal.Core.SocialCharacterButton:InitData+77: 90                                 - nop
Mortal.Core.SocialCharacterButton:InitData+78: 49 63 C7                           - movsxd  rax,r15d
Mortal.Core.SocialCharacterButton:InitData+7b: 39 47 18                           - cmp [rdi+18],eax
Mortal.Core.SocialCharacterButton:InitData+7e: 0F 86 4D 00 00 00                  - jbe Mortal.Core.SocialCharacterButton:InitData+d1
Mortal.Core.SocialCharacterButton:InitData+84: 48 8D 44 C7 20                     - lea rax,[rdi+rax*8+20]
Mortal.Core.SocialCharacterButton:InitData+89: 48 8B 00                           - mov rax,[rax]
Mortal.Core.SocialCharacterButton:InitData+8c: 48 8B 4E 40                        - mov rcx,[rsi+40]
Mortal.Core.SocialCharacterButton:InitData+90: 48 8B D1                           - mov rdx,rcx
Mortal.Core.SocialCharacterButton:InitData+93: 83 3A 00                           - cmp dword ptr [rdx],00
}


</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>
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                <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>715</ID>
              <Description>"各別資料 (點擊展開) / Data+"</Description>
              <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
              <GroupHeader>1</GroupHeader>
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                <CheatEntry>
                  <ID>683</ID>
                  <Description>"#1 唐中翎"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>684</ID>
                  <Description>"#2 唐布衣"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>685</ID>
                  <Description>"#3 唐錚"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+10</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>686</ID>
                  <Description>"#4 唐陞"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+18</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                  <ID>687</ID>
                  <Description>"#5 唐惟元"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+20</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>688</ID>
                  <Description>"#6 唐默鈴"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+28</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>689</ID>
                  <Description>"#7 龍淵"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+30</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                  <ID>690</ID>
                  <Description>"#8 龍湘"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+38</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>691</ID>
                  <Description>"#9 石公遠"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+40</Address>
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                    <Offset>48</Offset>
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                <CheatEntry>
                  <ID>692</ID>
                  <Description>"#10 葉雲舟"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+48</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                  <ID>693</ID>
                  <Description>"#11 葉雲裳"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+50</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>694</ID>
                  <Description>"#12 宋悲"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+58</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
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                <CheatEntry>
                  <ID>695</ID>
                  <Description>"#13 王二壯"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+60</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>696</ID>
                  <Description>"#14 宋富貴"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+68</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>697</ID>
                  <Description>"#15 樊嘯天"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+70</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>698</ID>
                  <Description>"#16 劉顎"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+78</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>699</ID>
                  <Description>"#17 福韞"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+80</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>700</ID>
                  <Description>"#18 萬里鵬程"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+88</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>701</ID>
                  <Description>"#19 南宮深"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+90</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>702</ID>
                  <Description>"#20 南宮淺"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+98</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>703</ID>
                  <Description>"#21 尹志平"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+A0</Address>
                  <Offsets>
                    <Offset>48</Offset>
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                </CheatEntry>
                <CheatEntry>
                  <ID>704</ID>
                  <Description>"#22 申屠龍"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+A8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>705</ID>
                  <Description>"#23 解無塵"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+B0</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>706</ID>
                  <Description>"#24 丹霞子"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+B8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>707</ID>
                  <Description>"#25 上官螢"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+C0</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>708</ID>
                  <Description>"#26 虞小梅"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+C8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
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                <CheatEntry>
                  <ID>709</ID>
                  <Description>"#27 夏侯蘭"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+D0</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>710</ID>
                  <Description>"#28 郁竹"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+D8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
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                <CheatEntry>
                  <ID>711</ID>
                  <Description>"#29 魏菊"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+E0</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>712</ID>
                  <Description>"#30 瑞笙"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+E8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>713</ID>
                  <Description>"#31 夏靈犀"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+F0</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>714</ID>
                  <Description>"#32 趙逵"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>FF8080</Color>
                  <VariableType>Byte</VariableType>
                  <Address>ptrList_arr_INJECT_FORCE_ACTIVE_REL_587866+F8</Address>
                  <Offsets>
                    <Offset>48</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>441</ID>
          <Description>"講經堂 / stats"</Description>
          <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_GET_DEAD_REASONS_CNT,Mortal.Core.LibraryItemPanel:UpdateData+0,Mortal.Core.LibraryItemPanel:UpdateData+7E,48 63 40 40 85 C0 0F 8E ?? ?? ?? ?? 48 8B CE)
// raw AOB: 00 00 00 01 01 04 02 05 04 03 01 50 00 00 00 00 00 00 00 00 55 48 8B EC 48 83 EC 30 48 89 75 F8 48 8B F1 48 8B 46 28 48 8B C8 83 39 00 48 63 40 40 85 C0 0F 8E ?? ?? ?? ?? 48 8B CE 48 8B 06 FF 50 68 48 8B 46 18 48 8B C8 BA 01 00 00 00 83 38 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 46 20 48 8B C8 33 D2 83 38 00 48 8D AD 00 00 00 00
// injection point AOB: 48 63 40 40 85 C0 0F 8E ?? ?? ?? ?? 48 8B CE 48 8B 06 FF 50 68 48 8B 46 18 48 8B C8 BA 01 00 00 00 83 38 00 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 46 20 48 8B C8 33 D2 83 38 00 48 8D AD 00 00 00 00
alloc(newmem,$1000,INJECT_GET_DEAD_REASONS_CNT)
alloc(ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470,$780)

label(code)
label(return)
label(ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470)

newmem:
  // **** Begin Auto script: AddressCapture
  // mode=List, strategy=DedupAppend, capacity=240
  pushfq
  push r15
  push r14
  // Address Capture List
  mov r15, ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470
  xor r14d, r14d
dedup_loop_859470:
  cmp r14d, [ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470]
  jge store_new_859470
  cmp [r15+r14*8], rax
  je skip_store_859470
  inc r14d
  jmp dedup_loop_859470
store_new_859470:
  cmp r14d, #240
  jge skip_store_859470
  mov [r15+r14*8], rax
  inc dword ptr [ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470]
skip_store_859470:
  pop r14
  pop r15
  popfq
  // **** End Auto script: AddressCapture


code:
  // movsxd  rax,dword ptr [rax+40]
  db 48 63 40 40
  // test eax,eax
  db 85 C0
  jmp return
  align 10 cc
  ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470:
  dd 0

INJECT_GET_DEAD_REASONS_CNT:
  jmp newmem
  nop #1
return:
registersymbol(INJECT_GET_DEAD_REASONS_CNT ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470 ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470)

[DISABLE]

INJECT_GET_DEAD_REASONS_CNT:
  db 48 63 40 40 85 C0

unregistersymbol(INJECT_GET_DEAD_REASONS_CNT ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470 ptrList_count_INJECT_GET_DEAD_REASONS_CNT_859470)
dealloc(newmem)
dealloc(ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.LibraryItemPanel:UpdateData+19

2069F82687D: 00 00                              - add [rax],al
2069F82687F: 00 01                              - add [rcx],al
2069F826880: 01 04 02                           - add [rdx+rax],eax
2069F826883: 05 04 03 01 50                     - add eax,50010304
2069F826888: 00 00                              - add [rax],al
2069F82688A: 00 00                              - add [rax],al
2069F82688C: 00 00                              - add [rax],al
2069F82688E: 00 00                              - add [rax],al
Mortal.Core.LibraryItemPanel:UpdateData: 55                                 - push rbp
Mortal.Core.LibraryItemPanel:UpdateData+1: 48 8B EC                           - mov rbp,rsp
Mortal.Core.LibraryItemPanel:UpdateData+4: 48 83 EC 30                        - sub rsp,30
Mortal.Core.LibraryItemPanel:UpdateData+8: 48 89 75 F8                        - mov [rbp-08],rsi
Mortal.Core.LibraryItemPanel:UpdateData+c: 48 8B F1                           - mov rsi,rcx
Mortal.Core.LibraryItemPanel:UpdateData+f: 48 8B 46 28                        - mov rax,[rsi+28]
Mortal.Core.LibraryItemPanel:UpdateData+13: 48 8B C8                           - mov rcx,rax
Mortal.Core.LibraryItemPanel:UpdateData+16: 83 39 00                           - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
Mortal.Core.LibraryItemPanel:UpdateData+19: 48 63 40 40                        - movsxd  rax,dword ptr [rax+40]
// ---------- DONE INJECTING  ----------
Mortal.Core.LibraryItemPanel:UpdateData+1d: 85 C0                              - test eax,eax
Mortal.Core.LibraryItemPanel:UpdateData+1f: 0F 8E 4B 00 00 00                  - jng Mortal.Core.LibraryItemPanel:UpdateData+70
Mortal.Core.LibraryItemPanel:UpdateData+25: 48 8B CE                           - mov rcx,rsi
Mortal.Core.LibraryItemPanel:UpdateData+28: 48 8B 06                           - mov rax,[rsi]
Mortal.Core.LibraryItemPanel:UpdateData+2b: FF 50 68                           - call qword ptr [rax+68]
Mortal.Core.LibraryItemPanel:UpdateData+2e: 48 8B 46 18                        - mov rax,[rsi+18]
Mortal.Core.LibraryItemPanel:UpdateData+32: 48 8B C8                           - mov rcx,rax
Mortal.Core.LibraryItemPanel:UpdateData+35: BA 01 00 00 00                     - mov edx,00000001
Mortal.Core.LibraryItemPanel:UpdateData+3a: 83 38 00                           - cmp dword ptr [rax],00
Mortal.Core.LibraryItemPanel:UpdateData+3d: 90                                 - nop
Mortal.Core.LibraryItemPanel:UpdateData+3e: 49 BB 20 07 CC 98 06 02 00 00      - mov r11,UnityEngine.GameObject:SetActive
Mortal.Core.LibraryItemPanel:UpdateData+48: 41 FF D3                           - call r11
Mortal.Core.LibraryItemPanel:UpdateData+4b: 48 8B 46 20                        - mov rax,[rsi+20]
Mortal.Core.LibraryItemPanel:UpdateData+4f: 48 8B C8                           - mov rcx,rax
Mortal.Core.LibraryItemPanel:UpdateData+52: 33 D2                              - xor edx,edx
Mortal.Core.LibraryItemPanel:UpdateData+54: 83 38 00                           - cmp dword ptr [rax],00
}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>442</ID>
              <Description>""#1" / 生死簿 / Types of death start"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470</Address>
              <Offsets>
                <Offset>40</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>443</ID>
              <Description>""#2""</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470+8</Address>
              <Offsets>
                <Offset>40</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>444</ID>
              <Description>""#3""</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470+10</Address>
              <Offsets>
                <Offset>40</Offset>
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              <Color>FF8080</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>ptrList_arr_INJECT_GET_DEAD_REASONS_CNT_859470+778</Address>
              <Offsets>
                <Offset>40</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>135</ID>
          <Description>"取得所有書籍 / Get all books"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_GET_ALL_BOOKS,Mortal.Core.ItemStatPanel:UpdateData+6D,Mortal.Core.ItemStatPanel:UpdateData+147,48 63 40 3C 85 C0 0F 8E ?? ?? ?? ?? 48 8B 4E 38 49 BA ?? ?? ?? ?? ?? ?? ?? ?? 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 4C 8B F8)
// raw AOB: 48 8B 40 18 48 8B C8 83 39 00 48 8B 40 18 48 8B D5 48 81 C2 78 FF FF FF 48 8B C8 83 38 00 66 66 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 E9 ?? ?? ?? ?? 48 8B 7D 88 48 8B C7 48 8B C8 83 39 00 48 63 40 3C 85 C0 0F 8E ?? ?? ?? ?? 48 8B 4E 38 49 BA ?? ?? ?? ?? ?? ?? ?? ?? 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 4C 8B F8 83 3F 00 4C 8B 77 20 49 8B CF 49 8B D6 41 83 3F 00 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 46 60
// injection point AOB: 48 63 40 3C 85 C0 0F 8E ?? ?? ?? ?? 48 8B 4E 38 49 BA ?? ?? ?? ?? ?? ?? ?? ?? 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 4C 8B F8 83 3F 00 4C 8B 77 20 49 8B CF 49 8B D6 41 83 3F 00 48 8D AD 00 00 00 00 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B 46 60
alloc(newmem,$1000,INJECT_GET_ALL_BOOKS)

label(code)
label(return)

newmem:
  cmp dword ptr [rax+3C], 1
  jae short code
  mov dword ptr [rax+3C], 1

code:
  // movsxd  rax,dword ptr [rax+3C]
  db 48 63 40 3C
  // test eax,eax
  db 85 C0
  jmp return
  align 10 cc

INJECT_GET_ALL_BOOKS:
  jmp newmem
  nop #1
return:
registersymbol(INJECT_GET_ALL_BOOKS)

[DISABLE]

INJECT_GET_ALL_BOOKS:
  db 48 63 40 3C 85 C0

unregistersymbol(INJECT_GET_ALL_BOOKS)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.ItemStatPanel:UpdateData+cd

Mortal.Core.ItemStatPanel:UpdateData+8d: 48 8B 40 18                        - mov rax,[rax+18]
Mortal.Core.ItemStatPanel:UpdateData+91: 48 8B C8                           - mov rcx,rax
Mortal.Core.ItemStatPanel:UpdateData+94: 83 39 00                           - cmp dword ptr [rcx],00
Mortal.Core.ItemStatPanel:UpdateData+97: 48 8B 40 18                        - mov rax,[rax+18]
Mortal.Core.ItemStatPanel:UpdateData+9b: 48 8B D5                           - mov rdx,rbp
Mortal.Core.ItemStatPanel:UpdateData+9e: 48 81 C2 78 FF FF FF               - add rdx,FFFFFFFFFFFFFF78  // signed:-136
Mortal.Core.ItemStatPanel:UpdateData+a5: 48 8B C8                           - mov rcx,rax
Mortal.Core.ItemStatPanel:UpdateData+a8: 83 38 00                           - cmp dword ptr [rax],00
Mortal.Core.ItemStatPanel:UpdateData+ab: 66 66 90                           - nop 3
Mortal.Core.ItemStatPanel:UpdateData+ae: 49 BB B0 4E 3C 88 03 02 00 00      - mov r11,System.Collections.Generic.List`1[T_REF]:GetEnumerator
Mortal.Core.ItemStatPanel:UpdateData+b8: 41 FF D3                           - call r11
Mortal.Core.ItemStatPanel:UpdateData+bb: E9 CB 00 00 00                     - jmp Mortal.Core.ItemStatPanel:UpdateData+18b
Mortal.Core.ItemStatPanel:UpdateData+c0: 48 8B 7D 88                        - mov rdi,[rbp-78]
Mortal.Core.ItemStatPanel:UpdateData+c4: 48 8B C7                           - mov rax,rdi
Mortal.Core.ItemStatPanel:UpdateData+c7: 48 8B C8                           - mov rcx,rax
Mortal.Core.ItemStatPanel:UpdateData+ca: 83 39 00                           - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
Mortal.Core.ItemStatPanel:UpdateData+cd: 48 63 40 3C                        - movsxd  rax,dword ptr [rax+3C]
// ---------- DONE INJECTING  ----------
Mortal.Core.ItemStatPanel:UpdateData+d1: 85 C0                              - test eax,eax
Mortal.Core.ItemStatPanel:UpdateData+d3: 0F 8E B2 00 00 00                  - jng Mortal.Core.ItemStatPanel:UpdateData+18b
Mortal.Core.ItemStatPanel:UpdateData+d9: 48 8B 4E 38                        - mov rcx,[rsi+38]
Mortal.Core.ItemStatPanel:UpdateData+dd: 49 BA C0 A5 A9 B4 06 02 00 00      - mov r10,00000206B4A9A5C0
Mortal.Core.ItemStatPanel:UpdateData+e7: 48 8D AD 00 00 00 00               - lea rbp,[rbp+00000000]
Mortal.Core.ItemStatPanel:UpdateData+ee: 49 BB 40 A9 E5 9A 03 02 00 00      - mov r11,UnityEngine.Object:Instantiate
Mortal.Core.ItemStatPanel:UpdateData+f8: 41 FF D3                           - call r11
Mortal.Core.ItemStatPanel:UpdateData+fb: 4C 8B F8                           - mov r15,rax
Mortal.Core.ItemStatPanel:UpdateData+fe: 83 3F 00                           - cmp dword ptr [rdi],00
Mortal.Core.ItemStatPanel:UpdateData+101: 4C 8B 77 20                        - mov r14,[rdi+20]
Mortal.Core.ItemStatPanel:UpdateData+105: 49 8B CF                           - mov rcx,r15
Mortal.Core.ItemStatPanel:UpdateData+108: 49 8B D6                           - mov rdx,r14
Mortal.Core.ItemStatPanel:UpdateData+10b: 41 83 3F 00                        - cmp dword ptr [r15],00
Mortal.Core.ItemStatPanel:UpdateData+10f: 48 8D AD 00 00 00 00               - lea rbp,[rbp+00000000]
Mortal.Core.ItemStatPanel:UpdateData+116: 49 BB 90 A3 C1 9B 06 02 00 00      - mov r11,UnityEngine.Object:set_name
Mortal.Core.ItemStatPanel:UpdateData+120: 41 FF D3                           - call r11
}


</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>136</ID>
              <Description>"手動使用方式：狀態 -&gt; 行囊"</Description>
              <Color>8000FF</Color>
              <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>{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_GET_BATTLE_NPC_CNT,Mortal.Battle.NpcSpawner:HandleNpcRemove+0,Mortal.Battle.NpcSpawner:HandleNpcRemove+78,48 63 46 68 FF C8 89 46 68 48)
// raw AOB: 08 E0 3D 95 B4 06 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 55 48 8B EC 48 83 EC 40 48 89 75 F0 48 89 7D F8 48 8B F1 48 63 46 68 FF C8 89 46 68 48 8B 46 40 48 8B C8 83 39 00 48 63 40 28 85 C0 0F 8E ?? ?? ?? ?? 48 8B CE 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B F8 48 8B CF 33 D2 66 66 90 49 BB
// injection point AOB: 48 63 46 68 FF C8 89 46 68 48 8B 46 40 48 8B C8 83 39 00 48 63 40 28 85 C0 0F 8E ?? ?? ?? ?? 48 8B CE 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 48 8B F8 48 8B CF 33 D2 66 66 90 49 BB
alloc(newmem,$1000,INJECT_GET_BATTLE_NPC_CNT)

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 short @F

  xorps xmm15, xmm15
  movaps [i_base_npc_c_addr1], xmm15
  movaps [is_clear_data], xmm15

@@:
  cmp [i_base_npc_c_addr1], rsi
  je short code
  cmp qword ptr [i_base_npc_c_addr1], 0
  jne short @F
  mov [i_base_npc_c_addr1], rsi
  jmp short code

@@:
  cmp [i_base_npc_c_addr2], rsi
  je short code
  cmp qword ptr [i_base_npc_c_addr2], 0
  jne short @F
  mov [i_base_npc_c_addr2], rsi

code:
  // movsxd  rax,dword ptr [rsi+68]
  db 48 63 46 68
  // dec eax
  db FF C8
  jmp return
  align 10 cc
  i_base_npc_c_addr1:
  dq 0
  i_base_npc_c_addr2:
  dq 0
  is_clear_data:
  dd 0 0
  dq 0

INJECT_GET_BATTLE_NPC_CNT:
  jmp newmem
  nop #1
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 48 63 46 68 FF C8

unregistersymbol(INJECT_GET_BATTLE_NPC_CNT)
unregistersymbol(i_base_npc_c_addr1)
unregistersymbol(i_base_npc_c_addr2)
unregistersymbol(is_clear_data)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Battle.NpcSpawner:HandleNpcRemove+13

2069F823B99: 08 E0                              - or al,ah
2069F823B9B: 3D 95 B4 06 02                     - cmp eax,0206B495
2069F823BA0: 00 00                              - add [rax],al
2069F823BA2: 00 00                              - add [rax],al
2069F823BA4: 00 00                              - add [rax],al
2069F823BA6: 00 00                              - add [rax],al
2069F823BA8: 00 00                              - add [rax],al
2069F823BAA: 00 00                              - add [rax],al
2069F823BAC: 00 00                              - add [rax],al
2069F823BAE: 00 00                              - add [rax],al
Mortal.Battle.NpcSpawner:HandleNpcRemove: 55                                 - push rbp
Mortal.Battle.NpcSpawner:HandleNpcRemove+1: 48 8B EC                           - mov rbp,rsp
Mortal.Battle.NpcSpawner:HandleNpcRemove+4: 48 83 EC 40                        - sub rsp,40
Mortal.Battle.NpcSpawner:HandleNpcRemove+8: 48 89 75 F0                        - mov [rbp-10],rsi
Mortal.Battle.NpcSpawner:HandleNpcRemove+c: 48 89 7D F8                        - mov [rbp-08],rdi
Mortal.Battle.NpcSpawner:HandleNpcRemove+10: 48 8B F1                           - mov rsi,rcx
// ---------- INJECTING HERE ----------
Mortal.Battle.NpcSpawner:HandleNpcRemove+13: 48 63 46 68                        - movsxd  rax,dword ptr [rsi+68]
// ---------- DONE INJECTING  ----------
Mortal.Battle.NpcSpawner:HandleNpcRemove+17: FF C8                              - dec eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+19: 89 46 68                           - mov [rsi+68],eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+1c: 48 8B 46 40                        - mov rax,[rsi+40]
Mortal.Battle.NpcSpawner:HandleNpcRemove+20: 48 8B C8                           - mov rcx,rax
Mortal.Battle.NpcSpawner:HandleNpcRemove+23: 83 39 00                           - cmp dword ptr [rcx],00
Mortal.Battle.NpcSpawner:HandleNpcRemove+26: 48 63 40 28                        - movsxd  rax,dword ptr [rax+28]
Mortal.Battle.NpcSpawner:HandleNpcRemove+2a: 85 C0                              - test eax,eax
Mortal.Battle.NpcSpawner:HandleNpcRemove+2c: 0F 8E 69 00 00 00                  - jng Mortal.Battle.NpcSpawner:HandleNpcRemove+9b
Mortal.Battle.NpcSpawner:HandleNpcRemove+32: 48 8B CE                           - mov rcx,rsi
Mortal.Battle.NpcSpawner:HandleNpcRemove+35: 90                                 - nop
Mortal.Battle.NpcSpawner:HandleNpcRemove+36: 49 BB F4 3C 82 9F 06 02 00 00      - mov r11,000002069F823CF4
Mortal.Battle.NpcSpawner:HandleNpcRemove+40: 41 FF D3                           - call r11
Mortal.Battle.NpcSpawner:HandleNpcRemove+43: 48 8B F8                           - mov rdi,rax
Mortal.Battle.NpcSpawner:HandleNpcRemove+46: 48 8B CF                           - mov rcx,rdi
Mortal.Battle.NpcSpawner:HandleNpcRemove+49: 33 D2                              - xor edx,edx
Mortal.Battle.NpcSpawner:HandleNpcRemove+4b: 66 66 90                           - nop 3
}


</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>142</ID>
              <Description>"v1.0.5- AOB由Pavers提供 / v1.0.5- 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>68</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>68</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>{
  Generated by AOBMaker,  bbfox@https://github.com/bbfox0703/AOBMaker-Release
  Date   : 2026/10/15
}

[ENABLE]

aobscanregion(INJECT_SET_DICE_RESULT,Mortal.Story.DiceCheckResult:get_ResultCount+73,Mortal.Story.DiceCheckResult:get_ResultCount+102,C3 49 8B C7 48 8B 75 E8 48)
// raw AOB: E8 ?? ?? ?? ?? 48 83 C4 08 48 8B 45 B0 48 85 C0 74 ?? 90 49 BB ?? ?? ?? ?? ?? ?? ?? ?? 41 FF D3 EB ?? 48 89 65 E0 48 83 EC 20 48 8B C5 48 83 C0 B8 48 89 45 A8 48 8B 65 E0 C3 49 8B C7 48 8B 75 E8 48 8B 7D F0 4C 8B 7D F8 48 8D 65 00 5D C3 00 00 00 00 00 00 01 04 02 05 04 03 01 50 00 00 00 00 00 00 00 00 00 00 00 00
// injection point AOB: 49 8B C7 48 8B 75 E8 48 8B 7D F0 4C 8B 7D F8 48 8D 65 00 5D C3 00 00 00 00 00 00 01 04 02 05 04 03 01 50 00 00 00 00 00 00 00 00 00 00 00 00
alloc(newmem,$1000,INJECT_SET_DICE_RESULT)

label(code)
label(return)
label(i_dtarget_value)
label(i_dice_result)

newmem:
  cmp qword ptr [i_dtarget_value], -1
  je short code
  mov [i_dice_result], r15
  mov r15, [i_dtarget_value]

code:
  // mov rax,r15
  db 49 8B C7
  // mov rsi,[rbp-18]
  db 48 8B 75 E8
  jmp return
  align 10 cc
  i_dtarget_value:
  dq -1
  i_dice_result:
  dq 1

INJECT_SET_DICE_RESULT+1:
  jmp newmem
  nop #2
return:
registersymbol(INJECT_SET_DICE_RESULT)
registersymbol(i_dtarget_value)
registersymbol(i_dice_result)
[DISABLE]

INJECT_SET_DICE_RESULT+1:
  db 49 8B C7 48 8B 75 E8

unregistersymbol(INJECT_SET_DICE_RESULT)
unregistersymbol(i_dtarget_value)
unregistersymbol(i_dice_result)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Story.DiceCheckResult:get_ResultCount+cd

Mortal.Story.DiceCheckResult:get_ResultCount+93: E8 1D 00 00 00                     - call Mortal.Story.DiceCheckResult:get_ResultCount+b5
Mortal.Story.DiceCheckResult:get_ResultCount+98: 48 83 C4 08                        - add rsp,08
Mortal.Story.DiceCheckResult:get_ResultCount+9c: 48 8B 45 B0                        - mov rax,[rbp-50]
Mortal.Story.DiceCheckResult:get_ResultCount+a0: 48 85 C0                           - test rax,rax
Mortal.Story.DiceCheckResult:get_ResultCount+a3: 74 0E                              - je Mortal.Story.DiceCheckResult:get_ResultCount+b3
Mortal.Story.DiceCheckResult:get_ResultCount+a5: 90                                 - nop
Mortal.Story.DiceCheckResult:get_ResultCount+a6: 49 BB 4B 4D 7B 9B 03 02 00 00      - mov r11,000002039B7B4D4B
Mortal.Story.DiceCheckResult:get_ResultCount+b0: 41 FF D3                           - call r11
Mortal.Story.DiceCheckResult:get_ResultCount+b3: EB 18                              - jmp Mortal.Story.DiceCheckResult:get_ResultCount+cd
Mortal.Story.DiceCheckResult:get_ResultCount+b5: 48 89 65 E0                        - mov [rbp-20],rsp
Mortal.Story.DiceCheckResult:get_ResultCount+b9: 48 83 EC 20                        - sub rsp,20
Mortal.Story.DiceCheckResult:get_ResultCount+bd: 48 8B C5                           - mov rax,rbp
Mortal.Story.DiceCheckResult:get_ResultCount+c0: 48 83 C0 B8                        - add rax,-48  // signed:-72
Mortal.Story.DiceCheckResult:get_ResultCount+c4: 48 89 45 A8                        - mov [rbp-58],rax
Mortal.Story.DiceCheckResult:get_ResultCount+c8: 48 8B 65 E0                        - mov rsp,[rbp-20]
Mortal.Story.DiceCheckResult:get_ResultCount+cc: C3                                 - ret
// ---------- INJECTING HERE ----------
Mortal.Story.DiceCheckResult:get_ResultCount+cd: 49 8B C7                           - mov rax,r15
// ---------- DONE INJECTING  ----------
Mortal.Story.DiceCheckResult:get_ResultCount+d0: 48 8B 75 E8                        - mov rsi,[rbp-18]
Mortal.Story.DiceCheckResult:get_ResultCount+d4: 48 8B 7D F0                        - mov rdi,[rbp-10]
Mortal.Story.DiceCheckResult:get_ResultCount+d8: 4C 8B 7D F8                        - mov r15,[rbp-08]
Mortal.Story.DiceCheckResult:get_ResultCount+dc: 48 8D 65 00                        - lea rsp,[rbp+00]
Mortal.Story.DiceCheckResult:get_ResultCount+e0: 5D                                 - pop rbp
Mortal.Story.DiceCheckResult:get_ResultCount+e1: C3                                 - ret
2069F823B42: 00 00                              - add [rax],al
2069F823B44: 00 00                              - add [rax],al
2069F823B46: 00 00                              - add [rax],al
2069F823B48: 01 04 02                           - add [rdx+rax],eax
2069F823B4B: 05 04 03 01 50                     - add eax,50010304
2069F823B50: 00 00                              - add [rax],al
2069F823B52: 00 00                              - add [rax],al
2069F823B54: 00 00                              - add [rax],al
2069F823B56: 00 00                              - add [rax],al
2069F823B58: 00 00                              - add [rax],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>8 Bytes</VariableType>
              <Address>i_dtarget_value</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>62</ID>
              <Description>"orig. result"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>808080</Color>
              <VariableType>8 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   : 2026-10-15
  Author : bbfox@https://opencheattables.com
}

[ENABLE]

aobscanregion(INJECT_GET_ADDON_VALUE,Mortal.Core.GameStat:AddValue+1e, Mortal.Core.GameStat:AddValue+33, 49 63 4F 48 03 CF) // should be unique
alloc(newmem,$1000)

label(code)
label(return i_base_addon_value_addr)

newmem:
  cmp dword ptr [r15+40], 7
  jne code
  cmp dword ptr [r15+44], 0
  jne code

  mov [i_base_addon_value_addr], r15

code:
  movsxd  rcx,dword ptr [r15+48]
  add ecx,edi
  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 49 63 4F 48 03 CF

unregistersymbol(INJECT_GET_ADDON_VALUE i_base_addon_value_addr)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Mortal.Core.GameStat:AddValue+21

Mortal.Core.GameStat:AddValue: 55                             - push rbp
Mortal.Core.GameStat:AddValue+1: 48 8B EC                       - mov rbp,rsp
Mortal.Core.GameStat:AddValue+4: 48 83 EC 40                    - sub rsp,40
Mortal.Core.GameStat:AddValue+8: 48 89 7D F0                    - mov [rbp-10],rdi
Mortal.Core.GameStat:AddValue+c: 4C 89 7D F8                    - mov [rbp-08],r15
Mortal.Core.GameStat:AddValue+10: 4C 8B F9                       - mov r15,rcx
Mortal.Core.GameStat:AddValue+13: 48 8B FA                       - mov rdi,rdx
Mortal.Core.GameStat:AddValue+16: 4C 89 45 E0                    - mov [rbp-20],r8
Mortal.Core.GameStat:AddValue+1a: 49 63 47 48                    - movsxd  rax,dword ptr [r15+48]
Mortal.Core.GameStat:AddValue+1e: 89 45 E8                       - mov [rbp-18],eax
// ---------- INJECTING HERE ----------
Mortal.Core.GameStat:AddValue+21: 49 63 4F 48                    - movsxd  rcx,dword ptr [r15+48]
// ---------- DONE INJECTING  ----------
Mortal.Core.GameStat:AddValue+25: 03 CF                          - add ecx,edi
Mortal.Core.GameStat:AddValue+27: 41 89 4F 48                    - mov [r15+48],ecx
Mortal.Core.GameStat:AddValue+2b: 49 63 57 4C                    - movsxd  rdx,dword ptr [r15+4C]
Mortal.Core.GameStat:AddValue+2f: 4D 63 47 50                    - movsxd  r8,dword ptr [r15+50]
Mortal.Core.GameStat:AddValue+33: 66 66 90                       - nop 3
Mortal.Core.GameStat:AddValue+36: 49 BB 50 F8 3C 88 03 02 00 00  - mov r11,UnityEngine.Mathf:Clamp
Mortal.Core.GameStat:AddValue+40: 41 FF D3                       - call r11
Mortal.Core.GameStat:AddValue+43: 41 89 47 48                    - mov [r15+48],eax
Mortal.Core.GameStat:AddValue+47: 0F B6 45 E0                    - movzx eax,byte ptr [rbp-20]
Mortal.Core.GameStat:AddValue+4b: 85 C0                          - test eax,eax
}
</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>48</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>32</ID>
      <Description>"活俠傳 Legend of Mortal v1.0.6000.2  /  https://opencheattables.com"</Description>
      <Color>00AE57</Color>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
  </CheatEntries>
  <CheatCodes>
    <CodeEntry>
      <Description>Code :movsxd  rdx,dword ptr [rax+000000E0]</Description>
      <AddressString>2069869547C</AddressString>
      <Before>
        <Byte>E0</Byte>
        <Byte>49</Byte>
        <Byte>8B</Byte>
        <Byte>45</Byte>
        <Byte>18</Byte>
      </Before>
      <Actual>
        <Byte>48</Byte>
        <Byte>63</Byte>
        <Byte>90</Byte>
        <Byte>E0</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
        <Byte>00</Byte>
      </Actual>
      <After>
        <Byte>89</Byte>
        <Byte>55</Byte>
        <Byte>D8</Byte>
        <Byte>49</Byte>
        <Byte>8B</Byte>
      </After>
    </CodeEntry>
  </CheatCodes>
  <UserdefinedSymbols/>
  <Comments>Mortal.Core.LibraryItemPanel:UpdateData+11 - 8B 40 20              - mov eax,[eax+20]
</Comments>
</CheatTable>
