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Showing content with the highest reputation on 01/28/2021 in all areas

  1. Version 4.0.9078+1.0.3010+1.0.3075

    62,084,152 downloads

    Requires Android: Android 4.0.3-4 / Ice Cream Sandwich MR1 or later. There is support for x86. Video: Work without root via Parallel Space - GameGuardian (#94txowoq) No root via Parallel Space on Android 9.0 Pie - GameGuardian (#cfa9pw40) Before installing the optimized version, uninstall the version from Google Play. Differences of the optimized version: no error 105. About second apk (32-Bit Support): About third apk (64-Bit Support): You do not need to install it if you do not intend to crack 64-bit games.
    1 point
  2. Their is many ways to approach this... None of which are a definite, especially if this drop rate is truly done server side. 1. Find enemy HP. Navigate nearby/pointer search. Start find nearby and other pointer data. Sometimes drops are related to enemy or linked to enemy. Drop might already be determined and linked to enemy before he is even killed. Basically drop is generated on level load, no enemy kill. 2. Focus on finding weapon info. Like id numbers or utf and pointer search to find weapons. Then, before opening level. Unknown search. Start level and get weapon to drop. Then unknown changed and then search for that specific id/utf. Then you can pointer search your way back to see if anything nearby to pointers could be related to this drop. Which could be related to info done in method 1. 3. Game is il2cpp. Do a dump, search the dump for "rarity" "drop" "chance" or other keywords that may be related... Forthis game, some things from the dump that MIGHT be of use.... public Rarity get_Rarity(); // RVA: 0xBE8BA4 Offset: 0xBE8BA4 [CompilerGeneratedAttribute] // RVA: 0x889DC4 Offset: 0x889DC4 public void set_Rarity(Rarity value); // RVA: 0xBE8BAC Offset: 0xBE8BAC public string get_RarityString(); // RVA: 0xBE8BB4 Offset: 0xBE8BB4 public void set_RarityString(string value); // RVA: 0xBE8C50 Offset: 0xBE8C50 [CompilerGeneratedAttribute] // RVA: 0x889DD4 Offset: 0x889DD4 public int get_Chance(); // RVA: 0xBE8DA0 Offset: 0xBE8DA0 [CompilerGeneratedAttribute] // RVA: 0x889DE4 Offset: 0x889DE4 public void set_Chance(int value); // RVA: 0xBE8DA8 Offset: 0xBE8DA8 [CompilerGeneratedAttribute] // RVA: 0x889DF4 Offset: 0x889DF4 private int <DropChance>k__BackingField; // 0x114 [CompilerGeneratedAttribute] // RVA: 0x8720D0 Offset: 0x8720D0 public int DropChance { get; set; } [XmlAttributeAttribute] // RVA: 0x8A0F90 Offset: 0x8A0F90 public int get_DropChance(); // RVA: 0xCC4C08 Offset: 0xCC4C08 [CompilerGeneratedAttribute] // RVA: 0x88AC64 Offset: 0x88AC64 public void set_DropChance(int value); // RVA: 0xCC4C10 Offset: 0xCC4C10 [CompilerGeneratedAttribute] // RVA: 0x88AC74 Offset: 0x88AC74 then you could edit the lib file. Or use GG to edit offsets (if on mobile device) typically XA memory range. You'll want to use ARM to HEX to modify the offsets correctly. 4. Could try search random float values and mass editing... Not ideal, but more of a last resort. So start with .19~.21 float, edit all to like 1.0. One problem with this, you don't know if percentages are float, dword or double. 20% could be, 20.0 float/double/dword. 0.20 float/double. Then you don't know if its an even .20... Might be 0.1975. Again, this really isn't a good method. Hope this helps. Figured it is far less time to type this entire post than to attempt to do the methods mentioned above.
    1 point
    Appears to be running smooth, but I can't seem to get the Google Play/Games functionality to work, which is needed to restore savegame. When I try to sign in via the Speed menu (with speed toggled off) I get the endless checking info screen, it also gives errors about unable to work due to Google Play Services updating. Any idea on how to correct this? Thanks!
    1 point
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