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kiynox

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Everything posted by kiynox

  1. [ @ninjavour ] --- In theory, yes, you can. You can setup some proxy capable in intercepting "in-game requests", in meaning that it is understand the datas the game tried to send & receive. Setting this is hard and require in understanding game structs. --- You can go this route. APK+OBB is editable using Game Guardian, you can just "DISABLE" in-game server check. It is the common way others create "offline games" but you see: - If the games only require "a server" for login purposes, you can still return a fake credential, which altered through in-game files. (Ex: Red Dead Redemption 2, Far Cry, GTA V, etc) - If the games only require "a server" for license check, you can just skip by disabling it. (Ex: Minecraft) You need to understand what this "server" is actually for and the game must have some kind of "Offline Game Modes" (Ex: Classic, Story, Solo Mode, etc) because if it's heavily depends on Multiplayer server, you can't do anything other than stuck at the lobby/menu screen. ---
  2. --- [ @XEKEX ] This is weird. How can you handle the in-game packets then? ---
  3. [ @Jonathan3 ] --- You need to dump the specific memory range to eliminate unnecessary part of the game. Goto Memory Viewer -> Goto Address (->) -> Select the dropdown menu (v: on the right of the address bar) -> Find any live memory with (.pak) on it and write down it's memory range (Ex: *****-*****: 12bcd-12ccd) -> The dump it using the memory range you wrote. --- (.pak) files are usually encrypted, unlike (.unity3d) files. It involves md5 hashing and some "key". Even big games like PUBGM (also use (.pak) files) are rarely seen someone able to unlock their (.pak) files. --- If you want to get their cosmetics or textures, you can just dump it from Android Renderer (OpenGL), some tools like Ninja Ripper should do it (but you need to use Android Emulator on PC). ---
  4. [ @ninjavour ] --- Yes and No. You can make the game "offline" if it's also have offline gamemodes (story, classic, etc). ---
  5. [ @SmilingSword ] --- Just ordinary UC members. Well, it's interesting to see you here. ---
  6. [ @GTRX ] --- Nice work! thank you for sharing your solution with us! It is surely helpful. ---
  7. [ @SmilingSword ] --- Are you that guy from UC? UnknownCheats ---
  8. kiynox

    offset help!!

    [ @Alessa- ] --- He wants the value to get refreshed for Player only, not changing values ---
  9. [ @Tyras ] --- It could be. Check this directory: "/data/apps/com.gotterdammerung.redtide/libs" (Armeabi-v7a (32-bit), Armv8a (64-bit)). If both architecture isn't the same, might redownload the game from here: Eldrum: Red Tide. Just let me know about the architecture. --- Memory Ranges can differ on each devices, I suggest to select all Memory Ranges first before determining where the values is (Especially the green, pink and red one). ---
  10. [ @Hausik007 ] --- I suggest to start some experiment on other game currencies, we have many tutors related to Gems/Money/Cash/Coins hack, you could use that as starting point. You can use the search bar on our forum (top-right). Trust me, you don't want to waste your time to hack Casino game as your first experience. You could also watch Youtube tutorials, I can't give you some reference because there's a lot of them. ---
  11. [ @Hausik007 ] --- Yes, assuming it doesn't have some server-side check (verification/validation). This could be impossible if server logs all the transaction, like banking level apps. Well, just utilize anything that could change the currency, there's must be a plothole somewhere. ---
  12. [ @Goofballfr ] --- Perhaps the termux you're downloading isn't compatible with your phone architecture. Make sure to download the "Universal" version: Termux ---
  13. kiynox

    offset help!!

    [ @qizhizhu ] --- Yes, there's caveat about this: - The game must need to call that "Fields" or "Methods" beforce changes can be applied. - "Fields" value sometimes revert to original values and often only works one time. To fix this is to patch the "Methods" rather than the "Fields" There's nothing you can do about it unless using a Mod Menu. --- Some idea is to make the changes to "Fields" or "Methods", then get some damage to your player (this will cause HP value to be updated), after your player HP is modified, you can revert the changes to "Fields" or "Methods" to it's original state. ---
  14. kiynox

    offset help!!

    [ @qizhizhu ] --- It is because of the methods you mentioned here is used for all entities. Here's what you can do: 1) Find a specific HP methods that relates to player, you can tell by ClassName or NameSpace it inherits to. 2) Since it affects all entity, you might want to find specific health for your Player by using ID's. Each entity should've it's own ID. 3) You can find pointers that uses the Methods / Fields. I suggest to find the Fields HP and not Methods, then, you can try one by one which pointer is the correct one that changes your HP and not the monsters. --- "long" here means it is Integer / DWORD, so your codes is correct. What I don't understand is, HP is usually stored as Float which perhaps your offset is not the correct one? I can't really sure. Please mention your games name so others can help you tests with different Offsets. ---
  15. [ @Goofballfr ] --- Screenshot the "Permission" section and not the settings menu. Try this command on Termux: su setenforce 0 Then go inside Game Guardian -> "Fix It" button -> "Switch to work with SELinux and restart the app" ---
  16. [ @Rxhacker ] --- I think this is the limitation of being debug oriented. Invoking function works by loading the result of corresponding function into another function/variables which suggests in need of "custom button" to do so. Since Game Guardian only do replacement, I don't think it can. (Quirky idea: is to add a loop instruction with timers. When the function get called by the game, the function will calling itself once in a while, but it is a bad idea if the game doesn't use different thread to update the coins value, since it will stuck iterating loops) ---
  17. kiynox

    Ui click prompt menu

    [ @Luffy_Op ] --- I have fixed your entire script with proper naming, indentation, syntax. I will list some of the changes: cs = 'Oof' while(true)do if gg.isVisible(true) then XGCK=2 gg.setVisible(false) end gg.clearResults() if XGCK==2 then Main() end end You have 2 of these, doesn't make sense and will likely to interfere. The "cs" variable is useless since it is not being used anywhere --- print('Correct') print('WRONG PASSWORD') print(Error) Using print() on script doesn't shows you the message, it will be showed after you exit the script. I have replace it with gg.alert() and gg.toast() --- gg.toast ('script is loading.') gg.sleep (1000) gg.toast ('script is loading..') gg.sleep (1000) gg.toast ('script is loading...') gg.sleep (1000) gg.toast ('script is loading....') gg.sleep (1000) gg.sleep (1200) gg.toast("80%") gg.sleep (1200) gg.toast("95%") gg.sleep (1200) gg.toast("100%") gg.sleep (1200) gg.toast("Done✔") gg.setVisible(true) Fake loading screen is removed, you can add this back if you think this is "aesthetic" --- menu = if not menu then return Safety check is added, it will bring users back to main menu if user cancels the operation --- function b1() gg.setSpeed(0.0001) gg.toast ("Speed Hack Activated") end These kind of function are now merged for clarity if menu == 1 then gg.setSpeed(0.0001) elseif menu == 2 then gg.setSpeed(1.0) --- Variables name are changed to make it readable: X -> sflags (social flags) XGCK -> flags a1() -> suns() a2() -> coins() a3() -> speeds() a4() -> socials() --- gg.processPause() gg.searchNumber(menu[1], gg.TYPE_DWORD) gg.getResults(gg.getResultsCount()) gg.processResume() You added gg.processResume() and so I add gg.processPause(). The game will pause when values are being searched. --- if menu3 == 1 then b1() end if menu3 == 2 then b2() end Double if's are now replaced with elseif if choices == 1 then suns() elseif choices == 2 then coins() --- "Fixes" from @MonkeySAN is also been added. I hope you can improve your overall script in the future. Luffy_Op PVZ.lua
  18. kiynox

    Ui click prompt menu

    [ @Luffy_Op ] --- We are not wizards, here's what we need to help you: - Explain the exact problem concisely. So far, you're only doing request instead of asking for help. ("i need like that") - Attach your script here, so we can help you fixing it. - Use a better choice of words with proper punctuation. This will help us to better understand your problem. --- Judging of your video, is this what you are looking for? function menus() gg.alert('Click on GG button to continue') gg.setVisible(false) knxs = 1 end function continous() gg.alert('You reach the second code execution') gg.setVisible(false) knxs = 0 end knxs = 0 while true do if gg.isVisible(false) then if knxs == 1 then continous() else menus() end end end ---
  19. kiynox

    Ui click prompt menu

    [ @Luffy_Op ] --- Do you mean this? : function menus() inputs = gg.multiChoice({"Show Fields", "Show Methods", "EXIT"}, nil, "Knx") if inputs == nil then knxs = 0 else if inputs[1] then show_fields() elseif inputs[2] then show_methods() else os.exit() end end end function show_fields() print("menu_1") end function show_methods() print("menu_2") end while true do if gg.isVisible(true) then knxs = 1 gg.setVisible(false) end gg.clearResults() if knxs == 1 then menus() end end ---
  20. [ @Count_Nosferatu ] --- It is a web-browser games, you can't disassemble any binary here except just do some network engineering or some analysis on how it works. --- [ @Teito ] I have take a glance at the game, it looks like the score are saved on the client first before submitted to the server. However, it also have some synchronization to probably validate the score through webvisor (yandex) or whatever there is. I never tried to change anything on it since my browser have multiprocess, couldn't bother much to find the right PID that the game sits on. Lastly, the game requires you to login first before you can save your progress which seems that you need to deal with the game API, I've seen the game talks alot to "cdn.y8.com". It would be hardcore to submit edited score since you probably need to deal with account authorization. Looks hard it is. ---
  21. [ @AMIYA ] --- Google keeps autocorrect the searches and that's what I found on it. --- Right, you should have mention it "LTC" to be searchable. ---
  22. [ @AMIYA ] --- Ah great, another short answer and most importantly, vague. ---
  23. [ @Bloxxy ] --- Quic is build on top of UDP but it doesn't make it a Lossless protocol. Even though the UDP itself is unreliable and lossless but Quic is different, it is reliable, accurate and sure is fast. It is behaving like TCP but on top of UDP. There's a reason Google implemented this. --- Game Guardian is not a packet oriented application, it's only focusing on what memory debugging should have. I believe gg.makeRequest() is only added just for the shake of Lua extension support. ---
  24. [ @brubbribo ] --- For alternative, you can also use: GGIl2Cpp which you can see the documentation: here ---
  25. [ @Bloxxy ] --- Welp, I can only suggest you some workaround using HTTP. I don't even know How Game Guardian lua's handle HTTP/2 or HTTP/3. You might need to use HTTP/2 Multiplexing or take care of HTTP/3 which use UDP (Quic) which make it more reasonably faster if you care about connection speed. Connection speed involve many factor and not just at protocol perspective (using CDN for example). --- Second suggestion is to get your-self multipart body, this will avoids your sended data to be encoded first (\0x88\xblah), less hassle into connection speed. --- Third, switching protocol to Websocket from HTTP/1. I don't know how Game Guardian handles this but you can switch HTTP/1 to Websocket using this Headers: --- That's pretty much wraps any ideas I would have. It is very limited, you might find yourself using another way instead of doing it inside Game Guardian.
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