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Anyone else working on TFT automation tools recently?
Spent the last few days reversing the latest binary to map out the shop logic. I managed to identify the shop manager global pointer, but I was hitting a wall trying to hook the specific offsets for the 5 champion slots (ChampionID, Cost, etc.). The game seems to be shifting toward a heavily obfuscated component-based system, which is making static analysis a bit of a headache compared to previous versions.
After digging through the TftShop object and tracing IsLocked, I finally managed to pull the data. Since I know a few of you are building similar parsers, I am dropping the latest offsets I managed to isolate.
I am still verifying if the units are stored as a direct pointer array of GameObject or if it is a custom TftShopSlot struct. The memory representation is inconsistent, and I suspect there is some level of obfuscation happening on the array iteration.
Has anyone else here successfully parsed the unit array structure in the current build? I am curious if you are seeing the same pointer behavior or if there is a cleaner way to hook the shop update function without risking a manual ban. Drop your findings below if you have cleaned up the struct definition.
Spent the last few days reversing the latest binary to map out the shop logic. I managed to identify the shop manager global pointer, but I was hitting a wall trying to hook the specific offsets for the 5 champion slots (ChampionID, Cost, etc.). The game seems to be shifting toward a heavily obfuscated component-based system, which is making static analysis a bit of a headache compared to previous versions.
After digging through the TftShop object and tracing IsLocked, I finally managed to pull the data. Since I know a few of you are building similar parsers, I am dropping the latest offsets I managed to isolate.
Code:
// Shop Manager Offsets
sub_7FF6751B90B0
// IssueOrder Call (LocalPlayer, 6, 0, TargetSlotObject, 0, 0, 0)
0x7FF67528EE60
// Additional Hooks
sub_7FF67520F9C0
evtTFTRerollShop: 0x7FF67661AB30
sub_7FF67520BBA8
I am still verifying if the units are stored as a direct pointer array of GameObject or if it is a custom TftShopSlot struct. The memory representation is inconsistent, and I suspect there is some level of obfuscation happening on the array iteration.
- Memory Reading: If you are using pymem or standard ctypes RPM, expect to handle some pointers to pointers.
- IssueOrder: The call signature above seems to handle the interaction, but I have not stress-tested it for bans yet.
- Sync Issues: The data refresh rate on the shop slots lags behind the GUI sometimes, so make sure you are not polling too aggressively to avoid potential flags.
Has anyone else here successfully parsed the unit array structure in the current build? I am curious if you are seeing the same pointer behavior or if there is a cleaner way to hook the shop update function without risking a manual ban. Drop your findings below if you have cleaned up the struct definition.