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- dead target hack
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Version 1.0
2,413 downloads
Thank you for downloaded this script. If there any bugs or a certain mod that is getting you banned please let me know in comment section. Aim Assist : High aim assist a.k.a Aimbot (Undetected) *Tested on Asia server* Antenna Mode : Body, Head & Everyone. 1 Sec Heal & Revive knockdown team. Fast shoot + No recoil (Undetected) *Tested on Asia server* Change Weather : Dark night to Bright, Mist Disappear, Dark Sunny. Bigger FOV Camera. Remarks : I don't own this code or script. All goes to original founder in credit section. Credit to : Critical Hit & Agus Frendy- 3 comments
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I need help, can i do in-app purchases with game guardian(GG)? Just want to know if its possible to do.
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Hi Guardians! Dark lord here aka "OREW" I was trying to hack a specific game and I succeeded with dumping il2cpp.so And after searching for offset and so on i fiend these value's or whatever this $hit is // Fields private IUnitController _unitController; // 0xC [CompilerGeneratedAttribute] // RVA: 0x3BBE24 Offset: 0x3BBE24 VA: 0x3BBE24 private int <PlayerId>k__BackingField; // 0x10 [CompilerGeneratedAttribute] // RVA: 0x3BBE34 Offset: 0x3BBE34 VA: 0x3BBE34 private bool <DespawnOnLoad>k__BackingField; // 0x14 private static RaycastHit2D[] rayhit; // 0x0 private Collider2D[] _sharedHitColliders; // 0x18 private static int _sharedEnemiesLayer; // 0x4 private static int _sharedWildlifeLayer; // 0x8 private static int _sharedObstaclesLayer; // 0xC private static readonly int APPrepare; // 0x10 private static readonly int APShoot; // 0x14 private static readonly int APShootPerfect; // 0x18 private static readonly int APStand; // 0x1C private static readonly int APAttack; // 0x20 private static readonly int APUseSpear; // 0x24 private static readonly int APUseShield; // 0x28 private static readonly int APIdleness; // 0x2C private static readonly int APSpeed; // 0x30 [HeaderAttribute] // RVA: 0x3BBE44 Offset: 0x3BBE44 VA: 0x3BBE44 public float maxForce; // 0x1C public float maxError; // 0x20 public int minAttempts; // 0x24 public int maxAttempts; // 0x28 public float shootPrepTime; // 0x2C public float shootIntervalTime; // 0x30 public float shootCooldownTime; // 0x34 public float playerShootCooldownTime; // 0x38 public float playerAttackCooldownTime; // 0x3C public float shootCooldownWithKnightTime; // 0x40 public float shootRange; // 0x44 public float fleeRange; // 0x48 public float towerShootRange; // 0x4C [RangeAttribute] // RVA: 0x3BBE78 Offset: 0x3BBE78 VA: 0x3BBE78 public float perfectArrowProbability; // 0x50 [RangeAttribute] // RVA: 0x3BBE90 Offset: 0x3BBE90 VA: 0x3BBE90 public float dropInWaterProbability; // 0x54 [SerializeField] // RVA: 0x3BBEA8 Offset: 0x3BBEA8 VA: 0x3BBEA8 private GameObject pseudoTarget; // 0x58 private float _nextPlayerShootTime; // 0x5C private float _nextPlayerAttackTime; // 0x60 [HeaderAttribute] // RVA: 0x3BBEB8 Offset: 0x3BBEB8 VA: 0x3BBEB8 public float walkSpeed; // 0x64 public float runSpeed; // 0x68 public float coinPickupRange; // 0x6C public float maxPursueDistance; // 0x70 public float maxLead; // 0x74 public FloatRange borderHuntRange; // 0x78 [SerializeField] // RVA: 0x3BBEEC Offset: 0x3BBEEC VA: 0x3BBEEC [TimeOfDayAttribute] // RVA: 0x3BBEEC Offset: 0x3BBEEC VA: 0x3BBEEC private float returnToWallTime; // 0x80 public bool harmless; // 0x84 public Arrow arrowPrefab; // 0x88 public RuntimeAnimatorController hunterAnimator; // 0x8C public RuntimeAnimatorController soldierAnimator; // 0x90 [HeaderAttribute] // RVA: 0x3BBF1C Offset: 0x3BBF1C VA: 0x3BBF1C public AudioEmitter climbTowerSound; // 0x94 public AudioEmitter shootSound; // 0x98 public AudioEmitter buffedShootSound; // 0x9C public AudioEmitter meleeSound; // 0xA0 [HeaderAttribute] // RVA: 0x3BBF50 Offset: 0x3BBF50 VA: 0x3BBF50 public FloatRange distanceFromWall; // 0xA4 private FloatRange _distanceFromWallModified; // 0xAC private float _guardPos; // 0xB4 public FloatRange distanceFromKnight; // 0xB8 [HideInInspector] // RVA: 0x3BBF84 Offset: 0x3BBF84 VA: 0x3BBF84 public float knightFollowDistance; // 0xC0 protected CRPCHeader parentHeaderRef; // 0xC4 protected int _setGuardRPCIndex; // 0xC8 protected int _handleGuardSlotIndex; // 0xCC protected int _requestGuardSlotIndex; // 0xD0 protected int _embarkIndex; // 0xD4 protected int _absoluteFaceIndex; // 0xD8 protected int _archerBuffedIndex; // 0xDC protected int _hideStatusIndex; // 0xE0 protected int _sendCameraFocusRequest; // 0xE4 protected int _sendControllerIndex; // 0xE8 private Animator _animator; // 0xEC private Mover _mover; // 0xF0 private Rigidbody2D _rigidbody; // 0xF4 private SpriteRenderer _spriteRenderer; // 0xF8 private Wallet _wallet; // 0xFC private Wallet _originalWallet; // 0x100 private FixedTransform _fixedTransform; // 0x104 private Character _character; // 0x108 private Damageable _damageable; // 0x10C private PushablePusher _pusher; // 0x110 private Scanner _enemyScanner; // 0x114 private Scanner _wildlifeScanner; // 0x118 private Scanner _coinScanner; // 0x11C private float _cooldown; // 0x120 private float _lastGlobalScan; // 0x124 private AnimationSync _animSyncRef; // 0x128 private float _cooldownReduction; // 0x12C private float _avoidPortalRange; // 0x130 private Coin _targetCoin; // 0x134 private Formation _currentFormation; // 0x138 private GameObject _shootingTarget; // 0x13C private GameObject _huntingTarget; // 0x140 private GuardSlot _guardSlot; // 0x144 [CompilerGeneratedAttribute] // RVA: 0x3BBF94 Offset: 0x3BBF94 VA: 0x3BBF94 private bool <inGuardSlot>k__BackingField; // 0x148 [SerializeField] // RVA: 0x3BBFA4 Offset: 0x3BBFA4 VA: 0x3BBFA4 private Side _guardSide; // 0x14C private int _guardDepth; // 0x150 private Knight _knight; // 0x154 private bool _isWearingBannerColor; // 0x158 private bool _controllableSprinting; // 0x159 private IHaglet behaviour; // 0x15C private IHaglet shoot; // 0x160 private IHaglet attack; // 0x164 private PositionSync cachedPosSync; // 0x168 private Persistent persistent; // 0x16C [CompilerGeneratedAttribute] // RVA: 0x3BBFB4 Offset: 0x3BBFB4 VA: 0x3BBFB4 private bool <IsBuffed>k__BackingField; // 0x170 [CompilerGeneratedAttribute] // RVA: 0x3BBFC4 Offset: 0x3BBFC4 VA: 0x3BBFC4 private UnlockNewRulerStatue <newRulerStatue>k__BackingField; // 0x174 [CompilerGeneratedAttribute] // RVA: 0x3BBFD4 Offset: 0x3BBFD4 VA: 0x3BBFD4 private HelPuzzlePillar <helPuzzlePillar>k__BackingField; // 0x178 private Boat _boat; // 0x17C [HeaderAttribute] // RVA: 0x3BBFE4 Offset: 0x3BBFE4 VA: 0x3BBFE4 [SerializeField] // RVA: 0x3BBFE4 Offset: 0x3BBFE4 VA: 0x3BBFE4 private float shieldSpotRange; // 0x180 [SerializeField] // RVA: 0x3BC02C Offset: 0x3BC02C VA: 0x3BC02C private float shieldScanInterval; // 0x184 private NpcShieldUser _npcShieldUser; // 0x188 private Droppable targetShield; // 0x18C private Archer.AttackMode _desiredAttackMode; // 0x190 private Archer.AttackMode _attackMode; // 0x194 [SerializeField] // RVA: 0x3BC03C Offset: 0x3BC03C VA: 0x3BC03C private float _meleeAttackRange; // 0x198 [SerializeField] // RVA: 0x3BC04C Offset: 0x3BC04C VA: 0x3BC04C private float _meleeAttackPredictAheadTime; // 0x19C [SerializeField] // RVA: 0x3BC05C Offset: 0x3BC05C VA: 0x3BC05C private float _meleeCooldown; // 0x1A0 [SerializeField] // RVA: 0x3BC06C Offset: 0x3BC06C VA: 0x3BC06C private int _meleeDamage; // 0x1A4 [SerializeField] // RVA: 0x3BC07C Offset: 0x3BC07C VA: 0x3BC07C private int _meleeMaxHitsPerAttack; // 0x1A8 private Damageable _meleeTarget; // 0x1AC private bool _meleeAttackPlaying; // 0x1B0 [SerializeField] // RVA: 0x3BC08C Offset: 0x3BC08C VA: 0x3BC08C private Rect _hitBox; // 0x1B4 [HeaderAttribute] // RVA: 0x3BC09C Offset: 0x3BC09C VA: 0x3BC09C [SerializeField] // RVA: 0x3BC09C Offset: 0x3BC09C VA: 0x3BC09C private float _switchWeaponsButtonDuration; // 0x1C4 private bool _downKeyPressed; // 0x1C8 private bool _playerAttackModeChanged; // 0x1C9 private float _switchWeaponsTimer; // 0x1CC private float _arrowLength; // 0x1D0 private const int Stand = 1; private const int FollowKnight = 2; private const int GoToTower = 4; private const int GoToWall = 8; private const int Hunt = 16; private const int GrabCoin = 32; private const int Flee = 64; private const int Held = 128; private const int Grabbed = 256; private const int Inert = 512; private const int InFormation = 1024; private const int FreeRuler = 2048; private const int GrabShield = 4096; private const int SwitchWeapons = 8192; private const int GoToOfferingPillar = 16384; private const int PlayerControl = 32768; private static readonly Formation.UnitTypes[] FormationUnitType; // 0x34 And THIS one // Fields public int hitDamage; // 0xC public int perfectDamageMultiplier; // 0x10 public bool shouldOrientate; // 0x14 public bool canBounce; // 0x15 [HeaderAttribute] // RVA: 0x3BC0E4 Offset: 0x3BC0E4 VA: 0x3BC0E4 public bool isFireArrow; // 0x16 public int damagePerTick; // 0x18 public int damageTicks; // 0x1C public float damageDelayOffset; // 0x20 public float damageDelayTime; // 0x24 [HeaderAttribute] // RVA: 0x3BC118 Offset: 0x3BC118 VA: 0x3BC118 public AudioEmitter wallHitSound; // 0x28 public AudioEmitter groundHitSound; // 0x2C public AudioEmitter waterHitSound; // 0x30 [HeaderAttribute] // RVA: 0x3BC14C Offset: 0x3BC14C VA: 0x3BC14C public GameObject archer; // 0x34 private bool _orientToVelocity; // 0x38 private bool _has***; // 0x39 private Rigidbody2D _rigidbody; // 0x3C private Collider2D _collider; // 0x40 private TrailRenderer _trail; // 0x44 private bool _perfect; // 0x48 private NetworkSoftSimulator _softSim; // 0x4C private bool authorityActive; // 0x50 // Methods // RVA: 0xCB69A0 Offset: 0xCB69A0 VA: 0xCB69A0 private void Awake() { } // RVA: 0xCB6B0C Offset: 0xCB6B0C VA: 0xCB6B0C private void OnEnable() { } // RVA: 0xCB6BF0 Offset: 0xCB6BF0 VA: 0xCB6BF0 public void DropInWater() { } // RVA: 0xCB6CA0 Offset: 0xCB6CA0 VA: 0xCB6CA0 public void PerfectShot() { } // RVA: 0xCB6BA4 Offset: 0xCB6BA4 VA: 0xCB6BA4 private void EnableTrail() { } [IteratorStateMachineAttribute] // RVA: 0x3D1404 Offset: 0x3D1404 VA: 0x3D1404 // RVA: 0xCB6C28 Offset: 0xCB6C28 VA: 0xCB6C28 private IEnumerator DropInWaterInternal() { } // RVA: 0xCB6CAC Offset: 0xCB6CAC VA: 0xCB6CAC private void OnDestroy() { } // RVA: 0xCB6D28 Offset: 0xCB6D28 VA: 0xCB6D28 private void LateUpdate() { } // RVA: 0xCB6DF8 Offset: 0xCB6DF8 VA: 0xCB6DF8 private void OnCollisionEnter2D(Collision2D collision) { } // RVA: 0xCB7630 Offset: 0xCB7630 VA: 0xCB7630 private void OnTriggerEnter2D(Collider2D collider) { } // RVA: 0xCB6E34 Offset: 0xCB6E34 VA: 0xCB6E34 private void HitObject(GameObject target, bool physicalHit) { } // RVA: 0xCB766C Offset: 0xCB766C VA: 0xCB766C Slot: 4 public void HandleAuthorityChange(bool newAuthorityState) { } // RVA: 0xCB6A94 Offset: 0xCB6A94 VA: 0xCB6A94 Slot: 5 public void RegisterWithNetworkBoss() { } // RVA: 0xCB6CB0 Offset: 0xCB6CB0 VA: 0xCB6CB0 Slot: 6 public void DeregisterWithNetworkBoss() { } // RVA: 0xCB7674 Offset: 0xCB7674 VA: 0xCB7674 Slot: 7 public void ReceiveInitialise() { } // RVA: 0xCB7868 Offset: 0xCB7868 VA: 0xCB7868 Slot: 8 public void PostRecvStop() { } // RVA: 0xCB7874 Offset: 0xCB7874 VA: 0xCB7874 public void .ctor() { } } As you see the Walkspeed showing 0x64 .. Attack speed something like it to Wtf should i do with this?! And should someone explain to me what is the difference between RVA, VA, offset..? Aren't all them offset?! And i know how to search for the offset Xa>il2cpp> offset calculator, 0CB6CAC Thx in advance