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aioria2 How do I cheat?
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Joined: 30 Mar 2015 Posts: 3
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Posted: Mon Mar 30, 2015 6:04 pm Post subject: Cannot find a value. |
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.r
Last edited by aioria2 on Sat Apr 04, 2015 1:16 am; edited 1 time in total |
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Rissorr Master Cheater
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Joined: 17 Sep 2013 Posts: 273 Location: Israel!
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Posted: Mon Mar 30, 2015 10:51 pm Post subject: |
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First make sure you're opened the right process (its a browser game if i'm not wrong)
Secondary try using double value type. Some browser games sometimes use double as value type evan for natural numbers (when it should be integer)
Also a small tip:
Im not sure it will work good in browser games, but I usually find some values from dissecting code (memory viewer -> Tools -> Dissect Data/Structure)
There try to input the base of some related values, and look for the value you're searching there.
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aioria2 How do I cheat?
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Joined: 30 Mar 2015 Posts: 3
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Posted: Tue Mar 31, 2015 3:27 am Post subject: |
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I should have clarified more: I've tried everything I know how to do, which I admit isn't too much. I did search for double values, and I also did a logic search with an unknown initial value for all types of data, to no avail. I find it really strange that this one variable is so elusive.
Also am on the right process, since as I mentioned before, everything else was easily changeable.
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aioria2 How do I cheat?
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Joined: 30 Mar 2015 Posts: 3
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Posted: Thu Apr 02, 2015 5:00 pm Post subject: |
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| Still can't figure it out...
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panraven Grandmaster Cheater
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Joined: 01 Oct 2008 Posts: 959
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Posted: Fri Apr 03, 2015 6:23 am Post subject: |
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| aioria2 wrote: | | Still can't figure it out... |
Try 1st scan "unknown value", then successive "increased value" as score increased; or successive "decreased value" as score increased.
The score may be encoded some way, the "increased value" should work for a simple addition and/or positive multiplication, the "decreased value" should work for negative multiplication or xor.
ADDED:
I've peeked the flash source, the score is added in this function:
| Code: | public static function addPoints(param1:int) : void
{
var _loc_2:* = 0;
if (PlayerStats.mult > 8)
{
PlayerStats.mult = 8;
}
_loc_2 = PlayerStats.mult * param1;
if (Math.random() < 0.5)
{
PlayerStats.points1 = PlayerStats.points1 + _loc_2;
}
else
{
PlayerStats.points2 = PlayerStats.points2 + _loc_2;
}
return;
} |
so, the result score is a sum of 2 variables, each score gain amount is added randomly to one of the 2 variables points1 and points2.
Statically, points1 and points2 should be about 1/2 of the score displayed.
When killing more than 5 or more enemy, both points1 and points2 should
have been increased (1/32 chance 5 times in a row to only one variables).
So the "increased value" search should find these 2 variables given successive search at longer kill count, use "value between" with score displayed as upper bound should narrow the results faster. Since the 2 variables are under the same object 'PlayerStats' they should be near to each others. Their sum should be exactly the score displayed.
Attached my searched results pic.
btw, there are a function to prevent score >800 * kills to be submitted to score ranking.
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