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Ancient space cheat engine
Ancient space cheat engine








ancient space cheat engine

The user will know this is a sword in their inventory and can change it. If I switch to AOB type, it won't be.įor example, now, using string type, an address may show a value of: Weapon_Sword_070. It shows the string value.which is still pretty easily interpretable. The address value doesn't reflect the real world name when the address values are initially populated.

ancient space cheat engine

Yea, I've considered using that, but the problem is that then the user won't know which item they're changing. Exactly how you'd do this depends on how you have the lists set up. Lua can automate changing the drop down lists. Yeah, I realized CE probably doesn't send that through a Lua interpreter. ct file in something like Notepad++ and append (find/replace) each item with a trailing buffer. I've already got hundreds of inventory slot addresses created, each with hundreds of drop down list items.

ANCIENT SPACE CHEAT ENGINE HOW TO

**EDIT: Just tried a test to implement it, but it's literally writing: "\x00" I guess I'm not understanding how to apply this solution to my case.

ancient space cheat engine

So, theoretically, could I append all of my drop down list strings with something like: Other character escape sequences are documented here:įunction padString(target,source) - expects 2 stringsĮrror('you cannot write a longer string') Last edited by Drivium on Fri 8:49 am edited 2 times in total Even a space or a 0 has a non null byte value.Ĭomplete list of item names in case it helps: The bytes show 00 for empty string, but I cannot find a way to send that in text. So, how can I tell CE to send a null string in text? My thought is I'd create a buffer at the end of each item string of empty spaces. Weapon_Sword_041 becomes Weapon_Bow_02841, since the bow string is two characters less than the sword. The problem I'm facing is when I want to write a new item whose name is shorter than the previous.įor example, if I'm writing from a sword to a bow: "Weapon_Sword_047": "Royal Guard's Sword", "Weapon_Sword_042": "Spring-Loaded Hammer", "Weapon_Bow_027": "Dragon Bone Boko Bow", My drop down list shows the value on the right (real world name), but writes the value on the left (in memory name). One cool thing about this game is the inventory is viewable in memory as text in CE, so you can literally change the in memory name of the item there and it reflects in game. I'm working on a dropdown list for a game to swap inventory. Posted: Thu 4:41 pm Post subject: How to send 00 equivalent in text (ascii)?










Ancient space cheat engine