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  1. Hello, I was trying to see of any pointer could be useful but it is way too long to search for that in a consistency way on this kind of game. All pointer I found are fixed, like fighters data. The game is very poorly design, there is no memory cleanup (pain in the a**...), you can see that by entering a new fight and still see the previous stats you modified... By the way, there is a real godmod included in the game, when you search for the HP value, you should have the current (perhaps equal to max at the start of a battle) and 2 other one. One of the value will give you a structure like : HP 0 <-- This value can be set to 1, like a boolean but in float format (yeah... I know)... And no matter your curent HP they will become 999 999 999 and you will be immortal. FLOAT 0 Stat 1 Stat 2 Stat 3 Stat 4 8 times 0 FLOAT <-- This one and 3 next float corresponding to ki regen (99999 means instant Ki) and doge refill time (at 99999 you can doge all attacks). 3 times 0 <-- If you set that to DWORD value you will have a shield (yes, there are shields in this game, like physical, energy, and choc I think), shield will adsorb part of damages (even you put 999 999 you will still be injured FLOAT 0 FLOAT 0 FLOAT ALWAYS 2000 ! Next 5/8 DWORD (did not test all of the value) represent a bonus damage to each of your attack (simple, physical card, energy card, choc). There is some more value at this spot but It is way too long to test everything in a timed battle. By the way if someone know how to freeze time... I did not figure out how it is stored. Perhaps millisec or sec, don't know.
    2 points
  2. Hello, I just created my first lua script on the Dragon Ball Legends game on Android and I would like to have your opinion on this work which took time because I started ... The ModMenu includes the following options: - GodMod: Become Invincible - Weak Ennemy: Make the opponent vulnerable (choice of the number of enemies to automate the task) For the Weak Ennemy, when the opponent dies in excruciating pain after your fatal blow with the infinity glove, you automatically return to GameGuardian and the next opponent is automatically made vulnerable, until you extermination of each opponent. ::start:: mort = 1 gg.setVisible(true) gg.clearResults() gg.clearList() menu = gg.choice({"GodMod","Weak Ennemy","Both"},nil,"VIP ModMenu Dragon Ball Legends") if menu == nil then goto stop end weakmod = 1 godmod = 1e30 if menu == 1 then both = false goto a end if menu == 2 then both = false goto b end if menu == 3 then both = true goto a end if menu == nil then goto stop end ::a:: data = gg.prompt({[1]='My HP'}, {[1]=nil}) if data == nil then goto start end gg.searchNumber(data[1], gg.TYPE_FLOAT, false, gg.SIGN_EQUAL, 0, -1) empty = gg.getResultsCount() if empty == 0 then gg.clearResults() gg.searchNumber(data[1], gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) end gg.getResults(12) gg.editAll(godmod, gg.TYPE_FLOAT) gg.clearResults() gg.toast("GodMod ACTIVATED") if both == true then goto b else goto stop end ::b:: choix_nb_ennemy = gg.choice({'1', '2', '3'}, nil, 'Ennemy Number') data = gg.prompt({[1]='Ennemy HP'}, {[1]=nil}) if data == nil then goto start end gg.searchNumber(data[1], gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) next_ennemy = data[1] gg.getResults(20) gg.editAll(weakmod, gg.TYPE_FLOAT) gg.toast("Weak Ennemy ACTIVATED") goto c ::c:: if gg.isVisible(true) then gg.setVisible(false) end if choix_nb_ennemy == 1 then nb_ennemy = 1 end if choix_nb_ennemy == 2 then nb_ennemy = 2 end if choix_nb_ennemy == 3 then nb_ennemy = 3 end while mort <= nb_ennemy do if mort == nb_ennemy then break end for i, v in pairs(gg.getResults(16, nil, nil, nil, nil, nil, gg.TYPE_DWORD | gg.TYPE_QWORD)) do if v.value > 1 and v.value ~= next_ennemy then gg.toast("Ennemy is DeadBack to GG...") gg.sleep(1000) next_ennemy = v.value goto d end end end gg.toast("Ennemy is DeadYOU WIN") goto stop ::d:: mort = mort + 1 gg.setVisible(true) gg.clearResults() gg.searchNumber(next_ennemy, gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) gg.getResults(16) gg.editAll(weakmod, gg.TYPE_FLOAT) gg.toast("Weak Ennemy ACTIVATED") goto c ::stop:: if gg.isVisible(true) then gg.setVisible(false) end gg.clearResults() os.exit() I also have a question: Can we make sure that the values are automatically found at the launch of the script without the user entering anything? For example when the fight begins, my character has 1 500 000 HP, can we find this value without the user entering "1500000" in the script? Thank you for your feedback! WebReveuse1
    1 point
  3. I noticed that the FLOAT variable of the enemy's HP is associated with a DWORD value (it's the same value except that there is no comma lol) and when the enemy dies there is only this changing DWORD value and not the FLOAT at the same address So just make a new search in FLOAT with this DWORD value which corresponds to the HP value of the new enemy.
    1 point
  4. LAST SCRIPT UPDATE : ::start:: mort = 0 if gg.isVisible(true) then gg.setVisible(false) end if gg.isProcessPaused() == false then gg.processPause() end gg.clearResults() gg.clearList() menu = gg.choice({"GodMod","Weak Ennemy","Both"},nil,"VIP ModMenu Dragon Ball Legends") if menu == nil then goto stop end weakmod = 1 godmod = 1e30 if menu == 1 then both = false goto a end if menu == 2 then both = false goto b end if menu == 3 then both = true goto a end if menu == nil then goto stop end ::a:: data = gg.prompt({[1]='My HP'}, {[1]=nil}) if data == nil then goto start end gg.searchNumber(data[1], gg.TYPE_FLOAT, false, gg.SIGN_EQUAL, 0, -1) empty = gg.getResultsCount() if empty == 0 then gg.clearResults() gg.searchNumber(data[1], gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) end gg.getResults(12) gg.editAll(godmod, gg.TYPE_FLOAT) gg.clearResults() gg.toast("GodMod ACTIVATED") if both == true then goto b else goto stop end ::b:: data = gg.prompt({[1]='Ennemy HP'}, {[1]=nil}) if data == nil then goto start end gg.searchNumber(data[1], gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) next_ennemy = data[1] gg.getResults(20) gg.editAll(weakmod, gg.TYPE_FLOAT) gg.toast("Weak Ennemy ACTIVATED") goto c ::c:: gg.processResume() if gg.isVisible(true) then gg.setVisible(false) end val_inf = -1 goto f ::f:: for i, v in ipairs(gg.getResults(30, nil, nil, nil, nil, nil, gg.TYPE_QWORD)) do if v.value > weakmod and v.value ~= next_ennemy and v.value ~= val_inf then val_inf = v.value goto f elseif v.value > 1 and v.value ~= next_ennemy and v.value == val_inf then next_ennemy = v.value goto e end end goto f ::e:: mort = mort + 1 for i, v in ipairs(gg.getResults(30, nil, nil, nil, nil, nil, gg.TYPE_QWORD)) do if v.value == 0 then goto stop end end gg.toast(""..mort.." ennemies are Dead") goto d ::d:: if gg.isProcessPaused() == false then gg.processPause() end gg.clearResults() gg.searchNumber(next_ennemy, gg.TYPE_AUTO, false, gg.SIGN_EQUAL, 0, -1) gg.getResults(30) gg.editAll(weakmod, gg.TYPE_FLOAT) gg.toast("Weak Ennemy ACTIVATED") goto c ::stop:: gg.toast("All Ennemies are Dead YOU WIN") gg.processResume() gg.clearResults() os.exit() Just copy-paste into a empty file named like "DBLEGENDSHACK.lua" or "Dblhack.txt" it's same
    1 point
  5. If we use Android Studio to search the game's files and find these values we could perhaps find their location in memory? If you want to contact me by mail it will be easier: [email protected]
    1 point
  6. You search for the (max) HP. If you are at start of a battle, you should get at least 4 results. Among these results, you must find the one that looks like (when you go to the memory viewer - tap on the HP, go to, then look at the memory order) the same I described. The : HP 0 FLOAT etc. is the order of bytes in the memory viewer. So the 4th bytes after the HP (basically if you just display DWORD and FLOAT it is the line after the HP) allows you to activate a god mode. Example of my Beerus EX in fight is attached. You can see on the third image the match with what I wrote before HP FLOAD 0 STAT1 etc.
    1 point
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