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8 points
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Thanks for that I made a script so you can enable / disable quickly. Give it a try and see if it works for you. ArcheryBattle.lua2 points
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View File Real Racing 3 (12.1.2) Car Upgrader REAL RACING 3 CAR UPGRADER Working RR3 version: 12.0.1 Current version: 12.0.1.5.4 Description: Upgrade, repair and vip all cars (it does not work for cars using setup/drivers/principal upgrade system) without spend currencies. Instructions: See the script Known issues: Works only for cars that have not setup/drivers upgrades. Video: https://rumble.com/vw48ft-real-racing-3-10.2.0-car-upgrader-new.html Submitter MarioRossi93i Submitted 10/21/2020 Category LUA scripts1 point
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View File Real Racing 3 (12.2.2) Race Mode REAL RACING 3 RACE MODE Current version: 12.2.2.5.1 RR3 working version: 12.2.2 Description: With this script you can enable/disable following hacks: - Autodrive Mode - Drag Autolaunch/Autoshift - Freeze Mode - Ghost Mode - KickAss Mode (not helpful if you active ghost mode too) - Set formula-e battery to 100% Works with standard and rolling start Instructions: Run this script after signal light has turned green. Video: Submitter MarioRossi93i Submitted 05/13/2020 Category LUA scripts1 point
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Version 11.6.1.5.12
32,529 downloads
REAL RACING 3 AUTOWiN HACK Current version: 11.6.1.5.12 RR3 working version: 11.6.1 Description: Automatically win any race without play. Instructions: 1. Before run this script is highly recommended to logout and restart the game. 2. Win your wished serie then go to profile and check total completed events. 3. Restart the game again. 4. Check total completed events again to see if something went wrong. If you run script in background (default) you have to stop it manually After several wins a game restart is racommended too. Run the script then select any race to win it automatically, or, if you don t run it in background, select race before run the script. Known issues: After several races the game can become unstable, so occasionally restart it to avoid game crashes and loss of game progresses. Video:1 point -
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I have three optimizations about GG. 1. Add an API for converting byte array to string, such as gg.bytesToString({0,104,0,105}, "utf-16"); , returns the string "Hi", similar to Java: return new String ({0,104,0,105}, "utf-16"); 2. When the address is negative number, it can automatically become positive number. When you enter -10 in the memory editing panel, the address will jump to 0xfffffffffffffff0. I hope to jump to 0xfffffff0. 3. Add API for file operating system to allow scripts to create folders. Why do I need "bytesToString"? I wrote a script for the game "WorldBox". Through the script, I can modify the equipment, talents and other attributes of the characters in the game. I pop up a menu to let users choose the characters to modify, so I read the character name from the memory. I use pure Lua implementation code, but the efficiency is very low. It will take a few seconds to read more text. I know this is very simple in Java, so I hope to add this function in the next version of GG. Why do I want to automatically convert the address value of a negative number to a positive number? I often encounter this situation: the value of the address 0x10001000 is 0x90001000. I want to get the value on the address 0x90001000. Code: local value = gg.getValues({{address = 0x10001000, flags = gg.TYPE_DWORD}})[1].value; Now: value = -1879044096, the hexadecimal form is 0xffffffff90001000. But I need 0x90001000 instead of 0xffffffff90001000. If I directly make address = 0xffffffff90001000, I will not get the value. My solution is to value << 32 >> 32, but I hope GG can avoid this problem in its design. My reason is, when the memory address is a negative number, the memory editor will turn it into a huge positive number. This is an astronomical number. Maybe the computer won't have such a large memory in 100 years. In terms of design, this is not in line with people's intuition. Why do I need APIs related to file system operations? Due to GG's security policy, "gg.execute" is disabled, which makes it impossible for me to create folders. When I replace the game archive, I need to create a new folder. This function is very important. I still have many designs that cannot be realized because of the lack of this function. Since this function may conflict with the security policy, I think it is necessary for me to talk about my views on the security policy. It's easy for scripts to do bad things. The person executing the script needs to evaluate the security himself. For malicious applications, it has no root permission, and only some ordinary permissions, such as accessing files, can still cause great damage. A script can access and modify memory, but cannot create folders. This script cannot do what an Android application can do. Of course, security measures also make sense. So I hope to allow the script to apply for the permission of a folder like the prompt when accessing the network. After the script has the permission of a folder, it can create a folder under this file path, traverse subdirectories and so on. Finally, because my mother tongue is not English, I will miss a lot of information on the website when I don't actively translate, and I may make mistakes, also pardon me. @Enyby1 point
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I prefer it that way, thanks I'm no script expert. I was just pleased I got it to work1 point
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a slighty modified script.. ArcheryBattle[Modified].lua1 point
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To add to discussion of this suggestion: Lua strings by themselves are encoding-agnostic, so desired conversion is actually from bytes that represent string in one encoding to bytes that represent the same string in other encoding (utf-8 in this case, it seems). Input and output bytes of a hypothetical API function for such conversion can be in the form of strings or tables with values of bytes, but strings seem to be more reasonable option, because internally they are represented as array of bytes (as opposed to table with 8-byte integers). It's also worth to mention that GG API already has bytes function that converts bytes from utf-8 encoding to specified one, so it may be not a bad idea to extend the function by adding new parameter for source encoding (how to interpret string that is passed to the function) instead of creating a new function. As for what can be done currently, without such function: Since there is "utf8" library with functionality to construct a string from list of character codepoints, to be able to convert bytes from, for example, UTF-16LE encoding to UTF-8, it is enough to implement parsing of bytes that represent string in UTF-16LE encoding to list of character codepoints. The list then just need to be passed to "utf8.char" function and it will return desired string in UTF-8 encoding.1 point
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its 37. just equip, search and refine the Bow. Training Bow = 0 Boa Constrictor = 3 Forest Cabin = 10 Poisonous Spider = 21 others equipment values are in the address.1 point
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1. Noted. 2. Scripts use 64-bit values. So (-1 + 1) must be zero. You want (-1 + 1) = 2^32. 3. Noted.1 point
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I can tell you that if what you require can be achieved through the lua implementation that GG uses it is doubtful something additional would be added to the GG API, instead you should write a lua function that achieves your goal.1 point
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Thank you for your patience. @Lover1500 For byte array to string, my requirements are different from your understanding. I have a pointer to the string. I determine the length of the string through the nearby values (usually, in the game developed by unity, the specific bytes recording the length of the string and the content of the string are continuous). At this time, I want to read the bytes in the memory and convert them into a string according to the character encoding. There is no need to search for strings in this process. For example, when the player modifies the pet name, I only know the position of the pointer pointing to the name, jump to the pointer address, read the memory, and convert the byte array into a string to know the new name. With regard to the address value of negative numbers, I hope to avoid this situation from GG itself. I have some more to add to my theme. @Enyby About converting byte arrays to Strings: In fact, reading memory and then converting it into a string through Lua code is still a problem in efficiency. So I hope to add a method to read strings directly from memory on the basis of adding the new string() method. function gg.getString(address:number, length:number,charset:string):string About automatically turning negative numbers to positive numbers when reading memory addresses: I think what I said before is not rigorous. If a pointer value is negative, it will only occur in a 32-bit process, and the first bit of this value is 1 (value ≥ 0x80000000), so my request should be: in a 32-bit application, the address value requested by the script will be automatically converted to 32 bits. In other words, automatically remove the 32 bits at the top. About adding file system related APIs: I think it is reasonable for scripts to request permissions under some paths. For example, the application package currently selected by GG is named "com.Worldbox", so it should be understandable that the script requests the highest permissions of the two file paths "/ data/data/com.Worldbox" and "/sdcard/ Android/data/com.Worldbox". We have reason to believe that script operation of these directories is a part of the script function. I can think of two designs to achieve my goal. The first: the script requests to obtain all permissions under a directory. The player will receive a pop-up warning, and the player will decide whether to allow the script to operate the directory. This is similar to the dynamic request permission in Android applications. The second: by default, the script is allowed to access the "/data/data/package.name" and "/sdcard/Android/data/package.name" directories associated with the currently selected process. Add two APIs, such as "gg. getDDFile()" and "gg.getADFile()" to return the related objects of the above two folders. These objects should encapsulate the APIs related to file operation. I think the most important thing is to create a folder and traverse all the files and directories under the folder.1 point
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gg has already it. Use :Hi for utf-8 and ;Hi for utf-16 in gg.searchNumber(). gg.searchNumber(";Hi") script will automatically convert into corresponding hex and will search it. ----- You are trying to convert signed pointer values of armv-7 into positive address. But becuz of this one, gg should not convert all negative values into positive. There are not only pointers which use negative value. you can try this short code to convert into positive hex. local arch64 = gg.getTargetInfo().x64 --to check if arm32 or arm64 local function negativeToPositive(value) if not arch64 and value<0 then return value & 0xffffffff else return value end end local value = gg.getValues({{address = 0x10001000, flags = gg.TYPE_DWORD}}) value[1].value = negativeToPositive(value[1].value) print(value[1].value) ----- Lets wait for enyby.1 point
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Parallel Pro Verion 4.0.8932 Parallel Pro Verion 64Bit 1.0.3057 GG version 79 it works on my samsung android 121 point
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