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kiynox

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Posts posted by kiynox

  1. @DoDevil ]
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    Quote

    Find Offset by using Classname or Method on Non-Unity Games

    You surely cant do that with classname or even method. It depends on how the game stored it's string. But the concept is like this:
    Search for string -> pointer -> may lead to method
    ---
    You need surely try with: IDA Pro. Or find anything that starts with: "PUSH" (Mostly PLT Function) or "ADD", it most likely the start of the function.
    ---

  2. [ @DaviMustang ]
    ---
    The problem is on "input". There's no variable / function named "input". As you know:

    input[1]

    Means you're getting the first result of an dictionary, where "input" must have been declared as dictionary variable:

    input = {1,2,3,4,5}
    gg.alert(tostring(input[1]))

    ---
    I've seen that you're using ";" which means it will be treated as grouped search. Probably you're looking something this:

    gg.searchNumber(1;2;2;2;2;123, gg.TYPE_DWORD)

    ---
    So then what is "input"?

  3. [ @AngelWolf ]
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    Quote

    ; - ;
    because x64 allows backport of x32, bruh, it all depend on the emulator or the phone itself, usually emulator depends on the dekstop arch too iirc, maybe wrong idk, but to see if you're x64 or not, GG will appends [x64] beside the process

    So... we're in the same term then.
    ---

  4. [ @Yelay12 ]
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    Quote

    When Value of Type_DOUBLE  divide with any number i get zero reminder.

    First of all, what you want is modulo (%).

    t = 43.0
    gg.alert(tostring(t % 2))

    ---
    You need to understand that "DOUBLE" is floating-point number, thus you might need to convert it first into integer/non-precision number using "tonumber()"

    t = 43.2
    gg.alert(tostring(tonumber(t) % 2))

    ---
    Using "tonumber()" isn't really necessary, you can directly calculate it. Mine works:

    gg.searchNumber(43, gg.TYPE_DOUBLE)
    t = gg.getResults(1)
    if t ~= nil then
    gg.alert(tostring(t[1].value % 2))
    end

    ---

  5. [ @AngelWolf ]
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    Quote

    What's yall yappin about, if the game runs in x86 lib then the phone architecture only support x86 or 32bit, same applied to x64, you cant force it

    Bruh, the point from all of that is: The user didn't know wether the emulator is x32/x64 -> then try to force with x64 lib -> if fail, then it is x32. And you're partially correct, but some x64 do support x32. That's why you can either force it to x64 or x32.
    ---

  6. [ @FOTE ]
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    Quote

    but I’m not sure where to put the files

    Literally anywhere you want. In Game Guardian -> 🔍 section -> ▶️ button -> "..." button -> then locate where the file is yourself.
    ---
    If your Game Guardian unable to access Internal Storage, then execute this command on: Termux

    su
    setenforce 0

    Game Guardian -> "Fix It" Button -> Switch to work with SELinux
    ---

  7. [ @_core ]
    ---
    It is intentional and not because of Android, but because GG itself prevent you to execute system command. This is to protect user privacy, imagine someone stole all of your datas inside your phone because you run encrypted lua script that you downlod from the internet. And yes, this include io, coroutine, etc. Read more about it here: LUA GG

    image.thumb.png.8cedefee72a1079bb094e754f4f6dc84.png

    ---

  8. [ @PolloSancocho90 ]
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    Yes, you can purely doing it on Android. To compile your custom hook use: AIDE but off course you need to put your hook directly inside the game apk. Doing it through OpenGL directly sounds complicated, you can also try the way you did (by editing video memory). You can refer to my answer #1 and #3 above.

    Quote

    1) Shaders are usually consist of RGB values (Red, Green, Blue). Each values is ranged from 1 to 255, example for color Blue : [0, 0, 255]. You can search this values as Float.
    2) You can change color by Hex value: Hex color. You need to change it before the game reach loading screen.

    ---

  9. [ @HaKunAMataTa ]
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    You can try some of the following:
    1) Revoke the USB debugging on Developer option -> Disable USB debugging -> Restart the ADB:

    adb kill-server
    adb start-server

    -> Enable USB debugging again
    2) If you're using Magisk Rootkit: On Magisk -> Superuser -> ADB -> Allow -> Magisk Setting -> Root Permission -> Apps & ADB
    ---

  10. [ @PolloSancocho90 ]
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    You can take the "renderer" route. Most of Unreal Engine route uses OpenGL, you can try to hook it using SpecialK or Ninja Ripper. Or you can try to hook "libGLESv2.so" yourself, then learning about the OpenGL library, then simply use "glBlendColor" to modify the color of your object:

    glBlendColor(255.0f, 255.0f, 255.0f, 1.0f) --Color Red
    --glBlendColor(Red, Green, Blue, Alpha (For transparency))

    Or if you intend to create a wallhack, take a look on this: Android-OpenGL-ES-Chams
    ---

  11. [ @EugenioAgreste ]
    ---
    There's several ways to create aimbot:

    • - Internal: Increasing the value of aimlock
    • - External: Creating an ESP based on players bone offset, then creating some overlay zone so that it will follow the players ESP.

    ---
    Welp, you can either do some of these:

    • to dump the game -> find something related to 'aimlock' -> increase the value
    • Or through another way: using some value range (example: 1~10) but you need to know the limit range of the aimlock (Increasing the limit range of aimlock)
    • Or: activate the aimlock -> freeze the game -> unknown search -> unfreeze the game -> refine the result by changed value or decreased value or increased value (Keep aimlock from being disabled)
    • Or: using Frida to debug your game. Frida might allows you to see which function being executed while the aimlock is turned on.

    ---

  12. [ @The_Baba ]
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    Quote

    why does every script have these strange letters, how can I fix it?

    It is because the script text is written in Unicode, and also some emoji couldn't be rendered by your Android device. To fix this, simply rewrite the text inside the script. Learn more about: Unicode - Emoji
    ---

  13. [ @Unknownharry ]
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    Quote

    Maybe SomeOne  Had Try It Before 

    Total download or total uses?
    ---

    Quote

    I think script should be Online For Doing This Thing ✓

    That's right. The script should totally server-sided, and execute-it directly using: pcall() - load() - etc
    ---

    Quote

    Someone Suggest me  Or reply on it..

    You can simply separate where you dispense the main script and the total of script uses. Probably simply add + 1 for each uses.

    fileData = gg.makeRequest('https://pastebin.com/raw/hNhEbgVd').content
    if not fileData then --Check if Pastebin is empty
    	print('Site is Down') --Tell user that URL is invalid
    else
    	sprints = tonumber(fileData) + 1
      	... --Upload sprints back to dispenser
    end

    ---

  14. [ @Mohamedbk649 ]
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    Quote

    I have tried it, but again run on x86, i don't understand !

    Refer to my previous answer, you can force the game to run in 64-bit architecture by deleting all 32-bit libraries from the game's lib.
    ---

  15. [ @Mohamedbk649 ]
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    Quote

    but as far as i know the game is for both archs.

    Even if the game support for multiple architectures, it will only use one. You can go visit the game directory: /data/data/game_package_name/lib. If there's multiple folder, delete it and just leave one (arm64, armv8-a, x64)

    Quote

    Google play services library can influence with that ? (run games on arch64).

    Yes, if you download the game directly from playstore, it will download the game depends on your device default architecture.
    ---

  16. [ @Mohamedbk649 ]
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    Quote

    [x64] don't show up

    It's simply means that the game runs on x86 (32-bit)
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    Quote

    That's why i think i need to force the game to use x64 or something like that no ?

    It depends, what variant of Phoenix OS that you use. As far as I know, Phoenix OS do support arm64 or x64, try redownload the game with arm64/x64 architecture on: apkcombo.
    ---

  17. [ @notzagred ]
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    Quote

    can you guys help me please 

    It means that: the table "STM0" is empty or to put it in another words: there are no results.
    ---

    Quote

    im always getting this error 

    You need to provide the entire script, I can't see where "STM0" is located. Or you can simply fix it yourself by putting this:

    if STM0 ~= nil then
    	STM0[1].value = math.random(175, 177)
    	STM0[2].value = math.random(1, 5)
    	STM0[3].value = math.random(-5, 5)
    	gg.setValues(STM0)
    end

    ---

  18. [ @BloodMoonScript ]
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    Quote

    I need if my value 15000, i write 2000, then this value = 17000

    Get the results -> Use gg.prompt() to ask user for the value to add -> Edit value from each result -> Apply the changes using gg.setValues()

    gg.clearResults()
    local search_input = gg.prompt(
    	{'Enter a value to search: '}, {nil}, {'number'}
    	)
    if search_input[1] then
    	gg.searchNumber(search_input[1], gg.TYPE_DWORD)
    	local add_input = gg.prompt(
    		{'Enter a value to add: '}, {nil}, {'number'}
    		)
    	if add_input[1] then
    		local enumerate = gg.getResults(gg.getResultsCount())
    		for k, v in ipairs(enumerate) do
    			v.value = v.value + add_input[1]
    		end
    		gg.setValues(enumerate)
    	end
    end

    ---

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