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Everything posted by AngelWolf
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sooo, the output value is literally can be found after the last recipe value, probably roughly 5-10 address away, with type double, with exact same output, let's say titanium alloy outputs 1, so the value is under steel value, you can find it when looking the memory view, and if the value is like bone glue output which is iirc 3-5x, then the value just stack ontop each other example last recipe value (something x) ... buffer(object something) first value or normal value if the result/output is exact amount and not range second value if range output
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for sake keeps things simple, the caps hacks simply modified survivor base reset cost. and for crafting recipe, tbh for me atleast each addresses is like 10 address apart, soo yeh, and each address has their own pointer to what item required, and what item to give after craft, on badcase's script iirc, his script just nullify the recipe and make crafting free. while my script arent advanced as his, personally i have decent skill on memory reading, so the script i made often crash, broke, or just doesnt work, i understand i need to chain of pointer, to find certain modifier or certain value, but since i dont really grasp how to do chain of pointer in GG, makes my script again, often broke. so yeah, that's why so far my script are not obfuscated i also still having issue with 5 options on the new script, battle hacks just broken, and often the game crash due table doesnt exist or somekind when it do check if table existed or not
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if you using my script, just enable instant level feature and do battle, after the battle you and your pet should be max level and disable the option after
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Video of Query in practice => Query Video Query Search Steps => Steps Video using Google Excel list => Query + Excel
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idk if yall find this useful or not lol, but anyway here's how the Spoilage Calculated, for both General (i think on ground) and inventory This code basically just calculate how long a thing until it spoils, basically the duration, if im correct on decrypt on how it works then, i assume the large the value (0) change, the longer the food will stays
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i cant modify the effect time for effects cuz it'll modify all of them, from disseases to buffs
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Here all Effects from food and Meds (cleaned source code) ( Only Buff, no bad effects ) https://sourceb.in/fOdGUx1S7s
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item weight is calculated by Grams, as far i know most percentage values are originalvalue multipled by 100 or just remove last two zeroes to find the original (100% = 1) and most value in description can be the actual value itself, such as weapon damage, or some value can also final calculation of base value + modifier, for example base pistol damange is 10 * perk pistol damange 5 = 50, soo often time you better of find the base value itself first. these also applied to everything that can be modified by a modifier, effects, perks, anything. you have much luck to just modify the base value, for example if you have perk mule 3, your hero will have 50kg carry capacity and the overload is 150kg, but the base value of hero carry capacity is 30000, soo carry capacity hacks modify the base value and not the modifier or final value
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okay let me get it straight, these item's modifier (100% and 25%) are different, in memory region, you cant do grouped search for them. so you gotta manually search them one by one, and do filtering, i havent see the source code yet also @cth mentioned, the description is hardcoded is simply false, it's just original value * 100 soo basically 1% is 0.01 and 100% is 1 (in Double) also the crafting recipe can be groupped search, but you can't have the value less than 0, the minimum is 1, as for the crafting recipe you provided you can do simple search 1;2;3;3;1;(orginal vial value) :200 and then filter by largest value, which is 3, and then modify them by increment of 1, and then find the address of the value you seek, lets say the value shown in the crafting recipe was 1;2;304;305;1;10 you can take 305 and offset them by 10(iirc) for each value so 305 address - 0x10 shoudl be 304, but i might wrong, you can check it on memory view, btw and this is called Crafting Hack/Dupe, why? cuz you can make the required recipe to 1 or nullify them, and then make the output 100000, (you can find output item value from the last recipe value by adding offset to it)
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1000% is 10 in double and 25% is 0.25 in double you can change that by simple search
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i'll look into it, i assume its on effect_method.lu
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elaborate.. last time i check, there's no such thing as container in the game, if you mean, carry capacity, then there's Infinite Carry Capacity hacks or maybe you trying to say food's expire time, then there's a calculation to makes it longer but not permanent
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i found ... - on how to change reputation output when finished a quest - exp after battle
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Also also, you can perk swap btw, it works just like item swap but using force save feature, basically find the perk you wanna swap, swap the pointer, and hope it doesnt crash first, then do some stuff, maybe sleep, eat, or craft, or something unique to make the game save the progress, (do 2~4 unique job/action) and then quit the game, then reboot the game and see if it works. There's no better way to do this tbh, and this is also how you pet swap, soo i found that you can get Polar Fox by swapping Pumpkin pet, so far i found you can get the "item" variation of pumpkin pet that has button to make it your pet. Soo get pumpkin pet, swap its id to polar fox, and then do unique action, then force save(quit) then exit the game, reboot and tada
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tbh, this game at the moment just bound to be hacked, it's godly awful pay to win, if do freeplay, you'll be forced to stuck on "region" of levels, not like older version where it's not bound to your level rather bound to regionals. Lemme explain, before battle update, enemies doesnt bound to player's level, it's bound to location, let's say, you have base in murmansk but level 100, you'll met lvl 1 enemies, but if you have base like in vladivostok, you'll encounter Jirin/Jilin kinds of bandit, so basically the more east you go the more harder it is, now since the devs want milk the F out of the players, they bound it to player level, soo if you in murmanks and lvl 100, the enemy will be just tanks. soo if you tried to use hacks like instant level 100, goodluck in battle, you'll dead.
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there's no automated checks for caps and similiar currency, infact i have one account (different dummy email) with 173kk Black_rubles, and i havent been softbanned nor banned. What i can see is they probably have checks that take any account that have like beyond certain value, i dont think 3k will get ya banned ( i might wrong ), but how i see it, they doesnt want "content creator" or "money mule" got flagged accidentally, imma assume 5k is a good line to set. And i know for sure, item dupe has checks (refering to drop and dupe) and im unsure on crafting dupe. or you might got banned for repeatable hacks on caps, cuz i wouldn;t be surprise they have that system, tbh how i see right now, the game is like 70% client-sided. like most of the stuff is do/did on client rather than server, even something as simple as Hero's Needs. also dont take my word as proof of hacking the game is Safe 100%, it's my perception of the game handling itself on online environment
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not yet, been busy with irl stuff, when i release it, i'll have yt link attached here. and dont worry, i'll have direct link for you to download it
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They just making use of "cloud save" by creating a new save in the latest version and playing/hacking on the older version and transfer it back to newer version, tbh i dont see any pros in this, if you talking about Caps Hacks, you can just go to any settlements, and hacks the refresh caps amount, available on lib.config.base_config.lua
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for now, i only found on how to modify the reputation levels, i will add option to modify reputation reward on modifier hacks when i found one, but for now it's only that, and i'll look into survivor bases stuff more to find more stuff. Cuz i know it's calculated somewhere, but it's not in lib.calculate.lua for sure
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1. I know there's 3rd options on some doors, which is obtainable Explosive and there's another explosive (Dynamite look alike) for bunkers, and im trying to map these, but due it's nature using 1 or 2, makes it kinda hard to pinpoint them, while others like axe and such, i can just map them via durability use and then filter them based on energy use, example, when you open a barred door using axe it minus 5 on the axe's durability and uses 30 energy, and the minilocks hacks, will change the subtraction of the durability to instead add the durability and removes energy use, so if your steel tools has 12 use, then you use minilocks hacks and open a door, it'll add 5000 durability to the tool iirc. 2. The pointer, it sometimes broke. and cause a crash. 3. it's more like changing the reps requirements, soo instead 50/320/720/1050, for the levels it just 1/1/1/1, so basically lvl 5 an instant, but not permanent, more like use when needed, and revert when done. 4. Restock/Refresh caps and casino(if i can get it working) 5. so the older hack i made has 3 options regarding Action Points, 1000 Starting AP, 1000 AP Regen, and 1000 Max AP, but due the nature of AP Regen being wacky to find, like on lower level you got +1 AP, but in mid game you got +2 and end game you got +3, soo it often cause a crash, and im thinking to instead remove this option since there's no hardcoded value, not like max AP which is 3 and ap regen by default is 1. note: the movement hacks is kinda global so im unsure if i should modify it or not, since it's basically 0 and 1. let me explain the function do this if unit movement is 0 then return unit can move is true else if unit movement is 1 then return unit can move is false (unit already move) so the hardcoded value is in the else if statement, and it's 1, and if i can change the 1 to be always 0 that means, i can move anytime i want, but on the function, there's not if check for if unit isHero, soo i assume it means, the value is global, means your pet will be affected, and enemies too. THO this is assumptions, i might wrong
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i've been working on an update for the script but some of them just broken, and i also didnt feel to redecipher the awful codes of the source and fix these broken options, tho i fixed the miniloc, and optimize the code, i also added some stuff, tho the current issue im having is the function called "getApStart" for battlehacks that force when starting a battle 1000 ap will be added. Here's some stuff i added - Reputation - No Rads - Hero Light is 500% - Casino - Caps - Perks - and a broken Pet Swapper I fixed - Miniloc - 1000% Search Chance Possiblity to add - Can move in battle at anytime (obviously on your turn) - a fix for ap start Possibility of removal - Battle Hacks for AP Start - Broken Pet Swapper i can create attach the script as it, but i want release it when it stable, and also it'll completely readable, no obfuscation
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Here's how to find currency worth Search either one of these in DWORD -16 776 956 ( offset to ID is -8 ) -1 383 311 468 ( offset to ID is -C ) after that, you find the item ID, then pointer scan it, you'll get 20+, save it on the saved list, then select all do Change Address / Type, then pick type to DOUBLE and the offset is -10, then do Selected as search result, then filter 0.25 type DOUBLE, you should have 1 address and that address is Ration Card worth, and from that you do chain of offset of + 0x28 the structure looks like this Currencies | Offsets ( address + offset ) Ration Card = Pointer - 0x10 Emba Disk = Ration Card + 0x28 Halloween Coins = Emba Disk + 0x28 New Year Balls = Halloween Coins + 0x28 Black Rubles = New Year Balls + 0x28 Iron Nuts = Black Rubles + 0x28 Halloween Souls = Iron Nuts + 0x28 New Year Cookies = Halloween Souls + 0x28
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how i figured it out is kinda simple, i just memory view the double value near other currency worth, as you can see on the script they had close offsets
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each had their own offsets, soo it can be different