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Posted
On 9/11/2023 at 10:34 PM, ada1016 said:

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..

 

                  
                    

I am not very sure I understand what you want to do but there are few issues with your code

- PuzzlePlayer doesn’t have m_nTurnNumber. I believe your stopCount function should create under PuzzleUI

- You are missing the cheatObj for PuzzleUI

- Your stopCount take Zero parameter. So, you should have the value as NIL =>  StopCount:["PuzzleUI","notUsed","NIL","SELF","ON","stopCount"]

If I recall correctly, the PuzzleUI object seems has issue. It always crash when try to access it. Not sure if it works for you. You can try.

  • Like 1
Posted
On 2/24/2024 at 9:00 PM, hiranositi said:

Offline game support??

Support both online and offline games. But it can only modify local part of the game.

  • Like 1
Posted
On 8/25/2023 at 3:03 AM, Happy Secret said:

Of course depends on game.

If currency is server-sided, we can cheat them locally. Or you can use those money to buy thing, if money is server-sided. 
In other word, locally you have 999999, but server side would only have 100. You can’t buy 110 thing. 
Currency is relatively more protected in game. 

 

On 8/25/2023 at 3:03 AM, Happy Secret said:

Of course depends on game.

If currency is server-sided, we can cheat them locally. Or you can use those money to buy thing, if money is server-sided. 
In other word, locally you have 999999, but server side would only have 100. You can’t buy 110 thing. 
Currency is relatively more protected in game. 

 

On 8/25/2023 at 3:03 AM, Happy Secret said:

Of course depends on game.

If currency is server-sided, we can cheat them locally. Or you can use those money to buy thing, if money is server-sided. 
In other word, locally you have 999999, but server side would only have 100. You can’t buy 110 thing. 
Currency is relatively more protected in game. 

 

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