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  1. Version 5.0.1

    1,414 downloads

    Westland Survival RPG [ Risk To Ban, Don't Too Much Use Script ] Package: Playstore 64 bit only / Armv8a Feature; 1. God Mode ( New Methods ) 2. High Damage 3. Magic Stacks 20 4. Automatic Tasker Complete 5. Max Durability 6. Free Instant Craft / Building 7. Free Upgrade 8. Finalize no parts 9. Map Teleport - Free Travel 10. Can Take Daily Rewards *Not All can complete with automatic tasker *be careful to use this script, you can got ban Credits Script: Kabut Hitam & Sammax71 my telegram: @kabuthitm group telegram: https://t.me/+wYuS_O-YxI41ODVl my facebook: Kabut Hitamm
  2. I just tried it, I don't know if I'm doing it wrong or not but I've tried it several times in private matches even in group matches with two accounts, the freeze controls feature doesn't seem to work. Check this out I recorded the video to show https://youtu.be/tcBEq-2R2h0
  3. Should you search for gold in a group search? I tried searching specifically for JackPot, but it gives me too many values.
  4. There is a unity based polywar game. I tried many time to hack round (single fire with many bullets) but no luck. I found field in dump.cs file for shotgun ( intround) and search with badcase il2cpp field edit and success but.... My problem is (1) shotgun fire 13 bullet each time but it shows 10 When i edit field its working (2) i tried group search 13;1 (no luck) And 10;1 (no luck) So to modify other gun shot data 1 to something 10 Please help me
  5. Quick Notes: Low Registers (R0 to R7): Accessible by all instructions using general-purpose registers. High Registers (R8 to R12): Accessible by 32-bit instructions specifying a general-purpose register, not all 16-bit instructions. Stack Pointer (R13): Used as the Stack Pointer (SP). Autoaligned to a word, four-byte boundary, ignoring writes to bits [1:0]. Link Register (R14): Subroutine Link Register (LR). Receives return address from PC during Branch and Link (BL) or Branch and Link with Exchange (BLX). Also used for exception return. Treat as a general-purpose register. Program Counter (R15): PC. FPU (Floating Point Unit): Supports single-precision operations - add, subtract, multiply, divide, multiply and accumulate, and square root. Also handles conversions between fixed-point and floating-point formats, and floating-point constant instructions. FPU Registers: Sixteen 64-bit doubleword registers: D0-D15. Thirty-two 32-bit single-word registers: S0-S31. ->Source <- --------------------------------------------------------------------------------------------------------------------------------- In Arm Patching we are using only Low Registers and the FPU. True and false Editing. ~A MOV R0, #1 MOV means Move , by this instruction we are telling the proccessor to move the value 1 to register R0 similar when you assign a variable name : R0 = 1 in most programing languages the true statment always = 1 and the false statment = 0 so #1 = true and #0 = false ~A BX LR BX Means branch exit LR or in another way return the value we stored to the caller. Int Editing : we can use MOV R0, # aswell for the int value but you need to know the integral data types. • byte : Signed: From −128 to 127 ­ ­ ­ ­ ­ ­ ­ ­ ­: Unsigned: From 0 to 255 we can use MOV here if the int value we want is between -128 and 255 so the instruction will be : ~A MOV R0, #-128 or #255 at max • short : Signed: From −32,768 to 32,767 : Unsigned: From 0 to 65,535 in this case we use MOVW the W stands for Word so same as above the instruction will be : ~A MOVW R0, #−32,768 or #65,535 at max NOTE : • Don't forget to return (~A BX LR) • We can Use MVN which mean Move Negative so the Max Negative Value will be #255 for Byte and MVNW for Short #65,535 (Don't add "-" since we already telling the proccessor we are dealing with negative number) • #value will be converted automatically to hex value in the Register means #8 will be 0x00000008 and so on • Int 32 : Signed: From −2,147,483,648 to 2,147,483,647 : Unsigned: From 0 to 4,294,967,295 the typical DWORD in GG : here we move to the advanced Part of this guide: as I said in the Note above the values are converted in the register automatically to hex so the max value in short in hex will be 0x0000FFFF so we have 4 zero's we can't change in the int 32, in this case we use one more instructon MOVT T stands for Top example : MOVW R0, #22136 -> R0 will be : 0X00005678 MOVT R0 , #4660 -> R0 will be : 0x12345678 So in case of INT32 we need 2 things • Convert the value we want to change to hex value • 3 instruction in total the Same concept here work for QWORD aswell (64 bit) 0x0000000000000001 Note : MVN R0, #2 will change to 0xFFFFFFF2 in hex MOV R0, #2 or MOV R0, #0x2 are the same Float and Double: • Float and Double are IEEE 754 Floating-Point: We need the FPU here and things will get a little bit complicated, • we need 2 or 3 registers in this case R0 , R1 and S0(for float) or D0(for double) Suppose the hex value of this float 12.6 is : 0x4149999A same as the int 32 : ~A MOVW R0, #0x999A (R0 = 0x0000999A) ~A MOVT R0, #0x4149 (R0 now = 0x4149999A) now R0 is set but if we return the value (~A BX LR) the result will be : 1095342490 and we don't want that value we want 12.6 as float (This Doesn't Work Because we didn't tell the proccessor that is a float number) the right way is to use FPU VMOV S15, R0 ( VMOV is the instruction MOV in the FPU : by that instruction we mean move the register value of R0 to the FPU register R15 ) VMOV.F32 S0, S15 (here we are telling the FPU we are dealing with Float number (F32) and move the value from S15 to S0 ) for double we use the same concept except we use F64 instead and register D16 and D0 Float : so the final code will be : ~A MOVW R0, #0x999A (R0 = 0x0000999A) ~A MOVT R0, #0x4149 (R0 = 0x4149999A) ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ----------------- Double : For double the hex value of 12.6 is : 0x4029333333333333 (Same Concept for Big Float Number) • Here we use R0, R1 , D0 and D16 • divide the hex value 0x4029333333333333 into 2 part 0x40293333 and 0x33333333 one goes for R0 and the other one goes for R1 Be carful of the placement of the hex value we start from the last 4 to the 1st 4 means we start with 0x3333 -> 0x4029 Use same concept of MOVW and MOVT to get the result. Result: ~A MOVW R0, #0x3333 (R0 = 0x00003333) ~A MOVT R0, #0x3333 (R0 = 0x33333333) ~A MOVW R1, # 0x3333 (R1 = 0x00003333) ~A MOVT R1, #0x4029 (R1 = 0x40293333) ~A VMOV D16, R0, R1 (Move value Of R0 and R1 to register D16 Be Careful here R0 last 8 hex 1st then R1 the top 8 hex) ~A VMOV.F64 D0, D16 (here we use F64 and D0 , and D16 instead of F32 , S0 and S15 because the hex value is 64 bit) ~A BX LR ------ This is How you arm patch bool / int / float / double NOTE : When it comes to function args and returns the only register that give return or args are R0,R1,R2,R3 (and SP) this is why we use R0 and VMOV S15/D16 to S0/D0 ARMv8 : In ARMv8, LSL stands for "Logical Shift Left". It is an instruction used to shift the bits in a register to the left by a specified number of bits, and the bits that are shifted off the left-hand end are discarded. LSL can be used with immediate values or with a register value. The immediate value specifies the number of bits to shift, which can be between 0 and 63. When using a register value, the bottom byte of the register specifies the number of bits to shift Example : Level 1 ) LSL X1, X2, #3 --> Shift the contents of X2 left by 3 bits and store the result in X1 -> In this example, X2 is being multiplied by 8 (since 8 is 2 to the power of 3), and the result is stored in X1. Level 2) MOV and LSL example: MOV X1, #0x10 -->Move the value 0x10 into register X1 LSL X1, X1, #3 --> Shift the contents of X1 left by 3 bits (multiply by 8 ) Level 3) Float Value : 3.14159 / Hex : 0x40490FD0 --Load the value 0x0FD00000 into bits 16-31 of W0 • MOVK W0, #0x0FD0, LSL #16 --> W0 = 0x00000FD0 -- Load the value 0x40490000 into bits 32-47 of W0 • MOVK W0, #0x4049, LSL #32 -> W0 = 0x40490FD0 -- Move the value of W0 into single-precision floating-point register S0 • FMOV S0, W0 --> S0 = 0x40490FD0 (interpreted as a floating-point value) Note : 4 bytes hex (32) value we use register W and for float we use S Level 4 ) Double value : 3.14159 / Hex : 0x400921F9F01B866E MOVK X0, #0xF01B866E, LSL #16 -->X0 = 0x00000000F01B866E MOVK X0, #0x400921F9, LSL #48 -->X0 = 0x400921F9F01B866E FMOV D0, X0 Note: 8 bytes hex (64) value we use register X and for Double we use D NOTE: SAME CONCEPT IN AARCH32 WITH (INT, BOOL, FLOAT, AND DOUBLE) LSL and MOV(Z/K) is the diffrences. PART II (LDR / STR): [STRING] ( NON UNITY GAMES ) Little-endian / Big-endians : LDR and STR are instructions used in ARMv7 and ARMv8 architectures to load and store data from memory. LDR stands for "Load Register" and is used to load a value from memory into a register. The syntax for LDR in ARMv7 and ARMv8 is LDR <Register>, [<Address>] STR stands for "Store Register" and is used to store a value from a register into memory. The syntax for STR in ARMv7 and ARMv8 is STR <Register>, [<Address>] where <Register> is the name of the register to load the value into, and <Address> is the memory address from which to load the value. In both cases, the square brackets around <Address> indicate that the value inside the brackets is a memory address, rather than a register. To load the string 'GG TESTING' into a register, you can use the LDR instruction. Assume the pointer to 'G' is 0x00000004 we can use this address as the base address for the LDR instruction. The instruction for loading the first four characters of the string into a 32-bit register (e.g., R1/X1) would be: • LDR R1/X1, [0x00000004] -- R1/X1 = 'GG T' This instruction loads the 32-bit value at memory address 0x00000004 into R1/X1. Note: Use the Move instructions above (PART I) to assign the value (address) to a register BEFOR USING LDR --> LDR R1/X1, [R0] -- R0 = 0x123456789 ( use MOV to assign the correct address to R0 or X0) To load the entire string into a register, you can use the LDR instruction with a register offset. Assuming the string is stored in consecutive memory locations, we can use the following instruction to load the entire string into a register (e.g., R1/X1) LDR R1/X1, [0x00000004], #10 This instruction loads the 32-bit value at memory address 0x00000004 into R1 and increments the base address by 10 (the length of the string). As a result, the entire string 'GG TESTING' will be loaded into R1. ADVANCED : If 'GG TESTING' is a half-word (i.e., each character is 2 bytes or 16 bits) and the pointer to 'G' is located at memory address 0x0000004 + 0x8, then the instructions for loading the string into a register would be different Dummy memory: 0x0000004 (<-- pointer )= 123 0x0000008 = 21 0x000000C = 9999999 0x0000010 = 'GG' 0x0000014 = ' T' -- with space at the start. 0x0000018 = 'ES' etc.. --> between every byte value ( character ) there is 0 [ example in memory 0x00000010 = 71 (G) <-- byte 0x00000011 = 0 <-- byte 0x00000012 = 71 (G) <-- byte 0x00000013 = 0 <-- byte 0x00000014 = 32 (space) <- byte ] To load the half-word 'GG' into a 32-bit register (e.g., R0/X0), we can use the LDRH instruction as follows: LDRH R0, [0x00000004, 0x8] This instruction loads the 16-bit value at memory address 0x00000010 into the lower 16 bits of R0/X0. Since we want to load the first two characters of the string, we add an offset of 0x8 to the base address. Read more about LDR To load the entire string into a register, we can use the LDRH instruction with a register offset as follows: LDRH R0, [0x00000004, 0x8], #0xC This instruction loads the 16-bit value at memory address 0x00000010 into the lower 16 bits of R1, and increments the base address by 0xC (or 12 bytes) to load the remaining characters of the string. The 'GG TESTING' string has a length of 10 characters, which corresponds to 20 bytes (11 characters x 2 bytes per character), so we need to load 12 bytes in addition to the first 2 bytes to load the entire string. AARCH64 : LDRH --> LDURH (Load Unsigned Halfword with a 64-bit offset) or LDSRH (signed) LDURH W0, [X1, #16] ; Load a halfword from the memory address X1 + 16 into W0 This loads a 16-bit unsigned halfword from the memory address X1 + 16 into the 32-bit register W0. Note that the offset value is added to the base register X1 to form the memory address. Also, because LDURH is an unsigned load instruction, the loaded halfword is zero-extended to 32 bits. NOTE: the LDURH instruction is specific to AArch64 architecture and is not available in AArch32 architecture. STR: STR is used to store the contents of a register into a memory location that is addressed using a base register and an optional offset. The contents of the register are written to the memory location, overwriting any previous data that was stored at that location. -->STR Rd, [Rn {, #offset}] where Rd is the source register whose contents will be stored in memory, Rn is the base register that points to the memory location where the data will be stored, and offset is an optional 32-bit offset that is added to the base register to form the memory address. Example of using the STR instruction to store the contents of R0 register into a memory location: --> STR R0/X0, [R1/X1, #4] ; Store the contents of R0/X1 into the memory location R1/X1 + 4. NOTE : STR Wd, [Xn, #offset], imm | the STR instruction with the imm option is only available in AArch64. |--> Wd/Xd, [Xn, #offset] The imm option allows you to add an immediate value to the offset to form the memory address. The immediate value is sign-extended to 64 bits, shifted left by the scale factor (which is determined by the size of the data being transferred), and then added to the offset. -> STR W0, [X1, #0x100], #0x20 -- This stores the contents of register W0 into the memory location pointed to by register X1 plus 0x100 plus 0x20, overwriting any previous data stored at that location. In AArch32, there is no imm option for the STR instruction. However, you can achieve a similar effect by adding the immediate value to the offset before using it in the instruction. Here's an example: ADD R2, R1, #0x120 --> R2 = R1 + 0x120 STR R0, [R2] --> Store R0 at address R2 Here, the ADD instruction adds the immediate value 0x20 to the base register R1, storing the result in R2. The STR instruction then stores the contents of register R0 into the memory location pointed to by register R2. Note: that the immediate value is added to the offset before using it in the instruction, rather than being added as a separate operand like the imm option in AArch64. --->FOR Using LDR / STR on values just LDR/STR R0/X0, [DESTINATION ADDRESS] Note : Unity games use pointers for the string ----------------------------------------------> Converting Float and Double to Hex <--------------------------------- This is mainly IEEE Standard for Floating-Point Arithmetic. (you can skip this part by using online converter) > You need : • Advanced Lua scripting Knowladge. • Math Knowladge. • Binary 32 and 64 Knowladge. --------------Please read--------------
  6. I edited one by one and nothing changed. Increment just did this (1st pic) and group search this (2nd pic)
  7. congrats. almost like mine..less than 5 results found everytime. to find the correct one you can either : - edit one by one. - increment edit as @sammax71 suggested. or now that you had found it you can try group search like this : = 150;500000::5
  8. View File Pure Lua library import this lib to your script : • setup ! XEK = nil load_lib = gg.makeRequest('https://raw.githubusercontent.com/chihaamin/XEKEX/main/xLIB.lua') if load_json_lib.code == 200 then -- check the status of the request XEK = load(load_json_lib.content,'bt')() end • Comment if you find a bug / error or if you have Idea for implementation. • All the file is documented and commented for beginners. ♥ Add "XEKEX was here" in your script if it was helful ------------------------------------------------------------------------------- IMPORT : JSON = XEK.import('https://raw.githubusercontent.com/rxi/json.lua/master/json.lua') -- this will import a lib into your script JSON.decode(response.content) Text2Dword : -- Text2Dword function Convert a text to dword value local DWORD = XEK.Text2Dword("berry") -- Print the result print(DWORD) --> Output: '6619234;7471218;121::9' Dword2Text : -- Dword2Text function Convert a Dword value to text local sampleValue = "6619234;7471218;121" local text = XEK.Dword2Text(sampleValue) -- Print the result print(text) --> Output: 'berry' hex : The 'hex' function takes two arguments: a value to convert to hexadecimal and a boolean 'hx' indicating whether to add '0x' or 'h' prefix to the output. --[[ If hx is true, the function returns the hexadecimal value with '0x' prefix. If hx is false, the function returns the hexadecimal value with 'h' suffix. If hx is not provided or not a boolean, the function returns the hexadecimal value without any prefix or suffix. The function uses string formatting to convert the value to hexadecimal. ]] --> Examples: --Convert decimal value to hexadecimal with '0x' prefix print(XEK.hex(255, true)) --> Output: 0xFF --Convert decimal value to hexadecimal with 'h' suffix print(XEK.hex(255, false)) --> Output: FFh --Convert decimal value to hexadecimal without any prefix or suffix print(XEK.hex(255)) --> Output: FF dump : --[[ dump function takes a table as input and returns a string representation of the table. If the input is not a table, it returns a string representation of the input. Parameters: tab (table): the table to be dumped Returns: (string): the string representation of the table ]] --> Example usage: local myTable = {name = "John", age = 30, hobbies = {"reading", "running"}} print(XEK.Dump(myTable)) -- Output: { ["name"] = "John", ["age"] = 30, ["hobbies"] = { [1] = "reading", [2] = "running", } } split : --split function splits a string into a table of substrings using a specified delimiter --The function takes two parameters: s, which is the string to be split, and delimiter, which is the character or string used to separate the substrings --> Example usage: local myString = "apple,banana,cherry,orange" local myTable = XEK.split(myString, ",") -- The above code will split the string "apple,banana,cherry,orange" into substrings using the comma as the delimiter and store the result in a table called myTable --The resulting table will contain the following values: myTable[1] = "apple" myTable[2] = "banana" myTable[3] = "cherry" myTable[4] = "orange" ARMIT fix : --# Example 1: Converting an Integer to Assembly Instructions local instructions = XEK.ARMIT(123456, "int", true) --The above function call will generate assembly instructions to move the value 123456 into a register in AArch64. --> Output: instructions = { [1] = '~A8 MOVK W0, #0xE240, LSL #16', [2] = '~A8 MOVK W0, #0x0001, LSL #32', [3] = '~A8 RET', } --# Example 2: Converting a Boolean to Assembly Instructions local instructions = XEK.ARMIT(true, "bool") --The above function call will generate assembly instructions to move the value 1 (true) into a register in AArch32. --> Output: instructions = { [1] = '~A MOV R0, #0x1', [2] = '~A BX LR', } --# Example 3: Converting a Float to Assembly Instructions local instructions = XEK.ARMIT(3.14159, "f", true) --The above function call will generate assembly instructions to move the value 3.14159 into a floating point register in AArch64. --> Output: instructions = { [1] = '~A8 MOVK W0, #0x0FD0, LSL #16', [2] = '~A8 MOVK W0, #0x4049, LSL #32', [3] = '~A8 FMOV S0, W0', [4] = '~A8 RET', } --# Example 4: Converting a Double to Assembly Instructions local instructions = XEK.ARMIT(123456789.987654321, "d") --The above function call will generate assembly instructions to move the value 123456789.987654321 into a double precision floating point register in AArch32. --> Output: instructions = { [1] = '~A MOVW R0, #0x5BA8', [2] = '~A MOVT R0, #0x57F3', [3] = '~A MOVW R1, #0x6F34', [4] = '~A MOVT R1, #0x419D', [5] = '~A VMOV D0, R1, R0', [6] = '~A BX LR', } readBytes | readWord | readDword | readFloat | readDouble : local words = XEK.readWord(addr, size, ';') <-| return a string local dwords = XEK.readDword(addr, size, '-') <-| return a string local floats = XEK.readFloat(addr, size, '|') <-| return a string local doubles = XEK.readDouble(addr, size, ':') <-| return a string -- OR local words = XEK.readWord(addr, size) <-| return a table local dwords = XEK.readDword(addr, size) <-| return a table local floats = XEK.readFloat(addr, size) <-| return a table local doubles = XEK.readDouble(addr, size) <-| return a table --<< these function purpose is to read values from memory for comparison >>-- getResults : --# Example usage of getResults function and its returned table local t = XEK.getResults(10) or t = XEK.getResults() <-|-- Get 10 results or all result | you can specified parameter same as GG print(t.data[1].address) <-|-- Print the address of the first result --# Example usage of focus function t:focus() <-|-- Save original values of results table print(t.original[1]) <-|-- Print the original value of the first result --# Example usage of update function t:update(999) <-|-- Set all values in result table to 999 --# Example usage of reset function t:reset() <-|-- Reset all values in result table to their original values --# Example usage of offset function t:offset(0x8) <-|-- Add 8 to the address of each result --# Example usage of append function local t2 = XEK.getResults(5) <-|-- Get 5 more results t:append(t2) <-|-- Append t2 results to t print(#t.data) <-|-- Print the total number of results in t --# Example usage of get function t:get() <-|-- Refresh the results table --# Example usage of clear function t:clear() <-|-- Destroy the results table and clear garbage MakeMenu : -- Create a new menu object local myMenu = XEK.MakeMenu().Menu:new({"Option 1", "Option 2", "Option 3"}) | this will add Menues -- Add a new action to the menu myMenu.actions:new(1, function() -- argument 1 is the index of menu ( option 1 function ) | index must be a number print("Option 1 was selected!") end) myMenu.actions:new(2, function() print("Option 2 was selected!") end) -- etc -- . -- . -- . -- Display the menu and wait for the user to make a selection myMenu:display() --whenever the user select a menu item it will trigger the functions inside myMenu.actions ( created with myMenu.actions:new(index, function) ) Submitter XEKEX Submitted 01/13/2023 Category Tools  
  9. XEKEX

    Pure Lua library

    Version 2

    975 downloads

    import this lib to your script : • setup ! XEK = nil load_lib = gg.makeRequest('https://raw.githubusercontent.com/chihaamin/XEKEX/main/xLIB.lua') if load_lib.code == 200 then -- check the status of the request XEK = load(load_lib.content,'bt')() end • Comment if you find a bug / error or if you have Idea for implementation. • All the file is documented and commented for beginners. ♥ Add "XEKEX was here" in your script if it was helful ------------------------------------------------------------------------------- IMPORT : JSON = XEK.import('https://raw.githubusercontent.com/rxi/json.lua/master/json.lua') -- this will import a lib into your script JSON.decode(response.content) Text2Dword : -- Text2Dword function Convert a text to dword value local DWORD = XEK.Text2Dword("berry") -- Print the result print(DWORD) --> Output: '6619234;7471218;121::9' Dword2Text : -- Dword2Text function Convert a Dword value to text local sampleValue = "6619234;7471218;121" local text = XEK.Dword2Text(sampleValue) -- Print the result print(text) --> Output: 'berry' hex : The 'hex' function takes two arguments: a value to convert to hexadecimal and a boolean 'hx' indicating whether to add '0x' or 'h' prefix to the output. --[[ If hx is true, the function returns the hexadecimal value with '0x' prefix. If hx is false, the function returns the hexadecimal value with 'h' suffix. If hx is not provided or not a boolean, the function returns the hexadecimal value without any prefix or suffix. The function uses string formatting to convert the value to hexadecimal. ]] --> Examples: --Convert decimal value to hexadecimal with '0x' prefix print(XEK.hex(255, true)) --> Output: 0xFF --Convert decimal value to hexadecimal with 'h' suffix print(XEK.hex(255, false)) --> Output: FFh --Convert decimal value to hexadecimal without any prefix or suffix print(XEK.hex(255)) --> Output: FF dump : --[[ dump function takes a table as input and returns a string representation of the table. If the input is not a table, it returns a string representation of the input. Parameters: tab (table): the table to be dumped Returns: (string): the string representation of the table ]] --> Example usage: local myTable = {name = "John", age = 30, hobbies = {"reading", "running"}} print(XEK.Dump(myTable)) -- Output: { ["name"] = "John", ["age"] = 30, ["hobbies"] = { [1] = "reading", [2] = "running", } } split : --split function splits a string into a table of substrings using a specified delimiter --The function takes two parameters: s, which is the string to be split, and delimiter, which is the character or string used to separate the substrings --> Example usage: local myString = "apple,banana,cherry,orange" local myTable = XEK.split(myString, ",") -- The above code will split the string "apple,banana,cherry,orange" into substrings using the comma as the delimiter and store the result in a table called myTable --The resulting table will contain the following values: myTable[1] = "apple" myTable[2] = "banana" myTable[3] = "cherry" myTable[4] = "orange" ARMIT fix : --# Example 1: Converting an Integer to Assembly Instructions local instructions = XEK.ARMIT(123456, "int", true) --The above function call will generate assembly instructions to move the value 123456 into a register in AArch64. --> Output: instructions = { [1] = '~A8 MOVK W0, #0xE240, LSL #16', [2] = '~A8 MOVK W0, #0x0001, LSL #32', [3] = '~A8 RET', } --# Example 2: Converting a Boolean to Assembly Instructions local instructions = XEK.ARMIT(true, "bool") --The above function call will generate assembly instructions to move the value 1 (true) into a register in AArch32. --> Output: instructions = { [1] = '~A MOV R0, #0x1', [2] = '~A BX LR', } --# Example 3: Converting a Float to Assembly Instructions local instructions = XEK.ARMIT(3.14159, "f", true) --The above function call will generate assembly instructions to move the value 3.14159 into a floating point register in AArch64. --> Output: instructions = { [1] = '~A8 MOVK W0, #0x0FD0, LSL #16', [2] = '~A8 MOVK W0, #0x4049, LSL #32', [3] = '~A8 FMOV S0, W0', [4] = '~A8 RET', } --# Example 4: Converting a Double to Assembly Instructions local instructions = XEK.ARMIT(123456789.987654321, "d") --The above function call will generate assembly instructions to move the value 123456789.987654321 into a double precision floating point register in AArch32. --> Output: instructions = { [1] = '~A MOVW R0, #0x5BA8', [2] = '~A MOVT R0, #0x57F3', [3] = '~A MOVW R1, #0x6F34', [4] = '~A MOVT R1, #0x419D', [5] = '~A VMOV D0, R1, R0', [6] = '~A BX LR', } readBytes | readWord | readDword | readFloat | readDouble : local words = XEK.readWord(addr, size, ';') <-| return a string local dwords = XEK.readDword(addr, size, '-') <-| return a string local floats = XEK.readFloat(addr, size, '|') <-| return a string local doubles = XEK.readDouble(addr, size, ':') <-| return a string -- OR local words = XEK.readWord(addr, size) <-| return a table local dwords = XEK.readDword(addr, size) <-| return a table local floats = XEK.readFloat(addr, size) <-| return a table local doubles = XEK.readDouble(addr, size) <-| return a table --<< these function purpose is to read values from memory for comparison >>-- getResults : --# Example usage of getResults function and its returned table local t = XEK.getResults(10) or t = XEK.getResults() <-|-- Get 10 results or all result | you can specified parameter same as GG print(t.data[1].address) <-|-- Print the address of the first result --# Example usage of focus function t:focus() <-|-- Save original values of results table print(t.original[1]) <-|-- Print the original value of the first result --# Example usage of update function t:update(999) <-|-- Set all values in result table to 999 --# Example usage of reset function t:reset() <-|-- Reset all values in result table to their original values --# Example usage of offset function t:offset(0x8) <-|-- Add 8 to the address of each result --# Example usage of append function local t2 = XEK.getResults(5) <-|-- Get 5 more results t:append(t2) <-|-- Append t2 results to t print(#t.data) <-|-- Print the total number of results in t --# Example usage of get function t:get() <-|-- Refresh the results table --# Example usage of clear function t:clear() <-|-- Destroy the results table and clear garbage MakeMenu : -- Create a new menu object local myMenu = XEK.MakeMenu().Menu:new({"Option 1", "Option 2", "Option 3"}) | this will add Menues -- Add a new action to the menu myMenu.actions:new(1, function() -- argument 1 is the index of menu ( option 1 function ) | index must be a number print("Option 1 was selected!") end) myMenu.actions:new(2, function() print("Option 2 was selected!") end) -- etc -- . -- . -- . -- Display the menu and wait for the user to make a selection myMenu:display() --whenever the user select a menu item it will trigger the functions inside myMenu.actions ( created with myMenu.actions:new(index, function) )
  10. join telegram group the admin update script their,iam busy but will updated soon
  11. join telegram group the admin update script their.
  12. Idk if it's just me. It still doesn't work, also it's the same size so I don think you updated idk lol sorry to bother you.
  13. you should enable String Representation on top right(on memory besideview small refresh button(h,D,F) and add string and Double) and the Item ID always be in 0D;0.0F;0.0E, on your video it's not, and helsing is 7 letters not 8, so the query should be 7D;0D;Q 'helsing', and again group size (:20) is vary from devices.
  14. soo basically the Excel is filled with Item_name, Dword values, Length of String item_ID This Excel is used for item swap, and no pointer is used lets say you wanted a Terem Ball We find the Terem ITEM ID by using String Item ID and use the String ID to located Item ID Using Query, you'll need Length (len) = 10; Divider = 0; String ID = Q 'ball_terem' Group Size (vary, mine 20) = :20 Search: 10D;0D; Q 'ball_terem':20 Type: Any and Using DWORD, you'll need Length (len) = 10; Divider(always there) = 0; Dword 1st 4 = 1,819,042,146; Dword 2nd 4 (if available) = 1,919,251,551; Dword 3rd 4 (if available) = 28,005; Dword 4th 4 (if available) = N/A Group Size (vary, mine 20) = :20 Search: 10;0;1,819,042,146;1,919,251,551;28,005:20 TYPE: DWORD and you'll find the item's string ID, and use the Length as reference point to find the Item ID which most the time located 3 address above Length. Here i attach a video for you, Droplist Item Swap wood to Terem and Terem to Mysterious Map sorry for low bitrate, i use 1mb bitrate for recording gudie.mp4
  15. View File String replacer Often when editing strings in games there will be a limit on the length of the string. Script will put length equal to the modified string. This does not work if the game has a custom sized limit for the string you want to modify. Submitter Platonic Submitted 12/05/2022 Category Tools  
  16. nok1a

    String replacer

    Version 1.0.0

    1,124 downloads

    Often when editing strings in games there will be a limit on the length of the string. Script will put length equal to the modified string. This does not work if the game has a custom sized limit for the string you want to modify.
  17. The main issue is with the approach itself. Processing all results/values at once isn't going to work when there are millions of them. There is simply not enough memory that is available to Java part of the application neither to load millions of results at once nor to build a table in Lua script that represents millions of values. The solution is to process results/values in parts. Reasonable choice for part size is around 100k, since in practice GG can load 100k results fine in most cases. Another issue is related to efficiency as MAARS also mentioned above. First thing to avoid is using "gg.loadResults" function when it's not necessary. If it's applicable, use searches to get all results for processing, then process them in parts by getting results and removing them after the part is processed. Alternatively build a table with part of values to process, but then don't use results list, proceed to getting/setting values directly using corresponding API functions, then repeat for remaining parts.
  18. This is certainly True, there's also different start-end for function. Identifying start-end Function is also still confuse me but there's some pattern: > MOV [Random?] - BX PC / BX LR > PUSH - POP > ADD - LDR Some Function can contain one instruction: CDPLT or Memory Segment that also have start-end. Altho those Pattern covers most of the Function, some Memory Segment such as .bss also have SHT Size which defines start-end, I'm not sure if this is a function but the Methodology I'm currently using is: - Using Dissasemblers such as IDA Pro or Ghidra - Using Patterns in Hex form - Find repeated AoB: In the end, I'm still confused to find function in other Memory Segment. The Patterns above is mostly are close to each other (In the same Memory Segment?) but what about in other segment?
  19. script 32bit : https://file.io/4a1uzNjIj8ZM delete your game ,download and instal this game : https://download.apkcombo.com/com.lb4business.swordsbowsmagic/Combat Magic: Spells & Swords_1.88.32_apkcombo.com.apk?ecp=Y29tLmxiNGJ1c2luZXNzLnN3b3Jkc2Jvd3NtYWdpYy8xLjg4LjMyLzE4OC40OWFmNmQ2OGI0NjM4NjA1OTZkNjFjMmFhY2E3MTFiOTdjMTEzMWNhLmFwaw==&iat=1668339718&sig=2a238f48a1fc7161136c02db6421e594&size=149871376&from=cf&version=latest&lang=es&fp=4e9a64210b9a1442494fbf52299f1d5a&ip=157.230.44.228
  20. So if i understand, one of the suggestions would be to writhe less code if possible? Like i do notice that i personally have tried to discard the concept of group searches and only try make use of pointer searches and offsets. And that for only two reasons. Pointer searches and offsets never failed me, i always get the value as i know the general struggle of group searches all to well. Pointer searches are supposed to be faster then group searches. But then from the other side, scripting wise more time goes in to it depending on your knowledge of Lua scripting for GG. With a proper group search you do be scripting way less at cost of general speed. So yeah i guess both approaches. Group searches and pointer searches starting from some executable can work...depending on if its just one feature or multiple features. But let me know your thoughts on this as well.
  21. under_score

    libil2cpp

    here i dumped it (i compress it due to the file size limit, just uncompress it with any file manager)dump.zip
  22. wym range value, this values is hardcoded to the game, its on the base_npc_config. alternatively you can use these values, (the smaller the value the more guaranteed it lands there) [2] = 5, [3] = 15, [5] = 50 [10] = 100, [20] = 250, [30] = 500, [50] = 1000, also here's a reset caps value for bases, yk when you want to reset the base the game will ask for caps and it increase each time you reset. here's the group search for it Search: 100;150;200;250;300;350;400;450;500;550;600;650;700;750;800;850;900;950;1000 Type: Double i test modified them all to -100 and reset the base, the cap will adds. but i haven't test it online or do it dangerous to use. so for now use at own risk
  23. I am playing a game called MINIMAL ESCAPE, i have found the value of lives which was encrypted. When i try to find the value via group search and 2 values pops out, one of them is actual value and another one crashes the game if changed or freezed. I have tried different combinations to find only the desired one but nothing is working. I hope someone can help me out here .
  24. should be available around page 17, how ppl do it. it just like modifies the output anyway, lets use torch as dummy here's the crafting scheme 1 wood 1 rags 500 Gasoline we do group search 1;1;500 and the size is depends on your device. i think it will work with :200 this will gave alot of result (other crafting might little) then we filter with 500 after that we do editAll with increment of 1 or anything you like. now we click off the torch scheme and reopen it to see it refreshed with new value, find the value it changed to. let's say 510 now we revert and remove others and keep this one, then view memory this value. Now this the fun part on top left of gg memory view tab theres a pause button and beside it theres a filters. click the filter and put this .0$ and apply (just remember to remove the filter if you item swap), this will make our life simpler to find the other values. (alternatively iirc if we dont use the filter it's around 10 ish address in between) go back to search tab and click the value we found and view the memory value again since after we apply the filter its make the memory view move around. now if you did this you should find 510 on memory view and go above it probably 5 address or so and you should find 1.0 Double (second value) and go further more and you'll find another 1.0 Double (first value) now you find all the crafting requirement. how about the result? go back to the 510.0 Double on memory view and go down probably 10 or 5 it's often uncertain, try finding the result of the crafting. if the crafting gives you 5, try find 5, but in this case it's 1 so try look for 1. If you find it then change it as much as you want, tho again dont too much. if all done correctly. after you refresh the crafting scheme the new value should be applied. 1 wood, 1 rags, 1 gasoline = <number> Torch
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