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Reverse Engineering Project
The hooks for onCast, onAutoAttack, and onSpellCast are all improperly working and causing a crash. Will either be worked on or location changed.
Old scripts are being stored with the live directory, we can probably move these to a file server or in a folder within the repository so they aren’t in the way of those wishing to just use the three main scripts.
Currently numerous programs, scripts, and databases aren't stored for optimal access within the repository. For example past patch databases or the scripts used to take signatures and locate the addresses in IDA. It'd also be good to update the ReadMe to include a list of programs being used within the project by the main contributor.
Currently auto-dodge for instance has no way of knowing if a selected position is a wall or if it is simply open area, but when the issue order is sent it will ALWAYS make a path to that area which usually leads to walking into projectiles if running alongside a wall
The isWall address is currently incorrect and needs to be reversed by finding where it is likely used within the createPath function
The mass signature checker hasn't been fully re-written or optimized for the tasks it needs to do. It is a slightly modified version of my signature scanner. Preferably I'd like it to output the displayed names of the subroutines it finds, that way it is easier to search through and pluck out the desired subroutines.
The signature maker is currently not very well optimized to work with my signature scanner and should be updated to allow better interaction such as simply being able to copy paste from it to the scanner without reformatting or without having to update whether it is a call pattern or a function pattern.
Currently you can only inject post-load screen but obviously you can inject earlier with some minor modifications. IE checking for when the localPlayer !=Null in a loop
Currently the comboer is extremely inaccurate. Potential fixes include using data in the AIManager and logging positions or next positions into an array and "predicting" the enemies next movement.
The auto-dodge currently is rather unintelligent the way it behaves. It currently doesn’t know if the vector it is trying to move to is a wall or free space to move to.
With the current anti-cheat update the project is unusable for a number of reasons. Most importantly, the anti-cheat is preventing debugger attaching, IDA de-compiling, and any other process that'd require attaching.
List of programs that cause a crash:
In addition to crashing the program ReClass doesn't appear to show any class data anymore. With the base address within it appearing as "DEADBABE" which is an obvious false base address.
Even upon using the real base address it doesn't appear to show any info, could be from wrong addresses (unlikely) or the data is being hidden from Reclass. Without ReClass reversing becomes inconveniently more painful to go through.
A script that can generate offsets much quicker than updating ReClass by searching the database in IDA for "mPARRegenRate" and checking the subroutine that contains it. By filtering through the subroutine you can pull offsets and generate a very useful offset list.
A module that with utilize global ultimate abilities and perform functions like prediction across map or aiming the ultimate at those recalling to base and will fire if it would hit and kill them.
We can add on screen effects via the in-game Renderer ie cooldown timers, ward positions, range indicators, ect
A module that casts the defensive spells based on a priority system, predicting whether not using them would result in certain death of the user.
A module that detects the smite summoner spell is active in the current game and smites when the smite key is held down and the nearest monster passes the threshold required for smite to execute the monster.
The script is in need of an interface in order to create and set up the scripts for game-play as well as in need of a method to save and store these settings for later use
Currently if you try to combine the key presses of two separate modules it will over-ride the first pressed key and just do the second. It'd be better if we can get it to remember if a key was/is pressed and released.
Lots of work needs to be done for the documentation.
IE methods used to find functions. Need to utilize the wiki more.
The code can probably be optimized and better separated to appear more fluid and make it much easier to work with.
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