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TisNquyen last won the day on February 12
TisNquyen had the most liked content!
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Cute Pad Y7
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TisNquyen's Achievements
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it's still my fault, because I have never used this way of checking value before v.value = '0' I usually use this to set the value so it's a bit misleading =))
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you are right, if i do so then the result in xValue and yValue is still changed on LUA 5.3, but when i tried on gg I don't know how it worked local x, y = {}, {} local xValue, yValue = {}, {} for i, v in ipairs(results) do if _x[i].value ~= '0' then x[#x+1] = _x[i] xValue[#x] = x[#x]--.value end if _y[i].value ~= '0' then y[#y+1] = _y[i] yValue[#y] = y[#y]--.value end end If you want to be more precise then try this
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gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local _x, _y = {}, {} for i, v in ipairs(results) do _x[i] = {address = v.address + 0x44, flags = gg.TYPE_FLOAT} _y[i] = {address = v.address + 0x4C, flags = gg.TYPE_FLOAT} end _x, _y = gg.getValues(_x), gg.getValues(_y) local x, y = {}, {} for i, v in ipairs(results) do if _x[i].value ~= '0' then table.insert(x, x[i]) end if _y[i].value ~= '0' then table.insert(y, y[i]) end end if #x ~= #y then return print "the results from x and y may not be the same!" end local xValue, yValue = x, y for loop = 1, #x do for i, v in ipairs(x) do x[i].value = xValue[loop].value y[i].value = yValue[loop].value end gg.setValues(x) gg.setValues(y) gg.sleep(500) end if i want to have the same result of y and x then i will add it under yValue and xValue like so
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ok buddy, this is my mistake =))
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gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local _x, _y = {}, {} for i, v in ipairs(results) do _x[i] = {address = v.address + 0x44, flags = gg.TYPE_FLOAT} _y[i] = {address = v.address + 0x4C, flags = gg.TYPE_FLOAT} end _x, _y = gg.getValues(_x), gg.getValues(_y) local x, y = {}, {} for i, v in ipairs(results) do if _x[i].value ~= '0' then table.insert(x, _x[i]) end if _y[i].value ~= '0' then table.insert(y, _y[i]) end end if #x ~= #y then return print "the results from x and y may not be the same!" end for loop = 1, #x do for i, v in ipairs(x) do x[i].value = x[loop].value y[i].value = y[loop].value end gg.setValues(x) gg.setValues(y) gg.sleep(500) end
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gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local _x, _y = {}, {} for i, v in ipairs(results) do _x[i] = {address = v.address + 0x44, flags = gg.TYPE_FLOAT} _y[i] = {address = v.address + 0x4C, flags = gg.TYPE_FLOAT} end _x, _y = gg.getValues(_x), gg.getValues(_y) local x, y = {} for i, v in ipairs(results) do if _x[i].value ~= '0' then table.insert(x, _x[i]) end if _y[i].value ~= '0' then table.insert(y, _y[i]) end end if #x ~= #y then return print "the results from x and y may not be the same!" end for loop = 1, #x do for i, v in ipairs(x) do x[i].value = x[loop].value y[i].value = y[loop].value end gg.setValues(x) gg.setValues(y) gg.sleep(500) end
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Change _z to _y
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gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local _x, _y = {}, {} for i, v in ipairs(results) do _x[i] = {address = v.address + 0x44, flags = gg.TYPE_FLOAT} _z[i] = {address = v.address + 0x4C, flags = gg.TYPE_FLOAT} end _x, _y = gg.getValues(_x), gg.getValues(_y) local x, y = {} for i, v in ipairs(_x) do if _x[i].value ~= '0' then table.insert(x, x[i]) end if _y[i].value ~= '0' then table.insert(y, y[i]) end end if #x ~= #y then return print "the results from x and y may not be the same!" end for loop = 1, #x do for i, v in ipairs(x) do x[i].value = x[loop].value end gg.setValues(x) for i, v in ipairs(z) do z[i].value = z[loop].value end gg.setValues(z) gg.sleep(500) end
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for j = 1, 50 do x[#x + 1] = {address = resultAddress, flags = gg.TYPE_FLOAT} end here, even if you have 50 more results, you will only get 1 result in x and y
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I want to ask where the value of z and y is obtained, as far as I can see, you only get the result from a
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Still need an extra feature to filter field results found, some games will have many different results but among them only 1 value is active.q
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please add this code to line 15 to solve if gg.getResultsCount() == 0 then return print("Search results are empty") end
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This way I had [file - offset - hex patch] libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1d0b6d8 | 12 03 00 E3 1E FF 2F E1 libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1d0b6d8 | E7 03 00 E3 libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1de62b8 | 00 00 00 00 libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1d05504 | 00 00 0A 00 libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1d05300 | 99 99 99 99 libgame-BPM-GooglePlay-Gold-Release-Module-2451.so | 0x1ca10cc | 01 00 A0 E3 1E FF 2F E1
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Where is this script?