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9 hours ago, ada1016 said:

Q:Is this script worked like one time thing? That, the script only get executed when the code path get there, and you have to run the script before it trigger.  For some method that happened at battle, such as adjust mana when take damage, you cannot use this script as it does not work like a hook.  Is this understand correct?

Depends on game design, you might still have access to battle related object outside battle. However, it doesn’t make much sense to cheat those object while not in battle.

9 hours ago, ada1016 said:

Q: if a method has game object in parameter, how do I loadMethods it?e.g.

public void AdjustPlayerMana(int playerIndex, int[] manaCollected, ref bool activateManaMatchTraits, bool collectedFromBoard = False, bool wasMatch = False, PuzzleTroop pAdjustmentCause) { }

JSPlug-in does support int[] yet. For object param, you could use pointer or int64 as parameter type.

for Ref bool, you might need to test as well, not sure if it is going to take bool or pointer reference 

Hint for your, when I try to cheat mana recovery. I would try to look for any param/config defines recovery rate. 
Memory patch the rate would be the easiest way to do mana cheat.

another possibility is to look for any function that could be use to restore mana.

another possibility is to look for way to reduce mana consumption, say changing skill’s mana cost.

 

if you really want to try that AdjusrPlayerMana method, change that int[] to int32. Give it a try

What game is it?

3 hours ago, Happy Secret said:

Hint for your, when I try to cheat mana recovery. I would try to look for any param/config defines recovery rate. 
Memory patch the rate would be the easiest way to do mana cheat.

another possibility is to look for any function that could be use to restore mana.

another possibility is to look for way to reduce mana consumption, say changing skill’s mana cost.

 

if you really want to try that AdjusrPlayerMana method, change that int[] to int32. Give it a try

What game is it?

This is Gem of War. https://apps.apple.com/tw/app/gems-of-war-match-3-strategy/id897954560

thank you for great advice, I will keep learning and play with it.  The thing about reseting mana are good advice, but it looks like this game is call same method to control both side (my and enemy's) mana. So when I alter the change, it affect both side.

 

 

3 hours ago, ada1016 said:

This is Gem of War. https://apps.apple.com/tw/app/gems-of-war-match-3-strategy/id897954560

thank you for great advice, I will keep learning and play with it.  The thing about reseting mana are good advice, but it looks like this game is call same method to control both side (my and enemy's) mana. So when I alter the change, it affect both side.

 

 

Sample for your reference…

https://iosddl.net/b25f42911edfaa43/H5JSPlugin_-_Gem_of_War.js

 

I guess it won’t work on PVP. But PVE cheating is easy.

3 hours ago, ada1016 said:

This is Gem of War. https://apps.apple.com/tw/app/gems-of-war-match-3-strategy/id897954560

thank you for great advice, I will keep learning and play with it.  The thing about reseting mana are good advice, but it looks like this game is call same method to control both side (my and enemy's) mana. So when I alter the change, it affect both side.

 

 

You need to learn how to de-link.

You can see my Script above uses isAI field to determine if it is my team or enemy team. Cheat would only apply on selected team. Currently I only cheat on my team, you can debuff on enemy team as well, say make their HP as 1 (ready to die) or required Mana as 99, mean they are not going to use any skill

On 9/8/2023 at 1:46 PM, Happy Secret said:

You need to learn how to de-link.

You can see my Script above uses isAI field to determine if it is my team or enemy team. Cheat would only apply on selected team. Currently I only cheat on my team, you can debuff on enemy team as well, say make their HP as 1 (ready to die) or required Mana as 99, mean they are not going to use any skill

wow!  thank you sooooo much!!!!

On 9/8/2023 at 1:46 PM, Happy Secret said:

You need to learn how to de-link.

You can see my Script above uses isAI field to determine if it is my team or enemy team. Cheat would only apply on selected team. Currently I only cheat on my team, you can debuff on enemy team as well, say make their HP as 1 (ready to die) or required Mana as 99, mean they are not going to use any skill

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!

50 minutes ago, ada1016 said:

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!

Yes, unless the game developer specifically update design to target our cheat.

But this way of cheating is quite different, if you really like it, you will need to spend the effort to learn this different way of game cheating.

  • Like 1
23 hours ago, Happy Secret said:

Yes, unless the game developer specifically update design to target our cheat.

But this way of cheating is quite different, if you really like it, you will need to spend the effort to learn this different way of game cheating.

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..

 

                  
                    

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