Started migration to init/plugin scheme (init files for noninteractive parts). Also added WINDOWS/LINUX flags
parent
150e06f115
commit
1a99121ead
@ -0,0 +1,89 @@
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adv_tools=adv_tools or {}
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adv_tools.menu=adv_tools.menu or MakeMenu()
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function adv_tools.ressurect()
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector)
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indx=GetCreatureAtPos(getxyz())
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if indx<0 then indx=0 end
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--print(string.format("%x",vector:getval(indx)))
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt1)
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt2)
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v2.type=DWORD
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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engine.poke(vector:getval(indx),ptr_Creature.bloodlvl,60000) --give blood
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engine.poke(vector:getval(indx),ptr_Creature.bleedlvl,0) --stop some bleeding...
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local flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false) --ALIVE
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flg:set(39,false) -- leave body yet again
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flg:set(37,false) -- something todo with wounds- lets you walk again.
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flg:set(58,true) -- makes them able to breathe
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flg:set(61,true) -- gives them sight
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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function adv_tools.wagonmode() --by rumrusher
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--first three lines same as before (because we will need an offset of creature at location x,y,z)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector)
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indx=GetCreatureAtPos(getxyz())
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--indx=0
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--print(string.format("%x",vector:getval(indx)))
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
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flg:set(1,false)
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flg:set(74,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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print("To stay normal press y, else hit Enter turn Wagon mode on.")
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r=io.stdin:read() -- repeat for it too work... also creature will be dead.
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if r== "y" then
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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else
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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flg:flip(74)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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end
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function selectall()
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local retvec={} --return vector (or a list)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector) --standart start
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for i=0,vector:size()-1 do --check all creatures
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local off
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off=vector:getval(i)
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local flags=engine.peek(off,ptr_Creature.flags)
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if flags:get(1)==true then --if dead ...
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table.insert(retvec,off)--... add it to return vector
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end
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end
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return retvec --return the "return vector" :)
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end
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function adv_tools.hostilate()
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vector=engine.peek(offsets.getEx("AdvCreatureVec"),ptr_vector)
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id=GetCreatureAtPos(getxyz())
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print(string.format("Vec:%d cr:%d",vector:size(),id))
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off=vector:getval(id)
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crciv=engine.peek(vector:getval(id),ptr_Creature.civ)
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curciv=engine.peek(vector:getval(0),ptr_Creature.civ)
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if curciv==crciv then
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print("Friendly-making enemy")
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engine.poke(off,ptr_Creature.civ,-1)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,true)
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engine.poke(off,ptr_Creature.flags,flg)
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else
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print("Enemy- making friendly")
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engine.poke(off,ptr_Creature.civ,curciv)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,false)
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flg:set(19,false)
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engine.poke(off,ptr_Creature.flags,flg)
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end
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end
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@ -1,89 +0,0 @@
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adv_tools=adv_tools or {}
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adv_tools.menu=adv_tools.menu or MakeMenu()
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function adv_tools.ressurect()
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector)
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indx=GetCreatureAtPos(getxyz())
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if indx<0 then indx=0 end
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--print(string.format("%x",vector:getval(indx)))
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt1)
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt2)
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v2.type=DWORD
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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engine.poke(vector:getval(indx),ptr_Creature.bloodlvl,60000) --give blood
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engine.poke(vector:getval(indx),ptr_Creature.bleedlvl,0) --stop some bleeding...
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local flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false) --ALIVE
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flg:set(39,false) -- leave body yet again
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flg:set(37,false) -- something todo with wounds- lets you walk again.
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flg:set(58,true) -- makes them able to breathe
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flg:set(61,true) -- gives them sight
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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function adv_tools.wagonmode() --by rumrusher
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--first three lines same as before (because we will need an offset of creature at location x,y,z)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector)
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indx=GetCreatureAtPos(getxyz())
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--indx=0
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--print(string.format("%x",vector:getval(indx)))
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
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flg:set(1,false)
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flg:set(74,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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print("To stay normal press y, else hit Enter turn Wagon mode on.")
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r=io.stdin:read() -- repeat for it too work... also creature will be dead.
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if r== "y" then
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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else
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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flg:flip(74)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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end
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function selectall()
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local retvec={} --return vector (or a list)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector) --standart start
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for i=0,vector:size()-1 do --check all creatures
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local off
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off=vector:getval(i)
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local flags=engine.peek(off,ptr_Creature.flags)
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if flags:get(1)==true then --if dead ...
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table.insert(retvec,off)--... add it to return vector
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end
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end
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return retvec --return the "return vector" :)
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end
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function adv_tools.hostilate()
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vector=engine.peek(offsets.getEx("AdvCreatureVec"),ptr_vector)
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id=GetCreatureAtPos(getxyz())
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print(string.format("Vec:%d cr:%d",vector:size(),id))
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off=vector:getval(id)
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crciv=engine.peek(vector:getval(id),ptr_Creature.civ)
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curciv=engine.peek(vector:getval(0),ptr_Creature.civ)
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if curciv==crciv then
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print("Friendly-making enemy")
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engine.poke(off,ptr_Creature.civ,-1)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,true)
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engine.poke(off,ptr_Creature.flags,flg)
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else
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print("Enemy- making friendly")
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engine.poke(off,ptr_Creature.civ,curciv)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,false)
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flg:set(19,false)
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engine.poke(off,ptr_Creature.flags,flg)
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end
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end
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@ -0,0 +1,45 @@
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function analyzeF(off)
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pos=offsets.find(off,0x39,ANYBYTE,0x8c,00,00,00)
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print(string.format("Compare at:%x",pos))
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if pos ==0 then
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return 0
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end
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if(pos-off>0x100) then
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print(string.format("Distance to cmp:%x",pos-off))
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pos =offsets.find(off,CALL)
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print(string.format("Distance to call:%x",pos-off))
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return 0
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--return analyzeF(pos)
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else
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return pos
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end
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end
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function minEx(...)
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local imin=arg[1]
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for _,v in ipairs(arg) do
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if imin> v and v~=0 then
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imin=v
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end
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end
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return imin
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end
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function signDword(dw)
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if(dw>0xFFFFFFFF) then
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return dw-0xFFFFFFFF
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end
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return dw
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end
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--[[
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Warning: not all mov's are acounted for. Found one: mov EAX,WORD PTR[EBP+1EF4] WTF??
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Two more compares are missing. There are calls instead (same function)
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]]--
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friendship_in={}
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dofile("dfusion/friendship/install.lua")
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dofile("dfusion/friendship/patch.lua")
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function friendship(names)
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friendship_in.install(names)
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friendship_in.patch()
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end
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