justNOPing wrote: Wed Aug 31, 2022 3:53 pm
CrazySquirrel wrote: Wed Aug 31, 2022 8:33 am
Thank you! Hoping to do more like this in the future, was a ton of fun.
Would you be so kind to elaborate on how did you find the loot rarity instruction? I can't imagine how people narrow down such a search.
Yeah, I would be more than happy to explain my process. I will mention, this took me on and off banging my head against a wall since I'm so new, probably about a week or so. I stared at disassembly and experienced many crashes with the Code Filter before finally getting a good method.
What I had done, is used the Code Filter with the Trace function, which had obvious crashes. I used vendors as a test for this, since I could quickly open up a menu to get an item to generate before crashing. After getting those 60 or so calls, I went through and analyzed what each of them were doing, looked at the registers and the stack and saw points of what appeared to be a base address. Modified some values in there, and with experience on looking at how items were in this game through an inventory pointer that holds my items, I found out these were the items in a lot of these calls registers when setting a breakpoint on them and generating an item.
I then left the Code Filter open, started it on these 60 values, and just placed a breakpoint on a random one here, to see where the initial call was to build these items. Found out where the first call of these 60 were made, then followed the base address of the item to see how it was made, and just worked off of that. Let me know if that makes sense, haha.