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  1. 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
  2. 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  
  3. XEKEX

    Pure Lua library

    Version 2

    1,256 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) )
  4. join telegram group the admin update script their,iam busy but will updated soon
  5. join telegram group the admin update script their.
  6. 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.
  7. 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.
  8. 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
  9. 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  
  10. nok1a

    String replacer

    Version 1.0.0

    1,579 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.
  11. 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.
  12. 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?
  13. Which brazilian group
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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 .
  19. 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
  20. slight correction, in my method if you use group size don't forget the 0D so the syntax should be String Length Dword ; 0 Dword ; Query : Group size The 0D is always be there, if you see it on the memory view, example 11 Dword > String Length of Said Item 0 Dword > uncertain what this meant but it's there 1953396072 Dword > first dword values of said item ID 1667199589 Dword > second dword values of said item ID .....
  21. the :25 called as group size, and it differs each device type, for me it works with 20, some might be 30,25,24 etc. its best to use :512 ( default GG group size or in short dont add group size at all and let GG decide)
  22. 15D;1,701,994,852D;1,769,366,884D;1,802,723,180D;7,105,653D:25 Here ya go! Also I recommend using these sites: https://string-functions.com/string-hex.aspx (To convert string names to hex) example: you want the item daredevil skull. The name of the item can be accessed onced you extract the apk. It is under assets>image>items. Once you've found the name of your item, group the letters in your item name by 4. Example: Daredevil_skull = dare ; devi ; l_sk ; ull ;. Then reverse them. You now have: erad ; ived ; ks_l ; llu. Then copy each group on the site I've provided above one by one NOTE: BE MINDFUL OF YOUR UPPERCASE AND LOWERCASE. Lowercase is usually the go to here. Example: erad should be 65726164 when converted into hex. After converting, copy your hex value into this website https://www.rapidtables.com/convert/number/hex-to-decimal.html Don't forget to set it from hexadecimal to decimal. Following the sequence, the decimal of 65726164 is 1701994852. Then that is your 1st portion of your pointer search. Do all the same to the other group. After you've done converting each group to decimal, it is time to lay it out in the same order. That means: Daredevil_skull in pointer search is 15D;1,701,994,852D;1,769,366,884D;1,802,723,180D;7,105,653D:25 Note that the "15D" is the number of letters or strings found in the "Daredevil_skull", including the symbols, 1,701,994,752D is "erad" then so on and so forth, always end it with ":25". I don't know if it is constant 25 or are there items that has an exeption on this rule, but :25 is always my way to go to. After all of this you can recheck your pointer by converting it again from deci to hex to string, but it is not compulsory. (As a med student, I usually do this so that when I work on the field, double-checking is always my top priority, lol)
  23. View File PG3D all weapon unlocker With this script you can buy almost any weapon you want! This script was done with the help of HorridModz! Thank you! After about 50 hours of work, it's finally done! You will be able to purchase approximately 970 weapons! What we will probably update in the future - We will also add weapons that will be added in the pixelgun update. This will continue until the script is no longer available!!! - To make it easier to understand, I am going to group them by 100 with gallery numbers. Please check within the script for other information. If you still don't understand, contact me at subacc001#2578! Submitter red091753 Submitted 11/01/2022 Category LUA scripts  
  24. Version 1.1.2

    8,222 downloads

    With this script you can buy almost any weapon you want! This script was done with the help of HorridModz! Thank you! After about 50 hours of work, it's finally done! You will be able to purchase approximately 970 weapons! What we will probably update in the future - We will also add weapons that will be added in the pixelgun update. This will continue until the script is no longer available!!! - To make it easier to understand, I am going to group them by 100 with gallery numbers. Please check within the script for other information. If you still don't understand, contact me at subacc001#2578!
  25. im not entirely sure why, there's no option about it when i upload it, and it also said 8 downloads in the embed, it's either your account or something, but i pretty much can download attachments without issues. Here's how i find the Instant Level groups, bit raw compared the script ones https://gameguardian.net/forum/topic/19033-day-r-survival/?do=findComment&comment=134392
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