AIWeavioAUTOMATION PLATFORM

Memory nodes (Pro)

Attach to a running game and read / write values directly from memory.

Memory Attach

mem.attachexec

Attach the runtime to a process by name (or check whether it's already attached).

In: Process Name:String

Out: Attached:Bool, Pid:Int

Pro. Must run before other Memory nodes.

Memory Attach(game.exe) → Memory Read(...).

Memory Read

mem.read_addressexec

Read a value from an address. Pick the value type (int, float, bytes, text).

In: Address:String, Type:String, Size:Int

Out: Value:Any, Ok:Bool

Pro.

Memory Read(hp_addr, int) → Compare < 30.

Memory Resolve Chain

mem.resolve_chainexec

Follow a pointer chain (module + offsets) to the final address.

In: Module:String, Base Offset:String, Offsets:String

Out: Address:String, Ok:Bool

Pro. Stable across game restarts.

Resolve Chain(game.exe, 0x1234, [0x18, 0x20]) → Memory Read.

Memory Write

mem.write_addressexec

Write a value into an address.

In: Address:String, Type:String, Value:Any

Out: Ok:Bool

Pro. Use with care.

Memory Write(speed_addr, float, 2.0).

Memory AOB Scan

mem.aob_scanexec

Search for a byte pattern in the process and return the address that matched.

In: Pattern:String, Mask:String, Region:String

Out: Address:String, Found:Bool

Pro. Useful when addresses shift after game updates.

AOB Scan("48 8B 05 ?? ?? ?? ??") → Memory Read.

Memory Object List

mem.object_listexec

Read an array of objects out of memory into a list you can loop over.

In: Base Address:String, Count:Int, Stride:Int

Out: List:Any, Count:Int

Pro. Feed the List into For Each Memory Object.

Object List(entities, 64, 0x100) → For Each Memory Object.

Memory Object Field

mem.object_fieldpure

Read one field out of a memory object.

In: Object:Any, Offset:Int, Type:String

Out: Value:Any

Pro.

Memory Object Field(entity, 0x40, float) → HP.

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