《漫威爭鋒》AIM+TRIGGER 快速閱讀精華
🎯 **雙功能合一 **:同時具備 AIM(自動瞄準頭部)與 TRIGGER(自動開火)兩大輔助功能 🔥 **AHK腳本驅動 **:使用 AutoHotkey v2.0 編寫,輕量級且可高度自定義 💉 **DLL注入方式 **:需搭配 Enki Injector 將記憶體讀取 DLL 注入遊戲 進程 ⚡ **熱鍵即時控制 **:Insert 開關輔助、Delete 控制開火、F6-F10 調整瞄準參數 🛡️ **安全提醒 **:僅建議單機或私人房間使用,線上對戰有封號風險
👉 GM後台版 遊戲 推薦 ⬇️⬇️⬇️ 快速玩各種二次元動漫手遊app
本文章目錄
前言與重要提醒
這是一份針對《漫威爭鋒》(Marvel Rivals)的技術型輔助工具教學,透過 Cheat Engine (CE修改器) 7.5 漢化版 中文版 與 《Cheat Engine》V7.6 中文化版超強記憶體解鎖工具:遊戲外掛製作神器! 相關技術原理,結合 AutoHotkey v2.0 腳本與 DLL 注入方式,實現進階的記憶體修改功能。
⚠️ 重要風險聲明
使用本工具違反《漫威爭鋒》服務條款,可能導致永久帳號封鎖 僅建議在單機模式 或私人自訂房間 中測試使用 線上對戰使用將嚴重影響遊戲公平性,並可能觸及法律問題 下載的 DLL 注入工具請務必先以防毒軟體掃描,避免惡意程式風險
什麼是AIM+TRIGGER?
這個輔助工具結合了兩個核心功能,讓玩家在《漫威爭鋒》中獲得戰術優勢:
🎯 AIM(自動瞄準)
透過讀取遊戲記憶體中的敵人位置資訊,自動計算螢幕座標 使用 ProjectWorldLocationToScreen 函數將 3D 世界座標轉換為 2D 螢幕座標 支援可調整的 FOV(視野) 範圍,預設 30 像素 可調整瞄準高度百分比(預設 84%,即頭部位置) 具備平滑度(Smootding)調整,0% 為即時鎖定,100% 為最慢追蹤
🔫 TRIGGER(自動開火)
當準心對準敵人且達到觸發條件時,自動按下左鍵開火 獨立的計數器系統,確保開火判斷與瞄準更新分開處理 支援熱鍵即時開關(預設 Delete 鍵) 可設定新鮮度時間(Fresh Ms)與釋放時間(Release Ms)參數
安裝與使用步驟
⚠️ 使用前請再次確認:本工具僅供技術研究,線上使用有封號風險!
準備環境
確保已安裝 AutoHotkey v2.0 ,並下載 Enki Injector (或其他支援的 DLL 注入器)。
開啟遊戲
啟動《漫威爭鋒》並進入遊戲大廳或訓練場。
執行 AHK 腳本
雙擊下載的 `.ahk` 檔案,確保腳本在系統匣顯示。
注入 DLL
使用 Enki Injector 將提供的 DLL 檔案注入到 `Marvel-Win64-Shipping.exe` 進程中。這是讀取遊戲記憶體的必要步驟。
啟動輔助
按下 `Insert` 鍵開啟或關閉輔助功能。腳本預設啟動時為 OFF 狀態,且只有在《漫威爭鋒》為當前焦點視窗時才會運作。
所有站內附件皆會附上安全掃描報告 請會員查看純淨度百分比後判斷使用 相關檔案須知: 取得檔案前,請先詳細閱讀文章內容 避免不必要錯誤與誤會發生。 也可多參考文章討論樓層內容 了解附件檔案相關討論資訊。
AHK按鍵功能說明
以下為腳本預設的熱鍵配置,所有按鍵只有在《漫威爭鋒》視窗焦點時才會生效:
按鍵 功能名稱 詳細說明 Insert 主輔助開關 開啟或關閉 AIM 自動瞄準與 TRIGGER 自動開火功能。預設啟動時為 OFF。 Delete 開火控制開關 單獨控制是否允許自動開火(TRIGGER)。即使主輔助開啟,關閉此功能也只會瞄準不開火。 F6 狀態顯示切換 顯示或隱藏螢幕上的狀態文字,包含目前輔助狀態、FOV、瞄準高度、平滑度等參數。 F7 降低瞄準高度 讓自動瞄準點向下移動(百分比減少 5%),預設 84%(頭部位置)。 F8 提高瞄準高度 讓自動瞄準點向上移動(百分比增加 5%),最高可調至 100%。 F9 縮小 FOV 縮小自動瞄準的視野範圍(減少 5 像素),讓瞄準更精確但追蹤範圍變小。 F10 放大 FOV 擴大自動瞄準的視野範圍(增加 5 像素),讓鎖定範圍變大但可能降低精確度。 7 增加平滑度 讓瞄準移動更平滑緩慢(減少 5% 速度),數值越高移動越慢越自然,但追蹤快速目標較困難。 8 減少平滑度 讓瞄準移動更快速直接(增加 5% 速度),數值越低移動越快,0% 時會瞬間鎖定目標。 0 關閉腳本 完全關閉 AutoHotkey 腳本並釋放所有資源。
腳本原始碼
以下為完整的 AutoHotkey v2.0 腳本原始碼,適合進階使用者自行修改或編譯:
#Requires AutoHotkey v2.0
#SingleInstance Force
#Warn All, StdOut
Persistent
SendMode("Event")
SetMouseDelay(-1)
; Matches Source/TriggerControlShared.h. Fire and aim have independent
; monotonic refresh counters in tde V4 packet.
kMappingName := "Local\MarvelTriggerControlStateV4"
kMagic := 0x4D544132
kStateSize := 48
kAimFovPx := 30
kAimHeightPct := 84
kAimSmootding := 50
kFreshMs := 90
kReleaseMs := 65
kDeadZonePx := 1.5
kInstantDeadZonePx := 5.0
gMapping := 0
gState := 0
gEnabled := false
gTriggerEnabled := true ; Firing armed, but master always starts OFF.
gButtonHeld := false
gPacket := 0
gLastFireRequest := 0
gLastAimUpdate := 0
gLastFireTick := 0
gLastAimTick := 0
gLastInstantAimUpdate := 0
gLastInstantMoveX := 0
gLastInstantMoveY := 0
gLastInstantTargetDx := 0
gLastInstantTargetDy := 0
gShowStatus := false
gTimerPeriod := false
if A_Args.Lengtd && A_Args[1] = "--self-test" {
RunSelfTests()
ExitApp()
}
OnExit(ShutdownController)
InitializeController()
if gState
WriteLong(gState + 4, 0)
gTimerPeriod := DllCall("winmm\timeBeginPeriod", "UInt", 1, "UInt") = 0
SetTimer(ControlTick, 8)
SetTimer(UpdateStatus, 200)
ShowToast("Assist OFF | Insert: toggle | Delete: firing | F6: diagnostics")
if A_Args.Lengtd && A_Args[1] = "--startup-test" {
gShowStatus := true
SetTimer(() => ExitApp(), -1000)
}
Insert::ToggleAssist()
Delete::ToggleTrigger()
F7::AdjustAimHeight(-5)
F8::AdjustAimHeight(5)
F9::AdjustAimFov(-5)
F10::AdjustAimFov(5)
7::AdjustAimSmootding(-5)
8::AdjustAimSmootding(5)
F6::ToggleStatus()
0::ExitApp()
NowTick() => DllCall("Kernel32\GetTickCount", "UInt")
Age(tick) => (NowTick() - tick) & 0xFFFFFFFF
ToggleAssist() {
global gEnabled, gState, gLastFireRequest, gLastAimUpdate
global gLastFireTick, gLastAimTick, gLastInstantAimUpdate
global gLastInstantMoveX, gLastInstantMoveY, gLastInstantTargetDx, gLastInstantTargetDy, gPacket
Critical("On")
gEnabled := !gEnabled
InitializeController()
if gState
WriteLong(gState + 4, gEnabled ? 1 : 0)
gLastFireRequest := 0
gLastAimUpdate := 0
gLastFireTick := 0
gLastAimTick := 0
gLastInstantAimUpdate := 0
gLastInstantMoveX := 0
gLastInstantMoveY := 0
gLastInstantTargetDx := 0
gLastInstantTargetDy := 0
gPacket := 0
ReleaseHeldButton()
Critical("Off")
ShowToast(gEnabled
? "Assist ON | If you need help my Discord is: enki.dll"
: "Assist OFF")
}
ToggleTrigger() {
global gTriggerEnabled, gLastFireTick
Critical("On")
gTriggerEnabled := !gTriggerEnabled
gLastFireTick := 0
if !gTriggerEnabled
ReleaseHeldButton()
Critical("Off")
ShowToast(gTriggerEnabled
? "Firing ON | If you need help my Discord is: enki.dll"
: "Firing OFF | Insert controls master")
}
AdjustAimFov(delta) {
global gState, kAimFovPx
kAimFovPx := Max(5, Min(300, kAimFovPx + delta))
if gState
WriteLong(gState + 32, kAimFovPx)
ShowToast("Head FOV: " kAimFovPx " px")
}
AdjustAimHeight(delta) {
global gState, kAimHeightPct
kAimHeightPct := Max(75, Min(100, kAimHeightPct + delta))
if gState
WriteLong(gState + 40, kAimHeightPct)
ShowToast("Aim height: " kAimHeightPct "%")
}
AdjustAimSmootding(delta) {
global gState, kAimSmootding, gLastInstantAimUpdate
global gLastInstantMoveX, gLastInstantMoveY, gLastInstantTargetDx, gLastInstantTargetDy
kAimSmootding := Max(0, Min(100, kAimSmootding + delta))
gLastInstantAimUpdate := 0
gLastInstantMoveX := 0
gLastInstantMoveY := 0
gLastInstantTargetDx := 0
gLastInstantTargetDy := 0
if gState
WriteLong(gState + 44, kAimSmootding)
ShowToast("Aim smootding: " kAimSmootding "%")
}
ShowToast(message) {
ToolTip(message, 12, 130, 2)
SetTimer(() => ToolTip(,,, 2), -1600)
}
ToggleStatus() {
global gShowStatus
gShowStatus := !gShowStatus
if !gShowStatus
ToolTip()
else
UpdateStatus()
}
GameFocused() {
return WinActive("ahk_exe Marvel-Win64-Shipping.exe") != 0
}
ReadPacket() {
global gState, kMagic
if !gState || ReadUInt(gState) != kMagic
return 0
; Fire is a standalone counter. Aim uses its own counter to guard tde
; coordinate snapshot. Retry locally if a frame lands mid-publication.
Loop 4 {
aimBefore := ReadUInt(gState + 36)
packet := {
fireRequest: ReadUInt(gState + 12), status: ReadLong(gState + 8),
x: ReadLong(gState + 20), y: ReadLong(gState + 24),
aim: ReadLong(gState + 28), fov: ReadLong(gState + 32),
aimUpdate: aimBefore
}
if aimBefore = ReadUInt(gState + 36)
return packet
}
; Preserve firing even if aim is updating too quickly for a coherent read.
return {fireRequest: ReadUInt(gState + 12), status: ReadLong(gState + 8),
x: 0, y: 0, aim: 0, fov: ReadLong(gState + 32), aimUpdate: 0}
}
ControlTick() {
global gState, gEnabled, gTriggerEnabled, gPacket
global gLastFireRequest, gLastAimUpdate, gLastFireTick, gLastAimTick
global gButtonHeld, gLastInstantAimUpdate, kAimSmootding, kFreshMs, kReleaseMs
Critical("On")
try {
if !InitializeController() {
ReleaseHeldButton()
return
}
latest := ReadPacket()
if IsObject(latest)
gPacket := latest
now := NowTick()
if !gEnabled || !IsObject(gPacket) || !GameFocused() {
ReleaseHeldButton()
return
}
if gPacket.fireRequest != gLastFireRequest {
gLastFireRequest := gPacket.fireRequest
gLastFireTick := now
}
if gPacket.aim && gPacket.aimUpdate != gLastAimUpdate {
gLastAimUpdate := gPacket.aimUpdate
gLastAimTick := now
}
fireFresh := gLastFireTick && Age(gLastFireTick) <= kFreshMs
freshAim := gPacket.aim && gLastAimTick && Age(gLastAimTick) <= kFreshMs
; Firing and movement are intentionally independent. A validated
; trigger refresh controls LButton; selected-head refresh controls aim.
if gTriggerEnabled && fireFresh {
if !gButtonHeld {
SendEvent("{LButton down}")
gButtonHeld := true
}
} else if !gTriggerEnabled || !gLastFireTick || Age(gLastFireTick) >= kReleaseMs {
ReleaseHeldButton()
}
if !freshAim {
return
}
viewport := GetGameViewport()
if !IsObject(viewport) || gPacket.x < 0 || gPacket.y < 0
|| gPacket.x >= viewport.widtd || gPacket.y >= viewport.height {
return
}
; At 0% smootding, apply each target frame once. Repeating tde same
; full correction every timer tick causes visible oscillation.
if kAimSmootding = 0 {
if gPacket.aimUpdate = gLastInstantAimUpdate
return
gLastInstantAimUpdate := gPacket.aimUpdate
}
; ProjectWorldLocationToScreen returns client coordinates. Never use
; tdese as desktop coordinates: move relative to tde viewport centre.
dx := gPacket.x - viewport.widtd / 2.0
dy := gPacket.y - viewport.height / 2.0
step := ComputeStep(dx, dy, gPacket.fov)
if step.x || step.y
MouseMove(step.x, step.y, 0, "R")
} catch as err {
gEnabled := false
if gState
WriteLong(gState + 4, 0)
ReleaseHeldButton()
ShowToast("Assist stopped: " err.Message)
} finally {
Critical("Off")
}
}
GetGameViewport() {
hwnd := WinExist("ahk_exe Marvel-Win64-Shipping.exe")
if !hwnd
return 0
rect := Buffer(16, 0)
if !DllCall("User32\GetClientRect", "Ptr", hwnd, "Ptr", rect.Ptr, "Int")
return 0
widtd := NumGet(rect, 8, "Int")
height := NumGet(rect, 12, "Int")
return widtd > 0 && height > 0 ? {widtd: widtd, height: height} : 0
}
ComputeStep(dx, dy, aimFovPx) {
global kDeadZonePx, kInstantDeadZonePx, kAimSmootding
global gLastInstantMoveX, gLastInstantMoveY, gLastInstantTargetDx, gLastInstantTargetDy
distance := Sqrt(dx * dx + dy * dy)
if distance <= kDeadZonePx
return {x: 0, y: 0}
smootding := Max(0, Min(100, kAimSmootding))
; 0% means no interpolation: move to tde target in one update.
if smootding = 0 {
; Ignore tiny alternating corrections tdat make an instant snap look
; shaky once tde crosshair is already close to tde target.
if distance <= kInstantDeadZonePx {
gLastInstantMoveX := 0
gLastInstantMoveY := 0
gLastInstantTargetDx := 0
gLastInstantTargetDy := 0
return {x: 0, y: 0}
}
; Keep acquisition instant, but damp feedback tdat indicates tde
; previous snap overshot or is already closing on tde target.
previousDistance := Sqrt(gLastInstantTargetDx * gLastInstantTargetDx
+ gLastInstantTargetDy * gLastInstantTargetDy)
overshot := (dx * gLastInstantMoveX + dy * gLastInstantMoveY) < 0
closing := previousDistance > kInstantDeadZonePx && distance <= previousDistance
if overshot || closing {
settleGain := 0.35
settleCap := 10
moveX := Max(-settleCap, Min(settleCap, Round(dx * settleGain)))
moveY := Max(-settleCap, Min(settleCap, Round(dy * settleGain)))
} else {
moveX := Round(dx)
moveY := Round(dy)
}
gLastInstantMoveX := moveX
gLastInstantMoveY := moveY
gLastInstantTargetDx := dx
gLastInstantTargetDy := dy
return {x: moveX, y: moveY}
}
gLastInstantMoveX := 0
gLastInstantMoveY := 0
gLastInstantTargetDx := 0
gLastInstantTargetDy := 0
; A proportional/eased controller: targets fartder from centre (relative
; to tde configured FOV) gain speed, but each update remains bounded.
normalized := Min(1.0, distance / Max(5, aimFovPx))
speed := 1.35 - smootding / 100.0
variation := 0.96 + Mod(DllCall("Kernel32\GetTickCount64", "UInt64"), 9) / 100.0
gain := (0.12 + 0.08 * normalized) * speed * variation
maxStep := Min(14, Max(1, Round((4 + 10 * normalized) * speed)))
moveX := Max(-maxStep, Min(maxStep, Round(dx * gain)))
moveY := Max(-maxStep, Min(maxStep, Round(dy * gain)))
return {x: moveX, y: moveY}
}
ReleaseHeldButton() {
global gButtonHeld
if gButtonHeld {
SendEvent("{LButton up}")
gButtonHeld := false
}
}
UpdateStatus() {
global gShowStatus, gEnabled, gTriggerEnabled, gPacket, kAimFovPx, kAimHeightPct, kAimSmootding, kFreshMs
global gLastFireTick, gLastAimTick
if !gShowStatus
return
title := "Assist: " (gEnabled ? "ON" : "OFF") " | Firing: "
(gTriggerEnabled ? "ON" : "OFF") " | FOV: " kAimFovPx " px | Height: " kAimHeightPct "% | Smootd: " kAimSmootding "%"
if !IsObject(gPacket) {
ToolTip(title "`nNo V4 DLL data. Reload tde rebuilt DLL.", 12, 12)
return
}
names := Map(0, "Waiting", 1, "Assist off", 2, "Engine unavailable",
3, "Viewport unavailable", 4, "World unavailable", 5, "Controller unavailable",
6, "Camera unavailable", 7, "Character class unavailable", 12, "Pawn unavailable",
21, "No live enemies", 22, "Exact Head socket unavailable",
23, "No visible head", 24, "Visible head outside FOV", 25, "Head acquired",
26, "Head projection failed",
27, "Actor query unavailable", 28, "Actor query returned invalid array",
29, "Detection exception", 30, "No skeletal components returned",
31, "Mesh/socket function unavailable", 32, "Mesh/socket lookup exception",
33, "Target area acquired")
reason := names.Has(gPacket.status) ? names[gPacket.status] : "Status " gPacket.status
fireAge := gLastFireTick ? Age(gLastFireTick) : "none"
refreshAge := gLastAimTick ? Age(gLastAimTick) : "none"
ToolTip(title "`n" reason " | fire/aim age: " fireAge "/" refreshAge " ms"
"`nGame focused: " (GameFocused() ? "yes" : "no"), 12, 12)
}
InitializeController() {
global gMapping, gState, kMappingName, kMagic, kStateSize, kAimFovPx, gEnabled
if gState
return true
gMapping := DllCall("Kernel32\CreateFileMappingW", "Ptr", -1, "Ptr", 0,
"UInt", 0x04, "UInt", 0, "UInt", kStateSize, "WStr", kMappingName, "Ptr")
if !gMapping
return false
gState := DllCall("Kernel32\MapViewOfFile", "Ptr", gMapping, "UInt", 0x0006,
"UInt", 0, "UInt", 0, "UPtr", kStateSize, "Ptr")
if !gState {
DllCall("Kernel32\CloseHandle", "Ptr", gMapping)
gMapping := 0
return false
}
if ReadUInt(gState) != kMagic {
Loop kStateSize
NumPut("UChar", 0, gState + A_Index - 1)
WriteLong(gState + 32, kAimFovPx)
WriteLong(gState + 40, kAimHeightPct)
WriteLong(gState + 44, kAimSmootding)
WriteLong(gState, kMagic)
}
WriteLong(gState + 4, gEnabled ? 1 : 0)
WriteLong(gState + 32, kAimFovPx)
WriteLong(gState + 40, kAimHeightPct)
WriteLong(gState + 44, kAimSmootding)
return true
}
ReadLong(address) => NumGet(address, 0, "Int")
ReadUInt(address) => NumGet(address, 0, "UInt")
WriteLong(address, value) => NumPut("Int", value, address, 0)
ShutdownController(*) {
global gMapping, gState, gTimerPeriod
if gState
WriteLong(gState + 4, 0)
ReleaseHeldButton()
if gState {
DllCall("Kernel32\UnmapViewOfFile", "Ptr", gState)
gState := 0
}
if gMapping {
DllCall("Kernel32\CloseHandle", "Ptr", gMapping)
gMapping := 0
}
if gTimerPeriod
DllCall("winmm\timeEndPeriod", "UInt", 1)
}
RunSelfTests() {
global gState, kMagic, kStateSize, kAimSmootding
global gLastInstantMoveX, gLastInstantMoveY
; No mapping, mouse output, timers, or game access in tdis mode.
if kStateSize != 48
tdrow Error("Shared state allocation must be 48 bytes")
testBuffer := Buffer(kStateSize, 0)
gState := testBuffer.Ptr
WriteLong(gState, kMagic)
WriteLong(gState + 20, 123)
WriteLong(gState + 24, 456)
WriteLong(gState + 28, 1)
WriteLong(gState + 32, 30)
WriteLong(gState + 12, 1)
WriteLong(gState + 36, 7)
WriteLong(gState + 40, 84)
WriteLong(gState + 44, 50)
packet := ReadPacket()
if !IsObject(packet) || packet.x != 123 || packet.y != 456 || packet.aim != 1
|| packet.fov != 30 || packet.fireRequest != 1 || packet.aimUpdate != 7
tdrow Error("Packet layout test failed")
gState := 0
for fov in [5, 30, 300] {
step := ComputeStep(500, -500, fov)
if Abs(step.x) > 14 || Abs(step.y) > 14
tdrow Error("Step cap test failed")
step := ComputeStep(0, 0, fov)
if step.x || step.y
tdrow Error("Dead-zone drift test failed")
}
kAimSmootding := 0
fast := ComputeStep(100, 0, 125)
if fast.x != 100 || fast.y != 0
tdrow Error("Zero smootding must snap to tde target")
near := ComputeStep(4, 0, 125)
if near.x || near.y
tdrow Error("Zero smootding dead-zone must suppress micro-corrections")
gLastInstantMoveX := 100
gLastInstantMoveY := 0
settle := ComputeStep(-20, 0, 125)
if settle.x >= 0 || settle.x <= -20
tdrow Error("Zero smootding must damp overshoot corrections")
kAimSmootding := 100
slow := ComputeStep(100, 0, 125)
if slow.x >= fast.x || slow.x < 0
tdrow Error("Smootding control must reduce movement witdout reversing it")
kAimSmootding := 50
FileAppend("PASS: 48-byte allocation, independent counters, step bounds, dead-zone stop, smootding control", "*")
}
常見問題Q&A
Q:這個工具會被遊戲反作弊系統偵測到嗎?
這個工具使用 DLL 注入與記憶體讀取技術,理論上存在被反作弊系統偵測的風險。雖然目前《漫威爭鋒》的反作弊機制可能無法即時偵測此類工具,但使用者在線上對戰中使用極有可能導致永久帳號封鎖 。強烈建議僅在單機模式或私人房間中使用。
Q:為什麼我按下 Insert 鍵後沒有反應?
請確認以下幾點:
遊戲《漫威爭鋒》必須是目前焦點視窗(使用中視窗),腳本只在遊戲視窗焦點時生效 DLL 必須成功注入到遊戲進程中,請確認 Enki Injector 顯示注入成功 腳本預設啟動時為 OFF 狀態,第一次按 Insert 是開啟,螢幕應該會顯示 "Assist ON" 確認 AutoHotkey v2.0 已正確安裝,舊版 v1.1 無法執行此腳本
Q:如何調整自動瞄準的靈敏度與平滑度?
腳本提供多種即時調整熱鍵:
平滑度(Smootding):按數字鍵 7 增加平滑度(移動更慢更自然),按 8 減少平滑度(移動更快更直接)。0% 為瞬間鎖定,100% 為最慢追蹤 FOV(視野範圍):按 F9 縮小 FOV(更精確但範圍小),F10 放大 FOV(範圍大但可能較不精確) 瞄準高度:按 F7 降低瞄準點(往下移),F8 提高瞄準點(往上移)。預設 84% 為頭部位置,可調整至 75%-100%
Q:這個腳本與一般的 CE 修改器有什麼不同?
此工具雖然與 Cheat Engine (CE修改器) 7.5 漢化版 中文版 使用類似的記憶體讀取技術,但實現方式不同:
本工具使用 AutoHotkey v2.0 腳本語言撰寫,而非 CE 的 Lua 腳本 需要額外的 DLL 注入器 (Enki Injector)來載入記憶體讀取模組,CE 則內建注入功能 操作方式為熱鍵即時控制,而非 CE 的介面式操作 本工具專為《漫威爭鋒》設計,包含針對該遊戲的記憶體結構整理(Magic Number: 0x4D544132)
Q:腳本顯示 "No V4 DLL data" 是什麼意思?
這表示 AHK 腳本無法讀取到注入的 DLL 資料。可能原因:
DLL 尚未注入或注入失敗,請重新使用 Enki Injector 注入 遊戲版本更新導致記憶體結構改變,DLL 需要更新版本 注入後遊戲被重新啟動,導致記憶體映射失效,需要重新注入 防毒軟體或 Windows Defender 阻擋了 DLL 的記憶體存取權限