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Everything posted by nok1a
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Eventually the level value was found in region java instead of region Other. Following the steps in this video: One exception is that the string search was in UTF-8 on that device instead of UTF-16LE
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Yeah, on the person his device it seems to work a bit different. For whatever reason there were no game folders in /data/data/ even though he had root access. So i could also not find the shared_pref file for that game on his device(poco x2) but the person his level value is in region Other or in region Java. We tried looking for coint value and that worked which was in Java Heap. Searching for coint's and searching for level work in the same way, but the person hanged up before i could figure it out.
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Yes, all values related to the shared_pref file like pointers are 4 bytes. But the values changes address whenever you hide game or some other actions. But you need to first enter a level i think in order to have the value found. But weird why the value can't find.
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Very weird, i tried on 64 bit and got results, for all the tests i run the value should be same regardless of instruction set. Have you tried to find the value in the other regions? It could be in region Other. And in case nothing is found(even after enabling all regions) you will have to search it manually. Can perhaps be a bit hard if it is your first time using GG @JonSnowFS
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Perhaps for quick troubleshooting it would be good. I sended you request on discord.
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Can you try? bandicam 2023-06-11 10-45-15-946.mp4
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Do you mind giving me the game name? It's gone be hard fixing the script like this.
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Seems to happen because one table is larger then the other. Change the [i] to [1] at the line you got the error. xCoordMe[i].value, yCoordMe[i].value, zCoordMe[i].value It's to be expected your filtering is accurate so that you only have 1 result for your characters coordinate.
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Not sure what that is? It's something you take like orbs during dungeon?
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There is a type fault in variable naming. Remove the underscores in the variables of the for loop, xCoord_Me needs to be xCoordMe. Do that for all variables that are used for tables. So that they are the same name as the local variables local xCoordMe = {} local yCoordMe = {} local zCoordMe = {} local xCoordEnemy = {} local yCoordEnemy = {} local zCoordEnemy = {}
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Hmm, how to find?
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I wonder if it is possible to change the balls when shooting. For example making it all fire balls or lightning balls.
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Some example that i think can work but you have to adjust it here and there so it works for your game. Main thing to adjust is to separate your coords and that of enemy. I could not really test it so it can have some faults in syntax's or design. gg.setRanges(gg.REGION_ANONYMOUS | gg.REGION_C_ALLOC | gg.REGION_OTHER) gg.searchNumber('-0.082', gg.TYPE_FLOAT) t = gg.getResults(7) local check = {} for i, v in ipairs(t) do check[i] = {address = v.address + 0x10, flags = gg.TYPE_DWORD} end check = gg.getValues(check) local xCoordMe = {} local yCoordMe = {} local zCoordMe = {} local xCoordEnemy = {} local yCoordEnemy = {} local zCoordEnemy = {} for i, v in ipairs(check) do if v.value == 1 then -- the random value at the given offset to see if its enemy or you coordinates(1 result) xCoord_Me[#xCoord_Me + 1] = {address = v.address + 0x38, flags = gg.TYPE_FLOAT} yCoord_Me[#xCoord_Me + 1] = {address = v.address + 0x3C, flags = gg.TYPE_FLOAT} zCoord_Me[#xCoord_Me + 1] = {address = v.address + 0x40, flags = gg.TYPE_FLOAT} end if v.value == 2 then -- (6 results) xCoord_Enemy[#xCoord_Enemy + 1] = {address = v.address + 0x38, flags = gg.TYPE_FLOAT} yCoord_Enemy[#xCoord_Enemy + 1] = {address = v.address + 0x3C, flags = gg.TYPE_FLOAT} zCoord_Enemy[#xCoord_Enemy + 1] = {address = v.address + 0x40, flags = gg.TYPE_FLOAT} end end xCoordMe = gg.getValues(xCoordMe) yCoordMe = gg.getValues(yCoordMe) zCoordMe = gg.getValues(zCoordMe) xCoordEnemy = gg.getValues(xCoordEnemy) yCoordEnemy = gg.getValues(yCoordEnemy) zCoordEnemy = gg.getValues(zCoordEnemy) local final = {} local getCoordsEnemy = {} for i = 1, #xCoordEnemy do final[#final+1] = string.format("Your Player: x = %.15f, y= %.15f, z = %.15f", xCoordMe[i].value, yCoordMe[i].value, zCoordMe[i].value) final[#final+1] = string.format("Enemy Player: x = %.15f, y= %.15f, z = %.15f", xCoordEnemy[i].value, yCoordEnemy[i].value, zCoordEnemy[i].value) getCoordsEnemy[#getCoordsEnemy+1] = {[1] = xCoordEnemy[i].value, [2] = yCoordEnemy[i].value, [3] = zCoordEnemy[i].value} -- edited(wrong variable name) end menu = gg.choice(final) if menu == nil then gg.toast("nothing selected") else xCoordMe[1].value = getCoordsEnemy[menu][1] yCoordMe[1].value = getCoordsEnemy[menu][2] zCoordMe[1].value = getCoordsEnemy[menu][3] gg.setValues(xCoordMe) gg.setValues(yCoordMe) gg.setValues(zCoordMe) end Did some corrected in script.
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Your able to differentiate between your player object and the one of the enemies?
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Error while uploading files.
nok1a replied to Count_Nosferatu's question in Website suggestions/Bugs
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Yes, i did.
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Error while uploading files.
nok1a replied to Count_Nosferatu's question in Website suggestions/Bugs
Same. -
Eventually took the attack and health value from in region A, its more easy for me, but its same class, thanks for providing the class.
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Don't get anything of this armv8/armv7 editing. Makes no sense. Tried to edit using same instructions as with the godmode but damage becomes -1, why -1?
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How i edit that?
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Kinda struggling with it. Lot's server sided. And encrypted search doesn't work on health/attack. Preferably i want attack damage up because the game is still hard with godmode since you can't kill the minions and bosses easily but in the mean time they keep spawning and the boss is protected behind those minions.