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:0x3BBE24Offset:0x3BBE24VA:0x3BBE24
private int <PlayerId>k__BackingField;//0x10[CompilerGeneratedAttribute]//RVA:0x3BBE34Offset:0x3BBE34VA: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:0x3BBE44Offset:0x3BBE44VA: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:0x3BBE78Offset:0x3BBE78VA:0x3BBE78
public float perfectArrowProbability;//0x50[RangeAttribute]//RVA:0x3BBE90Offset:0x3BBE90VA:0x3BBE90
public float dropInWaterProbability;//0x54[SerializeField]//RVA:0x3BBEA8Offset:0x3BBEA8VA:0x3BBEA8
private GameObject pseudoTarget;//0x58
private float _nextPlayerShootTime;//0x5C
private float _nextPlayerAttackTime;//0x60[HeaderAttribute]//RVA:0x3BBEB8Offset:0x3BBEB8VA: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:0x3BBEECOffset:0x3BBEECVA:0x3BBEEC[TimeOfDayAttribute]//RVA:0x3BBEECOffset:0x3BBEECVA:0x3BBEEC
private float returnToWallTime;//0x80
public bool harmless;//0x84
public Arrow arrowPrefab;//0x88
public RuntimeAnimatorController hunterAnimator;//0x8C
public RuntimeAnimatorController soldierAnimator;//0x90[HeaderAttribute]//RVA:0x3BBF1COffset:0x3BBF1CVA:0x3BBF1C
public AudioEmitter climbTowerSound;//0x94
public AudioEmitter shootSound;//0x98
public AudioEmitter buffedShootSound;//0x9C
public AudioEmitter meleeSound;//0xA0[HeaderAttribute]//RVA:0x3BBF50Offset:0x3BBF50VA:0x3BBF50
public FloatRange distanceFromWall;//0xA4
private FloatRange _distanceFromWallModified;//0xAC
private float _guardPos;//0xB4
public FloatRange distanceFromKnight;//0xB8[HideInInspector]//RVA:0x3BBF84Offset:0x3BBF84VA: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:0x3BBF94Offset:0x3BBF94VA:0x3BBF94
private bool <inGuardSlot>k__BackingField;//0x148[SerializeField]//RVA:0x3BBFA4Offset:0x3BBFA4VA: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:0x3BBFB4Offset:0x3BBFB4VA:0x3BBFB4
private bool <IsBuffed>k__BackingField;//0x170[CompilerGeneratedAttribute]//RVA:0x3BBFC4Offset:0x3BBFC4VA:0x3BBFC4
private UnlockNewRulerStatue <newRulerStatue>k__BackingField;//0x174[CompilerGeneratedAttribute]//RVA:0x3BBFD4Offset:0x3BBFD4VA:0x3BBFD4
private HelPuzzlePillar <helPuzzlePillar>k__BackingField;//0x178
private Boat _boat;//0x17C[HeaderAttribute]//RVA:0x3BBFE4Offset:0x3BBFE4VA:0x3BBFE4[SerializeField]//RVA:0x3BBFE4Offset:0x3BBFE4VA:0x3BBFE4
private float shieldSpotRange;//0x180[SerializeField]//RVA:0x3BC02COffset:0x3BC02CVA: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:0x3BC03COffset:0x3BC03CVA:0x3BC03C
private float _meleeAttackRange;//0x198[SerializeField]//RVA:0x3BC04COffset:0x3BC04CVA:0x3BC04C
private float _meleeAttackPredictAheadTime;//0x19C[SerializeField]//RVA:0x3BC05COffset:0x3BC05CVA:0x3BC05C
private float _meleeCooldown;//0x1A0[SerializeField]//RVA:0x3BC06COffset:0x3BC06CVA:0x3BC06C
private int _meleeDamage;//0x1A4[SerializeField]//RVA:0x3BC07COffset:0x3BC07CVA:0x3BC07C
private int _meleeMaxHitsPerAttack;//0x1A8
private Damageable _meleeTarget;//0x1AC
private bool _meleeAttackPlaying;//0x1B0[SerializeField]//RVA:0x3BC08COffset:0x3BC08CVA:0x3BC08C
private Rect _hitBox;//0x1B4[HeaderAttribute]//RVA:0x3BC09COffset:0x3BC09CVA:0x3BC09C[SerializeField]//RVA:0x3BC09COffset:0x3BC09CVA: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:0x3BC0E4Offset:0x3BC0E4VA:0x3BC0E4
public bool isFireArrow;//0x16
public int damagePerTick;//0x18
public int damageTicks;//0x1C
public float damageDelayOffset;//0x20
public float damageDelayTime;//0x24[HeaderAttribute]//RVA:0x3BC118Offset:0x3BC118VA:0x3BC118
public AudioEmitter wallHitSound;//0x28
public AudioEmitter groundHitSound;//0x2C
public AudioEmitter waterHitSound;//0x30[HeaderAttribute]//RVA:0x3BC14COffset:0x3BC14CVA: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:0xCB69A0Offset:0xCB69A0VA:0xCB69A0
private void Awake(){}//RVA:0xCB6B0COffset:0xCB6B0CVA:0xCB6B0C
private void OnEnable(){}//RVA:0xCB6BF0Offset:0xCB6BF0VA:0xCB6BF0
public void DropInWater(){}//RVA:0xCB6CA0Offset:0xCB6CA0VA:0xCB6CA0
public void PerfectShot(){}//RVA:0xCB6BA4Offset:0xCB6BA4VA:0xCB6BA4
private void EnableTrail(){}[IteratorStateMachineAttribute]//RVA:0x3D1404Offset:0x3D1404VA:0x3D1404//RVA:0xCB6C28Offset:0xCB6C28VA:0xCB6C28
private IEnumerator DropInWaterInternal(){}//RVA:0xCB6CACOffset:0xCB6CACVA:0xCB6CAC
private void OnDestroy(){}//RVA:0xCB6D28Offset:0xCB6D28VA:0xCB6D28
private void LateUpdate(){}//RVA:0xCB6DF8Offset:0xCB6DF8VA:0xCB6DF8
private void OnCollisionEnter2D(Collision2D collision){}//RVA:0xCB7630Offset:0xCB7630VA:0xCB7630
private void OnTriggerEnter2D(Collider2D collider){}//RVA:0xCB6E34Offset:0xCB6E34VA:0xCB6E34
private void HitObject(GameObject target, bool physicalHit){}//RVA:0xCB766COffset:0xCB766CVA:0xCB766CSlot:4
public void HandleAuthorityChange(bool newAuthorityState){}//RVA:0xCB6A94Offset:0xCB6A94VA:0xCB6A94Slot:5
public void RegisterWithNetworkBoss(){}//RVA:0xCB6CB0Offset:0xCB6CB0VA:0xCB6CB0Slot:6
public void DeregisterWithNetworkBoss(){}//RVA:0xCB7674Offset:0xCB7674VA:0xCB7674Slot:7
public void ReceiveInitialise(){}//RVA:0xCB7868Offset:0xCB7868VA:0xCB7868Slot:8
public void PostRecvStop(){}//RVA:0xCB7874Offset:0xCB7874VA: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..?
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Question
OREW
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
And THIS one
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
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