Last Epoch is a single-player ARPG based on Unity and C #. The game has a crafting system - the player finds modifiers, which he then applies to equipment. With each modifier, "instability" accumulates, which increases the chance of breaking the item
I pursued two goals:
- Remove "breakage" of an item as a result of applying modifiers
- Do not use modifiers when crafting
This is what the crafting window looks like in the game:
Part one, where we edit .NET code without registration and SMS
First, I will describe the process of modifying the old version of the game (0.7.8)
C# IL (Intermediate Language) . IL- . Unity IL- <GameFolder>/Managed/Assembly-CSharp.dll
IL- dnSpy β .NET, . dnSpy .NET , IDE.
, dnSpy Assembly-CSharp.dll
. , β , Craft .
β CraftingSlotManager:
Forge() :
// CraftingSlotManager
// Token: 0x06002552 RID: 9554 RVA: 0x0015E958 File Offset: 0x0015CB58
public void Forge()
{
if (!this.forging)
{
this.forging = true;
base.StartCoroutine(this.ForgeBlocker(10));
bool flag = false;
int num = -1;
if (this.main.HasContent())
{
int num2 = 0;
int num3 = 0;
if (this.debugNoFracture)
{
num3 = -10;
}
float num4 = 1f;
int num5 = -1;
bool flag2 = false;
ItemData data = this.main.GetContent()[0].data;
ItemData itemData = null;
if (this.support.HasContent())
{
itemData = this.support.GetContent()[0].data;
num5 = (int)itemData.subType;
if (itemData.subType == 0)
{
num3--;
flag2 = true;
}
else if (itemData.subType == 1)
{
num4 = UnityEngine.Random.Range(0.4f, 1f);
flag2 = true;
}
}
if (this.appliedAffixID >= 0)
{
Debug.Log("applied ID: " + this.appliedAffixID.ToString());
if (this.forgeButtonText.text == "Forge")
{
if (data.AddAffixTier(this.appliedAffixID, Mathf.RoundToInt((float)(5 + num2) * num4), num3))
{
num = this.appliedAffixID;
flag = true;
}
GlobalDataTracker.instance.CheckForShard(this.appliedAffixID);
if (flag2)
{
this.support.Clear();
}
if (!GlobalDataTracker.instance.CheckForShard(this.appliedAffixID))
{
this.DeselectAffixID();
}
}
}
else if (this.modifier.HasContent())
{
Debug.Log("modifier lets go");
ItemData data2 = this.modifier.GetContent()[0].data;
if (data2.itemType == 102)
{
if (data2.subType == 0)
{
Debug.Log("shatter it");
Notifications.CraftingOutcome(data.Shatter());
if (num5 == 0)
{
flag2 = false;
}
this.main.Clear();
flag = true;
this.ResetAffixList();
}
else if (data2.subType == 1)
{
Debug.Log("refine it");
if (data.AddInstability(Mathf.RoundToInt((float)(2 + num2) * num4), num3, 0))
{
data.ReRollAffixRolls();
}
flag = true;
}
else if (data2.subType == 2 && data.affixes.Count > 0)
{
Debug.Log("remove it");
if (data.AddInstability(Mathf.RoundToInt((float)(2 + num2) * num4), num3, 0))
{
ItemAffix affixToRemove = data.affixes[UnityEngine.Random.Range(0, data.affixes.Count)];
data.RemoveAffix(affixToRemove);
}
flag = true;
}
else if (data2.subType == 3 && data.affixes.Count > 0)
{
Debug.Log("cleanse it");
List<ItemAffix> list = new List<ItemAffix>();
foreach (ItemAffix item in data.affixes)
{
list.Add(item);
}
foreach (ItemAffix affixToRemove2 in list)
{
data.RemoveAffix(affixToRemove2);
}
if (num5 == 0)
{
flag2 = false;
}
data.SetInstability((int)((Mathf.Clamp(UnityEngine.Random.Range(5f, 15f), 0f, (float)data.instability) + (float)num2) * num4));
flag = true;
}
else if (data2.subType == 4 && data.sockets == 0)
{
Debug.Log("socket it");
data.AddSocket(1);
data.SetInstability((int)((Mathf.Clamp(UnityEngine.Random.Range(5f, 15f), 0f, (float)data.instability) + (float)num2) * num4));
flag = true;
}
}
}
if (flag)
{
UISounds.playSound(UISounds.UISoundLabel.CraftingSuccess);
if (this.modifier.HasContent())
{
ItemData data3 = this.modifier.GetContent()[0].data;
this.modifier.Clear();
if (num >= 0 && GlobalDataTracker.instance.CheckForShard(num))
{
this.PopShardToModifierSlot(num);
}
else if (data3.itemType == 102)
{
foreach (SingleSubTypeContainer singleSubTypeContainer in ItemContainersManager.instance.materials.Containers)
{
if (singleSubTypeContainer.CanAddItemType((int)data3.itemType) && singleSubTypeContainer.allowedSubID == (int)data3.subType && singleSubTypeContainer.HasContent())
{
singleSubTypeContainer.MoveItemTo(singleSubTypeContainer.GetContent()[0], 1, this.modifier, new IntVector2?(IntVector2.Zero), Context.SILENT);
break;
}
}
}
if (num >= 0 && this.prefixTierVFXObjects.Length != 0 && this.suffixTierVFXObjects.Length != 0)
{
ItemData itemData2 = null;
if (this.main.HasContent())
{
itemData2 = this.main.GetContent()[0].data;
}
if (itemData2 != null && this.main.HasContent())
{
List<ItemAffix> list2 = new List<ItemAffix>();
List<ItemAffix> list3 = new List<ItemAffix>();
foreach (ItemAffix itemAffix in itemData2.affixes)
{
if (itemAffix.affixType == AffixList.AffixType.PREFIX)
{
list2.Add(itemAffix);
}
else
{
list3.Add(itemAffix);
}
}
for (int i = 0; i < list2.Count; i++)
{
if ((int)list2[i].affixId == num && this.prefixTierVFXObjects[i])
{
this.prefixTierVFXObjects[i].SetActive(true);
}
}
for (int j = 0; j < list3.Count; j++)
{
if ((int)list3[j].affixId == num && this.suffixTierVFXObjects[j])
{
this.suffixTierVFXObjects[j].SetActive(true);
}
}
}
}
}
if (!flag2)
{
goto IL_6B3;
}
this.support.Clear();
using (List<SingleSubTypeContainer>.Enumerator enumerator2 = ItemContainersManager.instance.materials.Containers.GetEnumerator())
{
while (enumerator2.MoveNext())
{
SingleSubTypeContainer singleSubTypeContainer2 = enumerator2.Current;
if (singleSubTypeContainer2.CanAddItemType((int)itemData.itemType) && singleSubTypeContainer2.allowedSubID == (int)itemData.subType && singleSubTypeContainer2.HasContent())
{
singleSubTypeContainer2.MoveItemTo(singleSubTypeContainer2.GetContent()[0], 1, this.support, new IntVector2?(IntVector2.Zero), Context.SILENT);
break;
}
}
goto IL_6B3;
}
}
this.modifier.Clear();
this.support.Clear();
}
IL_6B3:
if (!flag)
{
UISounds.playSound(UISounds.UISoundLabel.CraftingFailure);
}
this.slamVFX.SetActive(true);
this.UpdateItemInfo();
this.UpdateFractureChanceDisplay();
this.UpdateForgeButton();
ShardCountText.UpdateAll();
}
}
. , ( num1, num2...). , .
β CraftingSlot
', . CraftingSlotManager
.
: this.modifier
this.support
, .
:
this.modifier.Clear();
this.support.Clear();
, ( , , ) β .
this.modifier.Clear();
this.support.Clear();
dnSpy β .dll β :
Fracture, :
β int num3 = -10;
β .
,
0.7.9 IL2CPP , . IL-, β¦ ?
-, No-CD, OllyDbg 10 . , -
, .dll- GameAssembly.dll
55 . , .
dll- Ghidra' , ( Analyze Address Table
)
, , , β .
IL2CPP Il2CppDumper, - ( <GameFolder>/il2cpp_data/Metadata/global-metadata.dat
). , .
dll :
DummyDll dll- IL-. Assembly-CSharp.dll
dnSpy CraftingSlotManager
:
, , !
Address(RVA = "0x5B9FC0", Offset = "0x5B89C0", VA = "0x1805B9FC0")
VA β ce, :
, .
? , Il2CppDumper , β , ghidra.py
script.json
, . , , .
, this.modifier.Clear();
this.support.Clear();
. . .
β . , CALL NOP
( C, Clear Code Bytes), 90
. !
OneSlotItemContainer$$Clear()
Forge()
( , this.main.Clear();
, ).
int num3 = -10;
. β , ~60 , , . 15 , .
, ( 4 MOVZX AND), . , .
( ) dnSpy , "" AddInstability
public bool AddInstability(int addedInstability, int fractureTierModifier = 0, int affixTier = 0)
{
int num = this.RollFractureTier(fractureTierModifier, affixTier);
if (num > 0)
{
this.Fracture(num); // <-----
return false;
}
this.instability = ((int)this.instability + addedInstability).clampToByte();
this.RebuildID();
return true;
}
:
, CALL ItemData$$RollFractureTier
, TEST EAX
:
, uVar3 < 1
. β ( ) JG(Jump short if greater) JLE(Jump short if less or equal).
β . CALL
XOR EAX, EAX
( ), NOP'.
! , GameAssembly.dll
(- .bin ) .
" ", , .
In reality, many popular languages ββare compiled into intermediate code, which is excellently interpreted and modified by profile decompilers. For such modifications, the usual programming skills are often enough.
And while native binaries can be dangerous to your eyes and brain, a superficial knowledge of how programs work at a level close to hardware is often enough in conjunction with modern open-source tools for small modifications.