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Platonic

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Everything posted by Platonic

  1. Main issue. it is setting all values equal to the first results of x and y. and executing that behavior based on the amount of results. This is the purpose of why i need the loop. This behavior must be simplified.
  2. The loop has to shorten this behavior: for i = 1, #x do x[i].value = x[1].value end gg.setValues(x) for i = 1, #z do z[i].value = z[1].value end gg.setValues(z) for i = 1, #x do x[i].value = x[2].value end gg.setValues(x) for i = 1, #z do z[i].value = z[2].value end gg.setValues(z) for i = 1, #x do x[i].value = x[3].value end gg.setValues(x) for i = 1, #z do z[i].value = z[3].value end gg.setValues(z)
  3. gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local x = {} for i = 1, count, 1 do local resultAddress = results[i].address + 0x44 for j = 1, 50 do x[#x + 1] = {address = resultAddress, flags = gg.TYPE_FLOAT} end end gg.addListItems(x) gg.loadResults(x) gg.removeListItems(x) gg.refineNumber('0', gg.TYPE_FLOAT, false, gg.SIGN_NOT_EQUAL) x = gg.getResults(20) gg.addListItems(x) gg.clearResults() local z = {} for i = 1, count, 1 do local resultAddress = results[i].address + 0x4C for j = 1, 50 do z[#z + 1] = {address = resultAddress, flags = gg.TYPE_FLOAT} end end gg.addListItems(z) gg.loadResults(z) gg.removeListItems(z) gg.refineNumber('0', gg.TYPE_FLOAT, false, gg.SIGN_NOT_EQUAL) z = gg.getResults(20) gg.addListItems(z) gg.clearResults() a = gg.getListItems() gg.loadResults(a) total = gg.getResultsCount(a) / 2 loop = 1 while (loop <= total) do for i = 1, #x do x[i].value = x[loop].value end gg.setValues(x) for i = 1, #z do z[i].value = z[loop].value end gg.setValues(z) gg.sleep(500) loop = loop + 1 end x and z are two tables from a previous search. (Note: x and z have the same amount of results.) Both results are saved in the save list. I add all the elements in the saved list in a new table using "a" as the variable. Load them in the results list for get the count and divide the amount by two. Variable name "loop" is equal to 1 and is later used for reference as index number for the indexed arrays from the tables x and z The loop value which is also the index number "x[loop].value" and "z[loop].value" should add 1 at each round till it is equal to the count value of "total" "x[i].value = x[loop].value" will edit all the values in table x equal to the value of the first result in x. "y[i].value = y[loop].value" will edit all the values in table y equal to the value of the first result in y. Round one is finished, increment loop by one. So loop should equal two by now. So in theory it should do this next: "x[i].value = x[loop].value" will edit all the values in table x equal to the value of the second result in x. "y[i].value = y[loop].value" will edit all the values in table y equal to the value of the second result in y. ...etc
  4. Hello. Keep getting error. Not able to increment index number from in a table. This not work, error during incrementing. error: attempt to index ? (a nil value) with key 'value' (field '?') a = gg.getListItems() gg.loadResults(a) total = gg.getResultsCount(a) / 2 loop = 1 while (loop <= total) do for i = 1, #x do x[i].value = x[loop].value end gg.setValues(x) for i = 1, #z do z[i].value = z[loop].value end gg.setValues(z) gg.sleep(500) loop = loop + 1 end If i don't try incrementing the index number by 1, the loop keeps iterating over the same elements at the given index...index number 1. Script should basically do this: for i = 1, #x do x[i].value = x[1].value end gg.setValues(x) for i = 1, #z do z[i].value = z[1].value end gg.setValues(z) for i = 1, #x do x[i].value = x[2].value end gg.setValues(x) for i = 1, #z do z[i].value = z[2].value end gg.setValues(z) for i = 1, #x do x[i].value = x[3].value end gg.setValues(x) for i = 1, #z do z[i].value = z[3].value end gg.setValues(z) till it iterate over all the results. of both the tables x and z. incrimination of index number must be based on the total amount of results from the result Count divided by two.
  5. I fail to understand the "issue". If you already have the offset you can just check by pointer search if it correspond to its corresponding field...
  6. Unity?
  7. At that time i am already in region Anonymous. When you restart the game you can't use the same addresses as reference for the value you found in A. It is on a different address each time. You can find the value in A by searching the class name in region Other. Other -> Ca -> A On every restart of game you can use the string you found in region Other to find back the value in A. which is hand full if the value in A always is changing or if you can't make a group search.
  8. you can get the method in Xa, yes, but different pointer structure.
  9. it just has been updated. Some changes in value searching. the falling through floor did not seem efficient. Now you should not be able to fall through floor.
  10. Can you try this script? com.miHoYo.GenshinImpact.lua
  11. Site rules. Just got a ban for breaking it. Do you have discord? If so send me. Will reply you there. Do you receive security alert at startup or is it when you activate the function in the script?
  12. can you make a video of what happens.
  13. i usually not modify other script. You should ask creator.
  14. Do you know what the default FPS settings are for the game? 30 or 60 or other? We can debug the apk for see the FPS if needed and search for Delta Time of a function and through that do no CoolDown and see if that would work.
  15. Have you considered deleting the facebook app and install a facebook APK from a trusted source on the web? Delete the current facebook app from the VMOS PRO and install the facebook APK from the web using the VMOS PRO browser: https://androidapksfree.com/facebook/com-facebook-katana/ Then sign in to the facebook app. Then see if you can sign in to the game using your facebook account. Perhaps, we can try. Can you post a video or screenshot of the skill you want to modify.
  16. There is a misunderstanding. This tutorial video explains how the speed value can be found from scratch. I simply used the same method as in this video that i provided to you: https://gameguardian.net/forum/topic/32510-how-to-find-your-own-speedhack-value-for-almost-any-game/ But i already found the speed value for you. Past this in the search: 1.0F;0.33333334327F;0.02999999933F::9 You can then see a value 1.0, edit that value.
  17. in this screenshot you have 1 086 141 results in total. (see your right corner) But gameguardian will only show you 100 results, that's by default. You can change that. see 3:49 of the video. 100/1,068,141 100 equals the amount of results visible in the result list 1,068,141 equals the amount of results you found in total by searching 1.0 float. if you change 100 to for example 1000 then that means that you will have 1000 results visible in the result list.
  18. No, apologize. I only tried to indicate the requirements. However they were not in chronological order. Most of it you already did correct. However, when you search the speed value you first have to do a groups search, you past this in the search bar: 1.0F;0.33333334327F;0.02999999933F::9 You will see 3 results. the value 1.0 is your speed value. You can edit that to your liking.
  19. Past the group search in the gameguardian search bar. Then edit 1.0 to the speed you want. For example 2.0
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