I see! Thank you very much Sychotix.
For fall damage, I thought maybe scanning for damage taken after a fall and finding out what writes/points to it might work but apparently not
*edit: I found that sometimes if i edit slowfall values i can get it to stop my character in the air with the standing animation, not jumping/falling. This could possibly reduce th fall damage if it calculates based on where my character is standing and not where he fell/jumped from. Also it seems to bypass the anti-speedhack set in place if you set it to somthing like 1E22, i jump in the air so fast that i seem to bypass the antispeedhack because i dont get rubber banded (not sure what use this has).