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smolk1984

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Everything posted by smolk1984

  1. hi StoneAge: Idle Adventure no open ios 17 

  2. Duck Survival [+3 Cheats] ad 

    Context

    Duck Survival = Unity IL2CPP + ToLua. Ad logic lives in Lua (VipCtrl, AdManager, EventSystem).

    The native tweak (DuckSpend) hooks lua_pcall / DecodeData and injects inject.lua into the live Lua state. Once lobby modules exist, we monkey-patch their globals.

    How the game normally grants the reward

    Typical flow:

    1. UI calls AdManager.ShowAd(reasonId, adOrPayId).
    2. If ad-free is set (VipCtrl.GetAddedAdFreeFlag()), the game skips the video and fires EventDefine.OnFinishAd.
    3. Listeners on OnFinishAd (shop, daily reward, etc.) grant the reward using reasonId / adOrPayId.

    So the reward is keyed off the internal Lua event OnFinishAd, not directly off the native SDK callback.

    What we do (two layers)

    Source: tweak/DuckSpend/inject.lua, gated by on('ads')  _G.__DuckT.ads.

    1. Fake VIP / ad-free

    function VipCtrl.GetAddedAdFreeFlag()
    if on('ads') then return true end
    return origVip()
    end

    Any code that checks “is ad-free?” before showing an ad gets true and often never reaches the SDK.

    2. Short-circuit ShowAd (main reward path)

    function AdManager.ShowAd(reasonId, adOrPayId)
    if not on('ads') then
    return origShow(reasonId, adOrPayId)
    end
    local params = { r = reasonId, i = adOrPayId }
    EventSystem:Trigger(EventDefine.OnFinishAd, params)
    if AdManager.SendAdsEvent then pcall(AdManager.SendAdsEvent, 3, 1) end
    return -- do not call original ShowAd → no video
    end
    • skip original ShowAd → no native video;
    • immediately Trigger(OnFinishAd, { r = reasonId, i = adOrPayId }) → same listeners as a real completion;
    • optional SendAdsEvent(3, 1) — analytics “success” (best-effort, not required for the grant).

    { r, i } matches the payload the game’s OnFinishAd handlers expect (same as the vanilla ad-free path).

    Why the reward still arrives

    We emulate a successful completion at the game’s Lua layer, not a fake response from the ad network. Client Lua treats the watch as done and runs its normal reward flow.

    Details

    Point Meaning
    Idempotency
    _G.__DuckAdVip / __DuckAdShow wrap once
    Toggle
    on('ads') == false → full original path
    Timing
    wrap installs after VipCtrl/AdManager exist in lobby (retry via pcall inject)
    Server
    if a reward is validated server-side via an ad token, this may fail; this path is client event-driven

    Bottom line: skip = don’t call the SDK + fire OnFinishAd with the same ids, plus the VIP flag as an extra short-circuit for code that checks ad-free before ShowAd.

  3. Hi! Could you make a patch for the game? It won't launch on a jailbroken device. 

     

    1. smolk1984

      smolk1984

      Sorry, I didn't make three posts; the site froze.

  4. The Walking Dead: Aftermath ios17 ipad The game closes after launching.

    1. smolk1984

      smolk1984

      A crash occurs due to the old mod menu UI in `Aftermath.dylib`: during keyboard bar initialization, a hidden `UITextField` with an `inputAccessoryView` is created, which causes a crash in `UIImage imageNamed` on iOS 17.

    2. Puddin

      Puddin

      @Rook Know what this might mean?

    3. Rook

      Rook

      Is this recently updated?

    4. smolk1984

      smolk1984

      yes 

      This happens a lot on iOS 17—games just close unexpectedly. It first happened with *StoneAge Idle Adventure*; I messaged @Laxus about the issue, and he fixed it. Then, after an update, the problem started with this game. I asked the AI to figure out the cause; it identified the issue and applied a fix, so the game is working again.

    5. Rook

      Rook

      Please send me a PM and I’ll send you some tests so we can fix this issue for everyone.

  5. update pls ios 17

    1. smolk1984

      smolk1984

      update pls 

    2. Laxus

      Laxus

      :??: 

    3. smolk1984

      smolk1984

      The game files have been updated, and the hack no longer works.

    4. smolk1984

      smolk1984

      You updated the version and forgot about iOS 17, just like last time the game crashes.

    5. smolk1984

      smolk1984

      You updated the version and forgot about iOS 17, just like last time the game crashes.

       

    1. Laxus

      Laxus

      No issue for me tested with App+

    2. smolk1984

      smolk1984

      The game closes after launching iOS 17.3.1. I just checked

    3. Laxus

      Laxus

      Try new update

    4. smolk1984

      smolk1984

      Hi—the game just installed an update. The hack needs to be updated. Thanks!

  6. пользовательская скорость приводит к сбою игры. Установлено через приложение + множитель вознаграждения за видеорекламу, тоже не работает
  7. game crashes iPad iOS 17 Можешь прислать мне я куплю тебе подписку
  8. Freezing diamonds and purchases doesn't work. When a battle starts, the game closes.
  9. Freezing diamonds and purchases doesn't work. When a battle starts, the game closes.
  10. The game crashes after one game and when receiving a daily task
  11. Add iGameGod.framework manually. I don't see any problems. Everything works.
  12. hi update Darkstar: Idle RPG

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