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- Today
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Did someone try to steal coins in Squid Game Unleashed? Or anything else?
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I set the cooldown time of 2 heroes to 0 based on the dword values in the first video and this works. After each battle I have to cancel the frozen values and rescan when a new battle starts. Can you find the fixed dword values of the other heroes?
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Memory Range: Anonymous Value Type: Dword X4 As you can see in the pic energy and gems can be hacked. Search the amount you have with X4 after it (if you have 65 then you search 65X4) Dword Refine in same way When you have one value remaining which will be a random value you edit in the same way. So if you want 999999 then you edit 999999X4 If you want to hack anything else (resources etc) I'd suggest trying the same way. I haven't tried those.
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Yes, this is good for a start, but the address changes with each battle. Have you tried dumping the game? I've never looked into that.
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I am totally new in this world. I am trying to hack this game but it has been impossible for me. Can anyone help me please? https://play.google.com/store/apps/details?id=com.dragon.escape.island.adventure
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Before recording the video, I managed to find all the necessary addresses I used only one value, 20 But after the restart, some values changed to 8 and 6.00999... I do not know if there are any other reliable values
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Ok, I'm waiting for your video. Let's create a script based on the video I'm going to watch.
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Hmm... I know one value that will lead us to all the addresses we need But I'm not sure it can be called unique This value is dynamic and may differ for some heroes I'll show you it on video
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How to find damage and defense values i use gameguardian can give me values https://play.google.com/store/apps/details?id=com.ltgames.elona
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Yes, what I actually mean to say is that if we know the unique search values of each hero, it will be a little easier for me to do the operations you mentioned. I think if we help each other, we can save the values for each hero and then create a script that will speed up this process. Even if the values change with any update later, we can write them there and make them work again after finding them.
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To put a nice bow on this topic, I will generalize what has been mentioned and are worth replicating. Prerequsisite: the game must be in arm64-v8 for the offsets mentioned to work. You can get this version via apk pure. You can effectively buy any item off the nopaew emporium since the variable holding the trade amount can be searched easily, and when you go to the memory chunk of this value, the 8th value above it contains the item's ID. Since we can get the ID, this allows for reverse engineering of items that are not usually found in the emporium. So far, it has been found that class change tomes all follow the text literal job_rank_item. $class_name$. $class_name$ is a placeholder text that ought to be replaced by an existing class name. For instance, to find the class tome for Mariel's Hierophant class, the text you will search for is job_rank_item.hierophant. To get the associated starchart, simply add zodiac_ before the class name, like job_rank_item.zodiac_hierophant. In GameGuardian, the names can be searched by prefixing the text with a : (colon-colon). So, you will search for :job_rank_item.hierophant. Afterwards, there tends to be a lot of result, so we will refine our search by searching for :. (colon-colon, dot). This is refining for the period that appears in our string literal. After getting the returned values, we Go To the addresses of all the values individually. In my case, there are usually return values of 8~9, with the 9th value being from the emporium. My search of interest is usually the 5th out of 8 values, and the 5th value beneath it tends to be the ID of the item. My game is in Ldplayer, so it's possible different phones will have a different offset. Apparently, skip tickets have a name of dungeon_ticket.skip. Moreover, it has been found that the ID values have an interval of 160 between each other. This means that if an item within the Tome category has an ID of 1320, the next item will necessarily have an ID of 1320+160(1), whereas its previous item will be in 1320+160(-1), and the item itself can be calculated via 1320+160(0). Such is the relationship of scrolls and keys, which can be written as: High scroll + 160(-2) = low scroll High scroll + 160(-1) = medium scroll High scroll + 160(0) = high scroll Green keys+160(0) = green keys Green keys+160(2) = red keys Green keys+160(4) = white keys Green keys+160(6) = bold keys Green keys+160(7) = skip keys Keys and scrolls are in different categories, so you have to find the values for them as a starting point. It is possible to have gaps in the interval, as you can see with the keys, so if you buy an item whose ID is in those gaps, the game will either crash or nothing apparent happens to your account. So, it is best to verify an ID to see if it corresponds to any item of interest. Lastly, Guiding light and luring shadow items come after Fated star fragment's ID. So its values can be inferred as: Fated+160(1), Fated+160(2), ..., Fated+160(16).
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This code does not disable the attack of enemies, it edits the value of the active skill of all characters in battle The code responsible for editing the values has been commented out This way, you can quickly get the addresses you need and check the values and offsets However, you will have to look for the skill value for each hero
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İs good mentality
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You can write code like this: function search(value) gg.clearResults() gg.setRanges(gg.REGION_ANONYMOUS) gg.searchNumber(value[1], gg.TYPE_FLOAT) -- Finding the value. FLOAT data type local results = gg.getResults(gg.getResultsCount()) if results == nil or #results == 0 then gg.alert("Value not found") mainMenu() return end local arrayValues = { {refine = "1,066,666,666~1,222,222,222", offset = 0x4}, -- An array of values for filtering and offsets {refine = "0", offset = 0x4}, {refine = "0", offset = 0x4}, {refine = "0", offset = 0x4}, {refine = "1", offset = 0x4}, {refine = "0", offset = 0x4}, {refine = "1~40", offset = 0x20} -- Skill Level } for i = 1, #arrayValues do for j, v in ipairs(results) do v.address = v.address + arrayValues[i].offset -- The offset value from the array v.flags = gg.TYPE_DWORD -- DWORD data type end gg.loadResults(results) gg.refineNumber(arrayValues[i].refine, gg.TYPE_DWORD) -- Filtering values results = gg.getResults(gg.getResultsCount()) -- Applying new results if results == nil or #results == 0 then gg.alert("Filtering has been stopped\nThere are no results left") mainMenu() return end end for i, v in ipairs(results) do v.address = v.address - 0x34 v.flags = gg.TYPE_FLOAT -- v.value = "0" -- v.freeze = true end gg.addListItems(results) gg.toast("Done!") end function prompt() local value = gg.prompt({"Enter the value"}, {""}, {"number"}) if value == nil or value == "" then mainMenu() return end search(value) end
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You are right, sometimes when using the script, there may be a problem with one of the 2 values you gave. I made some changes to the script. In addition, I used the 2nd dword value you used in the video. When I saw that the 1st search failed, I made the 2nd search. Then I closed the 1st search and scanned again. It succeeded in this way with both values and it continuously cast the skill with 1 second intervals. Also, if the Anonymous memory range is selected while scanning, there are 7 values. The second address always shows our hero's skill cooldown time. There is no surprise here. I haven't been able to fully control the game right now. If we can check a little, we can guarantee that the team offsets of the values are + 0xB4 and we can check them with the active passive command in every battle with 1 click. This will make it easier for us not to have to search every time.
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All good, everything can be changed in a contract but PE won't stick and artifacts won't let you claim. Here is an example: as you can see I changed the reward, amount, amount of eggs needed, my eggs delivered and I was able to claim all of the rewards but upon returning to my home farm the PE was corrected. if you want to try search amountofeggsrequired:reward amount:: as Edouble example 150000000000000000;3:: You can also add the value for reward type in the middle if you know them, they are dword and boosts are 9 so you can do it like this for this contract in my example 400000000000000;9D;1:: 29000000000000000;9D;1:: 150000000000000000;9D;3:: PE is 4 Boost token is 7 and I can't remember the rest but you can try values 1-30 to see them all
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All heroes have the passive skill "Auto Attack" Cooldown 1 second This value can be found in the same region as the value for the active skill You need to scroll down a bit You can also apply an offset 0xB0 or 0xB4 (I don't remember exactly) But, in the mode where I played, the characters can be similar This means that we will find several values that are responsible for the cooldown of the skill One of the addresses will belong to the hero, the other to the enemy To find out which address belongs to the hero and which belongs to the enemy, we can apply an offset and compare the values that are responsible for the skill level. If the value is 1, then this address belongs to the enemy If the value is greater than 1 (for example, 5), then this address belongs to the hero Sometimes the value of the passive skill "Auto attack" may not be displayed correctly in the memory editor I mean, the value can be 0 or negative I think it has something to do with the character's current action For example, when a character moves or activates a skill
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- Yesterday
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Anyone who can replicate this and make a recording about it would greatly be appreciated, because I do not know what to really do with the "key_item.youmaden_key" string. I had 25 palace keys and now my game progress is stuck .
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Tiles Survive Script Video Look work fine script in video
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I made a script to speed things up here, but I don't know the values of all the heroes. We can speed up this process by searching for the known values together and adding an on/off button without having to type them over and over again after each match. This script enabled the hero in the video you gave to hit the skill repeatedly, and it was successful. If you can write the other values, I can get this done faster. TilesSurviveV1.1.lua
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Out of curiosity, would you use it if I implemented this? If I had motivation to I would; otherwise I'll just file a Github issue and kick the can down the road .
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If the number of chests is server sided, their contents likely are too. As I said before, you can try pausing the game + editing the value between when you find out your reward and when you claim it. Another approach is to search the reward after claiming it and edit + freeze it in the hopes that it will show up next time; again there is no guarantee that this will work. Chests may be a dead end for you.