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ada1016

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Everything posted by ada1016

  1. I'm writing as a dedicated user and want to commend you on the stability and reliability of the application. It has been working perfectly for a long time. I have a suggestion for improving the search workflow, particularly in use cases where the search context needs to be reset often. The Problem: When playing games that require a new memory search after every event (like loading a new level), the search buffer quickly fills with outdated values. To effectively start a new search, I currently have to enter a meaningless value, wait for the buffer to clear (showing a null result), and then enter the number I'm interested in. The Proposal: It would be extremely helpful if you could implement a feature—perhaps triggered by long-pressing the Search button—that functions as an "Enforced New Search." This would completely clear the prior search buffer and immediately prepare the app for a fresh scan. This capability would streamline the process and remove a repetitive, manual workaround. Thank you for taking the time to review this suggestion!
  2. the OHK currently set damag to 100k/200k, which is insufficient for advanced player, can you perhaps make this adjustable, or at least increase the damaged to like 500k?
  3. It says can't not run on an Jail broken device, which I didn't. I tried to run in on MacOS and non jail break iOS. none working
  4. any chance to add "Rebuild Carnival" unlimited free as well?
  5. thanks for the effort, I like to believe cheats 278 is latest build. if so, still not working.. got the same error.
  6. I got LIAPP ALERT that says cannot run on tampered app. UCODE: EF236B7B+CE73
  7. the latest download link says v1.9.4. please update to v2.0.2 ? thank you
  8. This is a cosco2djx game, not sure if Unity Hacking method guru can help
  9. Cool! looking forward to see more H5GG hack. Can learn and use at same time
  10. Can I customize the H5GG advance menu? For example, a way to hide search area, float tolerance area since I don't always need it once the code is stable.. Thank you
  11. Exactly. it is different way of thinking logic, but this is getting closer to the way Game Developer thinking, much more O-O orient and... I hope I am not taking too much of your time, I try to micmic your code and change the total number of turn that I can use, so I had below diff adding below to var cheats StopCount:["PuzzleUI","notUsed","ONE","SELF","ON","stopCount"] and have below under togglecheat PuzzlePlayer.stopCount = function(){ appendLog("this.m_nTurnNumber= "+this.m_nTurnNumber) this.m_nTurnNumber = 15; } let PuzzleUI = new UnityObject(PuzzlePlayer.PuzzleUI) PuzzleUI.loadFields(["m_nTurnNumber","LootTurnRuneCount"]) // this.m_nTurnNumber = this.LootTurnRuneCount appendLog("m_nTurnNumber= "+this.m_nTurnNumber+" : LootTurnRuneCount ="+this.LootTurnRuneCount) I thought I can print out the turn number, but always I get undefined. I am sure in PuzzleUI, there is such field, and in PuzzlePlayer, there is an instance of PuzzleUI My code here https://www.icloud.com/iclouddrive/0ebWuS2833pIaaBca7M-q3viQ#H5JSPlugin_-_Gem_of_War thank you so much..
  12. and just like you mentioned, this way of cheating make it almost effortless to maintain. The game just upgraded to 7.1 and your script directly take effect with no problem I really must learn this more, thank you!
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