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<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="39">
  <CheatEntries>
    <CheatEntry>
      <ID>79</ID>
      <Description>"[[ ENABLE ]]"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>FF8000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">[ENABLE]
{$lua}
if syntaxcheck then return end
  if process and readInteger(process) ~= 0 then
      local processList = createStringlist()
      getProcesslist(processList)
      for i = 1,processList.count-1 do
      if string.match(processList[i], "-(.*)") == 'BloonsTD6.exe' then openProcess('BloonsTD6.exe') LaunchMonoDataCollector() break end end
      if process == nil then local msg = 'No process detected.' print(msg) end
  end
while not monoSymbolList.FullyLoaded do sleep(3) end

if getStructureCount() ~= 0 then
for i = getStructureCount()-1,0,-1 do
getStructure(i).removeFromGlobalStructureList()
end end
if BTD6Offsets ~= nil then BTD6Offsets = nil end
BTD6Offsets = createStructure(BTD6Offsets)
BTD6Offsets.Name='BTD6Offsets'
ProfileModelC = mono_class_enumFields(mono_findClass('Assets.Scripts.Models.Profile','ProfileModel'))
SimulationC = mono_class_enumFields(mono_findClass('Assets.Scripts.Simulation','Simulation'))
Btd6PlayerC = mono_class_enumFields(mono_findClass('Assets.Scripts.Unity.Player','Btd6Player'))
GameModelC = mono_class_enumFields(mono_findClass('Assets.Scripts.Models','GameModel'))
MapC = mono_class_enumFields(mono_findClass('Assets.Scripts.Simulation.Track','Map'))
SpawnerC = mono_class_enumFields(mono_findClass('Assets.Scripts.Simulation.Track','Spawner'))
ProfileModelVars = {"dailyRewardIndex", "monkeyMoney", "xp", "knowledgePoints"}
SimulationVars = {"instantCooldowns", "immunity", "model", "map"}
Btd6PlayerVars = {"debugUnlockAllUpgrades", "debugUnlockAllTowers", "model", "map"}
GameModelVars = {"cash", "startingHealth", "maxHealth", "startingShield", "maxShield", "sellMultiplier", "startRound", "endRound", "maxTowerCount", "maxPowerCount", "towerSellEnabled", "powersEnabled", "continueEnabled", "doubleCashAllowed"}
MapVars = {"spawner"}
SpawnerVars = {"spawnedRound"}

function containsName(nameCheck, varCheck)
  for v=1,#varCheck do
    if varCheck[v] == nameCheck then return true end
  end
  return false
end

function checkClass(Class, varCheck)
for i=1,#Class do
  if containsName(Class[i].name,varCheck) == true then
  --printf((Class[i].name) .. '---&gt;' .. "%X",(Class[i].offset))
  local tempElement = BTD6Offsets.addElement()
  tempElement.Offset=Class[i].offset
  tempElement.Name=Class[i].name
end end
BTD6Offsets.addToGlobalStructureList()
end

checkClass(ProfileModelC, ProfileModelVars)
checkClass(SimulationC, SimulationVars)
checkClass(Btd6PlayerC, Btd6PlayerVars)
checkClass(GameModelC, GameModelVars)
checkClass(MapC, MapVars)
checkClass(SpawnerC, SpawnerVars)
{$asm}
alloc(newmem,2048,Assets.Scripts.Models.Profile.ProfileModel.get_KnowledgePoints)
aobscanregion(get_HackerDetected,Assets.Scripts.Unity.Analytics.AnalyticsManager.HackerDetected,Assets.Scripts.Unity.Analytics.AnalyticsManager.HackerDetected+4,48 89 ? 24)
registersymbol(get_HackerDetected)
alloc(Content,8)
alloc(Simulation,8,Assets.Scripts.Simulation.Simulation.Simulate)
registersymbol(Content)
registersymbol(Simulation)
label(getContent)
label(getContentRet)
label(getSimulation)
label(getSimulationRet)

newmem:
getContent:
mov [Content],rcx
sub rsp,28
mov rcx,[rcx+BTD6Offsets.knowledgePoints]
jmp getContentRet

getSimulation:
mov [Simulation],rcx
mov [rsp+08],rcx
jmp getSimulationRet

Assets.Scripts.Models.Profile.ProfileModel.get_KnowledgePoints:
jmp newmem
nop 6
getContentRet:

Assets.Scripts.Simulation.Simulation.Simulate:
jmp getSimulation
getSimulationRet:

get_HackerDetected:
db C3
//VISUAL LEAF
//Assets.Scripts.Unity.UI_New.Utils.EnableIfBadActor.OnEnable:
//db C3

[DISABLE]
Assets.Scripts.Models.Profile.ProfileModel.get_KnowledgePoints:
sub rsp,28
mov rcx,[rcx+BTD6Offsets.knowledgePoints]

Assets.Scripts.Simulation.Simulation.Simulate:
db 48 89 4C 24 08

get_HackerDetected:
db 48
//VISUAL LEAF
//Assets.Scripts.Unity.UI_New.Utils.EnableIfBadActor.OnEnable:
//db 48

unregistersymbol(get_Content)
unregistersymbol(get_Simulation)
unregistersymbol(get_HackerDetected)
dealloc(Content)
dealloc(Simulation)
unregistersymbol(Content)
unregistersymbol(Simulation)
dealloc(newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>92</ID>
          <Description>"[ Editable Values ]"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>FF8000</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>81</ID>
              <Description>"Current Daily Reward"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>000000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>Content</Address>
              <Offsets>
                <Offset>BTD6Offsets.dailyRewardIndex</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>1824</ID>
              <Description>"Next Round [+2 (98 = 100)]"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <Color>000000</Color>
              <VariableType>4 Bytes</VariableType>
              <Address>Simulation</Address>
              <Offsets>
                <Offset>BTD6Offsets.spawnedRound</Offset>
                <Offset>BTD6Offsets.spawner</Offset>
                <Offset>BTD6Offsets.map</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>94</ID>
              <Description>"Match Cheats"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>FF8000</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>95</ID>
                  <Description>"Instant Cooldowns"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.instantCooldowns</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>96</ID>
                  <Description>"Immunity"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.immunity</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>1770</ID>
              <Description>"Match Default Settings [Restart match to set]"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>FF8000</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>1771</ID>
                  <Description>"Starting Cash"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.cash</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1772</ID>
                  <Description>"Starting Health"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.startingHealth</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1775</ID>
                  <Description>"Max Health"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.maxHealth</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1774</ID>
                  <Description>"Starting Shield"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.startingShield</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1773</ID>
                  <Description>"Max Shield"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.maxShield</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1920</ID>
                  <Description>"Starting Round"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.startRound</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2176</ID>
                  <Description>"Last Round"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.endRound</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2180</ID>
                  <Description>"Sell Multiplier"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Float</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.sellMultiplier</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2178</ID>
                  <Description>"Max Tower Count [-1 = Infinite]"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.maxTowerCount</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2179</ID>
                  <Description>"Max Power Count [-1 = Infinite]"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.maxPowerCount</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2175</ID>
                  <Description>"Tower Sell Enabled?"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.towerSellEnabled</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1921</ID>
                  <Description>"Powers Enabled?"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.powersEnabled</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2177</ID>
                  <Description>"Continue Enabled?"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.continueEnabled</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1922</ID>
                  <Description>"Double Cash Allowed?"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
*:Unknown
</DropDownList>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>000000</Color>
                  <VariableType>Byte</VariableType>
                  <Address>Simulation</Address>
                  <Offsets>
                    <Offset>BTD6Offsets.doubleCashAllowed</Offset>
                    <Offset>BTD6Offsets.model</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>2140</ID>
              <Description>"Get Player [High Probability of Getting Marked as a Cheater]"</Description>
              <Options moHideChildren="1"/>
              <LastState/>
              <Color>FF8000</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_Player,Assets.Scripts.Unity.UI_New.CommonForegroundScreen.Update,Assets.Scripts.Unity.UI_New.CommonForegroundScreen.Update+100,48 8B 48 48 48 85 C9)
alloc(newmem,$1000,get_Player)
label(code)
label(return)
alloc(doAction,4)
alloc(Player,8)
alloc(PlayerInfo,100)
registersymbol(doAction)
registersymbol(Player)
registersymbol(PlayerInfo)

newmem:
  cmp byte ptr [doAction],00
  je code
  cmp byte ptr [doAction],01
  je GetProfile
  cmp byte ptr [doAction],02
  je SetProfile
  jmp code

GetProfile:
  mov [Player],rcx
  mov byte ptr [doAction],00
  push rax
  push rbx
  push rcx
  push rdx
  push rsi
  push rdi
  push r8
  push r9
  sub rsp,20
  mov rcx,Content
  cmp rcx,00000000
  je @f
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.knowledgePoints]
  xor edx,edx
  call Assets.Scripts.Utils.KonFuze.Read
  cvttsd2si eax,xmm0
  mov [PlayerInfo],eax //Knowledge Points
  mov rcx,Content
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.monkeyMoney]
  xor edx,edx
  call Assets.Scripts.Utils.KonFuze.Read
  cvttsd2si eax,xmm0
  mov [PlayerInfo+4],eax //Monkey Money
  mov rcx,Content
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.xp]
  xor edx,edx
  call Assets.Scripts.Utils.KonFuze.Read
  cvttsd2si eax,xmm0
  mov [PlayerInfo+8],eax //Experience
  /*mov rcx,Content - DON'T USE. OFFSETS ARE WRONG, THEY'RE NOT IN THE ADDRESS LIST AND TROPHIES ARE SERVER SIDED ANYWAYS.
  mov rcx,[rcx]
  mov rcx,[rcx+158]
  xor edx,edx
  call Assets.Scripts.Utils.KonFuze.Read
  cvttsd2si eax,xmm0
  mov [PlayerInfo+C],eax //Trophies */
@@:
  add rsp,20
  pop r9
  pop r8
  pop rdi
  pop rsi
  pop rdx
  pop rcx
  pop rbx
  pop rax
  jmp code

SetProfile:
  mov [Player],rcx
  mov byte ptr [doAction],00
  push rax
  push rbx
  push rcx
  push rdx
  push rsi
  push rdi
  push r8
  push r9
  sub rsp,20
  mov rcx,Content
  cmp rcx,00000000
  je @f
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.knowledgePoints]
  movd xmm1,[PlayerInfo] //Knowledge Points
  cvtdq2pd xmm1,xmm1
  call Assets.Scripts.Utils.KonFuze.Write
  mov rcx,Content
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.monkeyMoney]
  movd xmm1,[PlayerInfo+4] //Monkey Money
  cvtdq2pd xmm1,xmm1
  call Assets.Scripts.Utils.KonFuze.Write
  mov rcx,Content
  mov rcx,[rcx]
  mov rcx,[rcx+BTD6Offsets.xp]
  movd xmm1,[PlayerInfo+8] //Experience
  cvtdq2pd xmm1,xmm1
  call Assets.Scripts.Utils.KonFuze.Write
  /*mov rcx,Content - DON'T USE. OFFSETS ARE WRONG, THEY'RE NOT IN THE ADDRESS LIST AND TROPHIES ARE SERVER SIDED ANYWAYS.
  mov rcx,[rcx]
  mov rcx,[rcx+138]
  movd xmm1,[PlayerInfo+C] //Trophies
  cvtdq2pd xmm1,xmm1
  call Assets.Scripts.Utils.KonFuze.Write*/
@@:
  add rsp,20
  pop r9
  pop r8
  pop rdi
  pop rsi
  pop rdx
  pop rcx
  pop rbx
  pop rax
  jmp code

code:
  mov [Player],rax
  mov rcx,[rax+48]
  test rcx,rcx
  jmp return

get_Player:
  jmp newmem
  nop 2
return:
registersymbol(get_Player)

[DISABLE]
get_Player:
  db 48 8B 48 48 48 85 C9

unregistersymbol(get_Player)
dealloc(newmem)
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>2141</ID>
                  <Description>"ACTION"</Description>
                  <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:None
1:Get Player Info
2:Set Player Info
*:Unknown
</DropDownList>
                  <Color>000080</Color>
                  <VariableType>4 Bytes</VariableType>
                  <Address>doAction</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>2142</ID>
                  <Description>"Knowledge Points"</Description>
                  <VariableType>4 Bytes</VariableType>
                  <Address>PlayerInfo</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>2143</ID>
                  <Description>"Monkey Money"</Description>
                  <VariableType>4 Bytes</VariableType>
                  <Address>PlayerInfo+4</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>2144</ID>
                  <Description>"Total Experience"</Description>
                  <VariableType>4 Bytes</VariableType>
                  <Address>PlayerInfo+8</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>85</ID>
          <Description>"[ Scripts ]"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>FF8000</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>84</ID>
              <Description>"Infinite Insta Monkeys"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Unity.Player.Btd6Player.ConsumeInstaTower:
db C3

[DISABLE]
Assets.Scripts.Unity.Player.Btd6Player.ConsumeInstaTower:
db 48
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1757</ID>
              <Description>"Infinite In-Game Cash"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Simulation.RemoveCash:
db C3

[DISABLE]
Assets.Scripts.Simulation.Simulation.RemoveCash:
db 44

</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>82</ID>
              <Description>"Infinite Monkey Money"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Unity.Player.Btd6Player.SpendMonkeyMoney:
db C3

[DISABLE]
Assets.Scripts.Unity.Player.Btd6Player.SpendMonkeyMoney:
db 48
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>89</ID>
              <Description>"Unlock All Towers/Upgrades/Heroes"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_HasUpgrade,Assets.Scripts.Unity.Player.Btd6Player.HasUpgrade,Assets.Scripts.Unity.Player.Btd6Player.HasUpgrade+50,80 BB * * 00 00 00)
alloc(newmem,$1000,GameAssembly.dll)
label(code)
label(return)

newmem:

code:
mov byte ptr [rbx+BTD6Offsets.debugUnlockAllUpgrades],1
mov byte ptr [rbx+BTD6Offsets.debugUnlockAllTowers],1
//mov byte ptr [rbx+0000009A],1 //debugSeenAllRounds
//mov byte ptr [rbx+0000009B],1 //debugUnlockAllModes
cmp byte ptr [rbx+BTD6Offsets.debugUnlockAllUpgrades],00
jmp return

get_HasUpgrade:
  jmp code
  nop 2
return:
registersymbol(get_HasUpgrade)

Assets.Scripts.Unity.Player.Btd6Player.HasUnlockedHero:
db B0 01 C3

[DISABLE]
get_HasUpgrade:
cmp byte ptr [rbx+BTD6Offsets.debugUnlockAllUpgrades],00

Assets.Scripts.Unity.Player.Btd6Player.HasUnlockedHero:
db 48 89 5C

unregistersymbol(get_HasUpgrade)
dealloc(newmem)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>2162</ID>
              <Description>"Free Upgrades"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Towers.TowerManager.GetFreeUpgrade:
db B0 01 C3

[DISABLE]
Assets.Scripts.Simulation.Towers.TowerManager.GetFreeUpgrade:
db 44 89 54
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1854</ID>
              <Description>"Free Tower Upgrades [Unlocking]"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_TUpgradeCost,Assets.Scripts.Unity.Player.Btd6Player.AcquireUpgrade,Assets.Scripts.Unity.Player.Btd6Player.AcquireUpgrade+50,0F 28 F3)
registersymbol(get_TUpgradeCost)

get_TUpgradeCost:
db 0F 28 DE

Assets.Scripts.Unity.Player.Btd6Player.CanAcquireUpgrade:
db B0 01 C3

[DISABLE]
get_TUpgradeCost:
db 0F 28 F3

Assets.Scripts.Unity.Player.Btd6Player.CanAcquireUpgrade:
db 48 89 5C

unregistersymbol(get_TUpgradeCost)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>86</ID>
              <Description>"Freeze Knowledge + No Monkey Money Cost"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_SetKnowledgePoints,Assets.Scripts.Unity.Player.Btd6Player.AcquireKnowledge,Assets.Scripts.Unity.Player.Btd6Player.AcquireKnowledge+100,8D 50 FF E8 * * * * 48 8B)
registersymbol(get_SetKnowledgePoints)
alloc(saved,5)
registersymbol(saved)

saved:
readMem(get_SetKnowledgePoints+3,5)

get_SetKnowledgePoints+3:
  db 90 90 90 90 90

Assets.Scripts.Unity.UI_New.Knowledge.KnowledgeHelper.GetMMCost:
db B8 00 00 00 00 C3

[DISABLE]
get_SetKnowledgePoints+3:
readMem(saved,5)

Assets.Scripts.Unity.UI_New.Knowledge.KnowledgeHelper.GetMMCost:
db 41 57 48 83 EC 50 80

unregistersymbol(get_SetKnowledgePoints)
unregistersymbol(saved)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>83</ID>
              <Description>"Chest Always Available"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Unity.UI_New.Main.WorldItems.OpenChest.IsChestReady:
db B0 01 C3

[DISABLE]
Assets.Scripts.Unity.UI_New.Main.WorldItems.OpenChest.IsChestReady:
db 48 83 EC
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1830</ID>
              <Description>"Attack Through Everything [Enable before placing tower]"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Track.Map.IsTargetLineClear:
db B0 01 C3

Assets.Scripts.Simulation.Towers.Projectiles.Projectile.ShouldCollideWithMap:
db B0 00 C3

[DISABLE]
Assets.Scripts.Simulation.Track.Map.IsTargetLineClear:
db 40 55 56

Assets.Scripts.Simulation.Towers.Projectiles.Projectile.ShouldCollideWithMap:
db 48 89 5C
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1832</ID>
              <Description>"Place Towers Anywhere"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
alloc(CanPlaceSave,3)
registersymbol(CanPlaceSave)

CanPlaceSave:
readMem(Assets.Scripts.Simulation.Track.Map.CanPlace,3)

Assets.Scripts.Simulation.Track.Map.CanPlace:
db B0 01 C3

[DISABLE]
Assets.Scripts.Simulation.Track.Map.CanPlace:
readMem(CanPlaceSave,3)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1833</ID>
              <Description>"Infinite Tier 5 Monkeys"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Towers.TowerManager.IsTowerPathTierLocked:
db B0 00 C3

[DISABLE]
Assets.Scripts.Simulation.Towers.TowerManager.IsTowerPathTierLocked:
db 48 89 5C
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>2238</ID>
              <Description>"Infinite Paragon [DON'T ENABLE UNLESS YOU HAVE THE REQUIREMENTS]"</Description>
              <LastState/>
              <Color>0000FF</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Towers.Tower.CanUpgradeToParagon:
db B0 01 C3
 
[DISABLE]
Assets.Scripts.Simulation.Towers.Tower.CanUpgradeToParagon:
db 53 56 57
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1919</ID>
              <Description>"Infinite Heroes"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_HasTowerInventory,Assets.Scripts.Unity.UI_New.InGame.StoreMenu.TowerPurchaseButton.GetLockedState,Assets.Scripts.Unity.UI_New.InGame.StoreMenu.TowerPurchaseButton.GetLockedState+200,48 8B 53 68 45 33 C0)
aobscanregion(get_isThereAny,Assets.Scripts.Simulation.Input.InputManager.CreateTowerAt,Assets.Scripts.Simulation.Input.InputManager.CreateTowerAt+200,48 8B C8 E8 * * * * 84 C0)
registersymbol(get_isThereAny)
alloc(newmem,$1000,"GameAssembly.dll"+3BA79E)
label(code)
label(return)

newmem:

code:
  mov rdx,[rbx+68]
  xor r8d,r8d
  mov al,01
  jmp return+05

get_HasTowerInventory:
  jmp newmem
  nop 2
return:
registersymbol(get_HasTowerInventory)

get_isThereAny:
mov rcx,rax
mov al,01
nop 3
test al,al

[DISABLE]
get_HasTowerInventory:
db 48 8B 53 68 45 33 C0

get_isThereAny:
mov rcx,rax
call Assets.Scripts.Simulation.Input.TowerInventory.HasInventory
test al,al

unregistersymbol(get_isThereAny)
unregistersymbol(get_HasTowerInventory)
dealloc(newmem)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1930</ID>
              <Description>"Rapid Fire"</Description>
              <Options moHideChildren="1"/>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_CalcRateFrames,Assets.Scripts.Simulation.Towers.Weapons.Weapon.CalcRateFrames,Assets.Scripts.Simulation.Towers.Weapons.Weapon.CalcRateFrames+100,F3 0F 10 40 70)
alloc(newmem,$1000,GameAssembly.dll)
label(code)
label(return)
label(fireRate)
registersymbol(fireRate)

newmem:

code:
  movss xmm0,[fireRate]
  jmp return

fireRate:
dd (float)0.01 //CHANGE THIS TO INCREASE/DECREASE RATE (CURRENT VALUE IS AS FAST AS IT CAN BE)

get_CalcRateFrames:
  jmp newmem
return:
registersymbol(get_CalcRateFrames)

[DISABLE]
get_CalcRateFrames:
  db F3 0F 10 40 70

unregistersymbol(get_CalcRateFrames)
dealloc(newmem)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>2207</ID>
              <Description>"Banana Farm Rain"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
Assets.Scripts.Simulation.Towers.Weapons.Behaviors.EmissionsPerRoundFilter.FilterEmission:
db B0 01 C3

[DISABLE]
Assets.Scripts.Simulation.Towers.Weapons.Behaviors.EmissionsPerRoundFilter.FilterEmission:
db 40 53 48
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>2208</ID>
              <Description>"Auto Pickup Everything"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_PickupProcess,Assets.Scripts.Simulation.Towers.Projectiles.Behaviors.Pickup.Process,Assets.Scripts.Simulation.Towers.Projectiles.Behaviors.Pickup.Process+300,80 7B 70 00 C6 43 71 00)
registersymbol(get_PickupProcess)
alloc(get_PickupProcessS,12)
registersymbol(get_PickupProcessS)

get_PickupProcessS:
readMem(get_PickupProcess+8,6)

get_PickupProcess+8:
db 90 90 90 90 90 90

[DISABLE]
get_PickupProcess+8:
readMem(get_PickupProcessS,6)

unregistersymbol(get_PickupProcess)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>1865</ID>
              <Description>"All Avatars Usable"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanregion(get_Avatar,Assets.Scripts.Unity.UI_New.PlayerStats.AvatarItem.ShowLockedAvatar,Assets.Scripts.Unity.UI_New.PlayerStats.AvatarItem.ShowLockedAvatar+100,0F 85 85 00 00 00)
registersymbol(get_Avatar)

get_Avatar:
db E9 86 00 00 00 90

[DISABLE]
get_Avatar:
db 0F 85 85 00 00 00

unregistersymbol(get_Avatar)
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>2166</ID>
          <Description>"[ Temporary Scripts ] [Current: 0]"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>FF8000</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>2168</ID>
              <Description>"[!] Scripts here will come and go with events [!]"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>000080</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>1753</ID>
      <Description>"Other Stuff [Don't use]"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
showMessage("TESTING AND OLD SCRIPTS. DON'T USE!!!")

{$asm}
[DISABLE]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>115</ID>
          <Description>"x100 Insta Monkeys"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
alloc(newmem,2048,"GameAssembly.dll"+3C8E6B) 
label(returnhere)
label(originalcode)
label(exit)

newmem:

originalcode:
mov rax,00000064
xor r8d,r8d
mov rcx,rdi
//SETS TO 100 AND ALLOWS INFINITE USE, BUT ON DISABLE THE AMOUNT YOU USED GETS DECREASED

exit:
jmp returnhere

"GameAssembly.dll"+3C8E6B:
jmp newmem
nop
returnhere:


 
 
[DISABLE]
dealloc(newmem)
"GameAssembly.dll"+3C8E6B:
xor r8d,r8d
mov rcx,rdi
//Alt: db 45 33 C0 48 8B CF
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>1756</ID>
          <Description>"Old MMCost"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(get_KnowledgeMMCosts,GameAssembly.dll,48 8B 52 78 45 33 C0 48 8B CF)
registersymbol(get_KnowledgeMMCosts)
alloc(savedMMC,5)
registersymbol(savedMMC)

savedMMC:
readMem(get_KnowledgeMMCosts+A,5)

get_KnowledgeMMCosts+A:
db 90 90 90 90 90

get_KnowledgeMMCosts+32:
db 90 90

[DISABLE]
get_KnowledgeMMCosts+A:
readMem(savedMMC,5)

get_KnowledgeMMCosts+32:
db 8B F8

unregistersymbol(get_KnowledgeMMCosts)
unregistersymbol(savedMMC)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>1769</ID>
          <Description>"Free Crates"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(get_CrateCosts,GameAssembly.dl1,8B 51 10 48 85 C0 0F) //Assets.Scripts.Unity.CollectionEvent.CollectionEventDataHelper.SyncToSku
alloc(newmem,$1000,"GameAssembly.dll"+43A52F)
label(code)
label(return)

newmem:

code:
  mov [rcx+10],#0 //WOOD
  mov [rcx+14],#0 //BRONZE
  mov [rcx+18],#0 //SILVER
  mov [rcx+1C],#0 //GOLD
  mov [rcx+20],#0 //DIAMOND
  mov edx,[rcx+10]
  test rax,rax
  jmp return

get_CrateCosts:
  jmp newmem
  nop
return:
registersymbol(get_CrateCosts)

[DISABLE]
get_CrateCosts:
  db 8B 51 10 48 85 C0

unregistersymbol(get_CrateCosts)
dealloc(newmem)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>2230</ID>
              <Description>"monk"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
{$lua}
if readBytes('get_Hxr') ~= 233 then writeBytes('[Content]+128',255) end
{$asm}
[DISABLE]
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>1779</ID>
          <Description>"[ Extra ]"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>FF8000</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>1780</ID>
              <Description>"Remove Player Paused Popup NEEDS FIXING/AOB TO WRONG FUNCTION"</Description>
              <Options moHideChildren="1"/>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
aobscanmodule(get_ShowPlayerPause,GameAsssembly.dll,C3 CC CC 48 89 5C 24 08 48 89 74 24 10 57 48 83 EC 30 80 3D * * * * 00 48 8B FA 48 8B F1 75 12 8B 0D * * * * E8 * * * * C6 05 * * * * 01 48 8B 0D * * * * E8 * * * * 33 D2 48 8B C8 48 8B D8 E8 * * * * 48 8B 15 * * * * 45 33 C9 4C 8B C7 48 8B CB E8 * * * * 48 8B 15 * * * * 45 33 C9 4C 8B C0 48 C7 44 24 20 00 00 00 00 48 8B CE E8 * * * * 48 8B 5C 24 40 48 8B 74 24 48 48 83 C4 30 5F C3 CC CC CC CC 48 89 5C 24 08 48 89 6C 24 10 48 89 74 24 18 48) //Assets.Scripts.Unity.Analytics.AnalyticsManager.CoopLeftLobby
registersymbol(get_ShowPlayerPause)

get_ShowPlayerPause+3:
db C3

[DISABLE]
get_ShowPlayerPause+3:
db 48

unregistersymbol(get_ShowPlayerPause)
</AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>2223</ID>
                  <Description>"Hxr"</Description>
                  <LastState/>
                  <VariableType>Auto Assembler Script</VariableType>
                  <AssemblerScript>[ENABLE]
{$lua}
if readQword('[_Hxr]') ~= nil then writeBytes('[_Hxr]+48',00,01) end
AddressList.getMemoryRecordByDescription('monk').Active = false
AddressList.getMemoryRecordByDescription('monk').Active = true
writeBytes('[_Hxr]+48',00)
{$asm}
[DISABLE]
</AssemblerScript>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>1846</ID>
          <Description>"Auto Assemble script"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : BloonsTD6.exe
  Version: 
  Date   : 2020-04-05
  Author : Green

  This script does blah blah blah
}

[ENABLE]
//Assets.Scripts.Unity.CollectionEvent.CollectionEventUI.Open
aobscanmodule(INJECT,GameAssembly.dll,C6 83 F4 00 00 00 01 E8) // should be unique
alloc(newmem,$1000,"GameAssembly.dll"+43F3EB)
alloc(CollectionEventUI,8)
registersymbol(CollectionEventUI)
label(code)
label(return)

newmem:

code:
  mov [CollectionEventUI],rbx
  mov byte ptr [rbx+000000F4],01
  jmp return

INJECT:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db C6 83 F4 00 00 00 01

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GameAssembly.dll"+43F3EB

"GameAssembly.dll"+43F3C6: 45 33 C0                 -  xor r8d,r8d
"GameAssembly.dll"+43F3C9: 48 8B D9                 -  mov rbx,rcx
"GameAssembly.dll"+43F3CC: E8 1F FD DB FF           -  call GameAssembly.dll+1FF0F0
"GameAssembly.dll"+43F3D1: 33 C9                    -  xor ecx,ecx
"GameAssembly.dll"+43F3D3: E8 48 BC FF FF           -  call GameAssembly.dll+43B020
"GameAssembly.dll"+43F3D8: 33 D2                    -  xor edx,edx
"GameAssembly.dll"+43F3DA: 48 89 83 E8 00 00 00     -  mov [rbx+000000E8],rax
"GameAssembly.dll"+43F3E1: 48 8B CB                 -  mov rcx,rbx
"GameAssembly.dll"+43F3E4: E8 B7 F8 FF FF           -  call GameAssembly.dll+43ECA0
"GameAssembly.dll"+43F3E9: 33 C9                    -  xor ecx,ecx
// ---------- INJECTING HERE ----------
"GameAssembly.dll"+43F3EB: C6 83 F4 00 00 00 01     -  mov byte ptr [rbx+000000F4],01
// ---------- DONE INJECTING  ----------
"GameAssembly.dll"+43F3F2: E8 C9 E5 A6 00           -  call GameAssembly.dll+EAD9C0
"GameAssembly.dll"+43F3F7: 48 8B 8B E0 00 00 00     -  mov rcx,[rbx+000000E0]
"GameAssembly.dll"+43F3FE: F3 0F 11 83 F0 00 00 00  -  movss [rbx+000000F0],xmm0
"GameAssembly.dll"+43F406: 48 85 C9                 -  test rcx,rcx
"GameAssembly.dll"+43F409: 74 1E                    -  je GameAssembly.dll+43F429
"GameAssembly.dll"+43F40B: 33 D2                    -  xor edx,edx
"GameAssembly.dll"+43F40D: E8 CE D8 85 00           -  call GameAssembly.dll+C9CCE0
"GameAssembly.dll"+43F412: 48 85 C0                 -  test rax,rax
"GameAssembly.dll"+43F415: 74 12                    -  je GameAssembly.dll+43F429
"GameAssembly.dll"+43F417: 45 33 C0                 -  xor r8d,r8d
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>1881</ID>
          <Description>"Infinite Range"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//Assets.Scripts.Simulation.Towers.Behaviors.Attack.Attack.GetVisibleTarget [~+100]
//Assets.Scripts.Simulation.Towers.Projectiles.Projectile.Initialise [~+200]
aobscanmodule(get_OnTheMoveTargetting,GameAssembly.dll,80 BB BC 00 00 00 00 48 C7)
aobscanmodule(get_ProjectileRadius,GameAssembly.dll,8B 41 74 89 87 C0 00 00 00)
alloc(newmem,$1000,"GameAssembly.dll"+78CEE7)
label(code)
label(return)
label(ProjectileRadius)
label(ProjectileRadiusRet)

newmem:
code:
  mov byte ptr [rbx+000000BC],01
  mov [rbx+000000B4],(float)100000
  cmp byte ptr [rbx+000000BC],00
  jmp return

ProjectileRadius:
  mov eax,(float)100000
  mov [rdi+000000C0],eax
  jmp ProjectileRadiusRet

get_OnTheMoveTargetting:
  jmp newmem
  nop 2
return:
registersymbol(get_OnTheMoveTargetting)

get_ProjectileRadius:
  jmp ProjectileRadius
  nop 4
ProjectileRadiusRet:
registersymbol(get_ProjectileRadius)

[DISABLE]
get_OnTheMoveTargetting:
  db 80 BB BC 00 00 00 00

get_projectileRadius:
  db 8B 41 74 89 87 C0 00 00 00

unregistersymbol(get_OnTheMoveTargetting)
unregistersymbol(get_ProjectileRadius)
dealloc(newmem)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>1825</ID>
          <Description>"Current Selected Tower"</Description>
          <ShowAsSigned>1</ShowAsSigned>
          <Color>000000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>Simulation</Address>
          <Offsets>
            <Offset>0</Offset>
            <Offset>278</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>1778</ID>
          <Description>"Free Upgrades [OLD]"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(get_GetTowerUpgradeCost,GameAssembly.d1l,FF CC CC CC CC CC CC CC CC CC CC CC CC 44 89 4C 24 20 44 89 44 24 18 48 89 54 24 10 48 89 4C 24 08 55 53 56 57 41 54 41 55 41 56 41 57 48 81 EC 98 00 00 00 48 8D 6C 24 30 0F 29 75) //Assets.Scripts.Simulation.Towers.TowerManager.GetTowerUpgradeCost
registersymbol(get_GetTowerUpgradeCost)

get_GetTowerUpgradeCost+0d:
  db C3

[DISABLE]
get_GetTowerUpgradeCost+0d:
  db 44

unregistersymbol(get_GetTowerUpgradeCost)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>2224</ID>
              <Description>"Struct"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
{$lua}
writeBytes('[_Hxr]+48',00)
{$asm}
[DISABLE]
</AssemblerScript>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>1837</ID>
          <Description>"Collection Event Cheat"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(get_CollectionInstance,GameAssembly.dll,48 8B 81 B8 00 00 00 48 83 38 00 0F 85 AB)
alloc(newmem,$1000,"GameAssembly.dll"+43B046)
label(code)
label(return)
alloc(CollectionEvent,8) //[x]+x pointer
registersymbol(CollectionEvent)

newmem:

code:
  mov rax,[rcx+000000B8]
  mov [CollectionEvent],rbx
  /*
  push rdi
  push rbx
  mov rax,[rax]
  mov rdi,[rax+30]
  mov rbx,[rdi+18]
  mov rdi,[rbx+10]
  mov rbx,[rdi+30]
  mov [rdi+10],rbx //DIAMOND -&gt; WOOD (1)
  //mov [rdi+14],rbx //DIAMOND -&gt; BRONZE (2)
  //mov [rdi+18],rbx //DIAMOND -&gt; SILVER (3)
  //mov [rdi+1C],rbx //DIAMOND -&gt; GOLD (4)
  mov rdi,[rax+30]
  mov rbx,[rdi+20]
  mov [rbx+10],#0 //WOOD COST(1)
  //mov [rbx+14],#0 //BRONZE COST (2)
  //mov [rbx+18],#0 //SILVER COST (3)
  //mov [rbx+1C],#0 //GOLD COST (4)
  //mov [rbx+20],#0 //DIAMOND COST (5)
  mov rbx,[rdi+30]
  mov [rbx+10],#900 //INCREASE FEATURED AMMOUNT
  pop rbx
  pop rdi
  mov rax,[rcx+000000B8]
  */
  jmp return

get_CollectionInstance:
  jmp newmem
  nop 2
return:
registersymbol(get_CollectionInstance)

[DISABLE]
get_CollectionInstance:
  db 48 8B 81 B8 00 00 00

unregistersymbol(get_CollectionInstance)
dealloc(newmem)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>2167</ID>
          <Description>"Open Gunner Gift Box"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanregion(get_CanGiftboxBeOpened,Assets.Scripts.Unity.UI_New.Main.WorldItems.OpenGiftbox.CanGiftboxBeOpened,Assets.Scripts.Unity.UI_New.Main.WorldItems.OpenGiftbox.CanGiftboxBeOpened+50,48 83 EC 28 80)
registersymbol(get_CanGiftboxBeOpened)

get_CanGiftboxBeOpened:
db B0 01 C3

[DISABLE]
get_CanGiftboxBeOpened:
db 48 83 EC

unregistersymbol(get_CanGiftboxBeOpened)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>2187</ID>
          <Description>"C1"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(get_hasCurrency1,GameAssembly.dll,3B E8 0F 8F 2C 03 00 00)
alloc(newmem,$1000,get_hasCurrency1)
label(code)
label(return)

newmem:

code:
  cmp ebp,eax
  jmp return

get_hasCurrency1:
  jmp newmem
  nop 3
return:
registersymbol(get_hasCurrency1)

[DISABLE]
get_hasCurrency1:
  db 3B E8 0F 8F 2C 03 00 00

unregistersymbol(get_hasCurrency1)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+3C8937

GameAssembly.dll+3C8905: 0F 84 45 04 00 00        - je GameAssembly.dll+3C8D50
GameAssembly.dll+3C890B: 48 8B 15 F6 47 D4 01     - mov rdx,[GameAssembly.dll+210D108]
GameAssembly.dll+3C8912: E8 39 B4 5D 00           - call GameAssembly.dll+9A3D50
GameAssembly.dll+3C8917: 48 85 C0                 - test rax,rax
GameAssembly.dll+3C891A: 0F 84 30 04 00 00        - je GameAssembly.dll+3C8D50
GameAssembly.dll+3C8920: 48 8B 88 38 01 00 00     - mov rcx,[rax+00000138]
GameAssembly.dll+3C8927: 48 85 C9                 - test rcx,rcx
GameAssembly.dll+3C892A: 0F 84 20 04 00 00        - je GameAssembly.dll+3C8D50
GameAssembly.dll+3C8930: 33 D2                    - xor edx,edx
GameAssembly.dll+3C8932: E8 29 2A FD FF           - call Assets.Scripts.Utils.KonFuze.GetHashCode
// ---------- INJECTING HERE ----------
GameAssembly.dll+3C8937: 3B E8                    - cmp ebp,eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+3C8939: 0F 8F 2C 03 00 00        - jg GameAssembly.dll+3C8C6B
GameAssembly.dll+3C893F: 4C 89 A4 24 D8 00 00 00  - mov [rsp+000000D8],r12
GameAssembly.dll+3C8947: 4C 89 BC 24 90 00 00 00  - mov [rsp+00000090],r15
GameAssembly.dll+3C894F: 48 8B 83 30 01 00 00     - mov rax,[rbx+00000130]
GameAssembly.dll+3C8956: 48 85 C0                 - test rax,rax
GameAssembly.dll+3C8959: 0F 84 43 04 00 00        - je GameAssembly.dll+3C8DA2
GameAssembly.dll+3C895F: 48 8B 88 B0 00 00 00     - mov rcx,[rax+000000B0]
GameAssembly.dll+3C8966: 48 85 C9                 - test rcx,rcx
GameAssembly.dll+3C8969: 0F 84 33 04 00 00        - je GameAssembly.dll+3C8DA2
GameAssembly.dll+3C896F: 33 D2                    - xor edx,edx
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>2191</ID>
          <Description>"Get Collection Event"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanregion(get_collectionEvent,Assets.Scripts.Unity.CollectionEvent.CollectionEventFeaturedInstas.Process,Assets.Scripts.Unity.CollectionEvent.CollectionEventFeaturedInstas.Process+100,48 8B D8 48 85 C0) // should be unique
alloc(newmem,$1000,get_collectionEvent)
label(code)
label(return)
alloc(CollectionEvent,8)
registersymbol(CollectionEvent)

newmem:

code:
  mov [CollectionEvent],rax
  mov rbx,rax
  test rax,rax
  jmp return

get_collectionEvent:
  jmp newmem
  nop
return:
registersymbol(get_collectionEvent)

[DISABLE]
get_collectionEvent:
  db 48 8B D8 48 85 C0

unregistersymbol(get_collectionEvent)
dealloc(newmem)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>2192</ID>
              <Description>"Crate Costs"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>FF8000</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>2195</ID>
                  <Description>"Wood"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>10</Offset>
                    <Offset>20</Offset>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2203</ID>
                  <Description>"Bronze"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>14</Offset>
                    <Offset>20</Offset>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2202</ID>
                  <Description>"Silver"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>18</Offset>
                    <Offset>20</Offset>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2201</ID>
                  <Description>"Gold"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>1C</Offset>
                    <Offset>20</Offset>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2200</ID>
                  <Description>"Diamond"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>20</Offset>
                    <Offset>20</Offset>
                    <Offset>30</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>2194</ID>
                  <Description>"No description"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>CollectionEvent</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>2219</ID>
          <Description>"Start Match 1 Player"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanmodule(isReady,GameAssembly.dll,80 BB 89 01 00 00 00 0F 85)
alloc(newmem,$1000,isReady)
label(code)
label(return)

newmem:
  mov byte ptr [rbx+00000189],01

code:
  cmp byte ptr [rbx+00000189],00
  jmp return

isReady:
  jmp newmem
  nop 2
return:
registersymbol(isReady)

[DISABLE]
isReady:
  db 80 BB 89 01 00 00 00

unregistersymbol(isReady)
dealloc(newmem)
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Comments>GET DUPLICATED METHOD -- TO DO
mF = 0
function getDuplicatedMethod(class, methodName,params)
  local methods = mono_class_enumMethods(mono_findClass(string.match(class, "(.*):"),string.match(class, ":(.*)")))
  for v=1,#methods do
    --print(methods[v].name)
    if methods[v].name == methodName then
       if mF ~= 0 then end mF = mF .. '\n' .. methods[v].method
       else mF = methods[v].method end
    end
  end
  --if params ~= nil then
  --end
end
getDuplicatedMethod('Assets.Scripts.Unity.Player:Btd6Player','ClaimRacePass',nil)
--print(mF)
--print(string.find(mF, "(.*)\n"))
return mono_method_getSignature(mF)
--return
--mono_findMethod('Assets.Scripts.Unity.Player','Btd6Player','GetInstaTower')
--mono_method_getSignature(mono_findMethod('Assets.Scripts.Unity.Player','Btd6Player','GetInstaTower'))
</Comments>
  <Signature>
    <SignedHash HashSize="132">0NS$L^YXqf0:sVPQ(3R?cIqt+k,)gI9vlZeZ*HL9iTI%n$;9+2aTKF4UMTn}pB,:nUD_$T2lhy[Z6_@9o]nESvdqqHSUzY0^qHOYX=e?5Z({Sap9]Mb]ZB96NwIQF]S^[vKI{YdX3[NEr_Fr*Q4Md;lwr}]u8d+Rr4}n{</SignedHash>
    <PublicKey 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  </Signature>
</CheatTable>
 

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  • Our picks

    • Merge & Blast: Dream Island v2.16.0 [ +2 Cheats ] Auto Win
      Modded/Hacked App: Merge & Blast: Dream Island By Dreamo, Inc.
      Bundle ID: com.dreamo.woodyblast
      iTunes Store Link: https://apps.apple.com/us/app/merge-blast-dream-island/id1668748189?uo=4


      🤩 Hack Features

      - Auto Win
      - Coin + Moves [ Disable After Get ]




      🍏 For Non-Jailbroken & No Jailbreak required hacks: https://iosgods.com/forum/79-no-jailbreak-section/
      🤖 Modded Android APKs: https://iosgods.com/forum/68-android-section/
      • 5 replies
    • Merge & Blast: Dream Island v2.16.0 [ +2 Jailed ] Auto Win
      Modded/Hacked App: Merge & Blast: Dream Island By Dreamo, Inc.
      Bundle ID: com.dreamo.woodyblast
      iTunes Store Link: https://apps.apple.com/us/app/merge-blast-dream-island/id1668748189?uo=4

       

      🤩 Hack Features

      - Auto Win
      - Coin + Moves [ Disable After Get ]




      🍏 Jailbreak iOS hacks: https://iosgods.com/forum/5-game-cheats-hack-requests/
      🤖 Modded Android APKs: https://iosgods.com/forum/68-android-section/
      • 8 replies
    • Bloomville - Bubble shooter v1.3.0 [ +2 Jailed ] Coins Max
      Modded/Hacked App: Bloomville - Bubble shooter By Playmotional Limited
      Bundle ID: com.playmotional.marble
      iTunes Store Link: https://apps.apple.com/us/app/bloomville-bubble-shooter/id6737842007?uo=4


      🤩 Hack Features

      - Coins [ Win Match Disable After Hack ]
      - Booster [ Only For Booster ] Linked With Star & Lives 

      • 11 replies
    • Bloomville - Bubble shooter v1.3.0 [ +2 Cheats ] Coins Max
      Modded/Hacked App: Bloomville - Bubble shooter By Playmotional Limited
      Bundle ID: com.playmotional.marble
      iTunes Store Link: https://apps.apple.com/us/app/bloomville-bubble-shooter/id6737842007?uo=4

       

       

      📌 Mod Requirements

      - Jailbroken iPhone or iPad.
      - iGameGod / Filza / iMazing.
      - Cydia Substrate, ElleKit, Substitute or libhooker depending on your jailbreak (from Cydia, Sileo or Zebra).

       

      🤩 Hack Features

      - Coins [ Win Match Disable After Hack ]
      - Booster [ Only For Booster ] Linked With Star & Lives 




      🍏 For Non-Jailbroken & No Jailbreak required hacks: https://iosgods.com/forum/79-no-jailbreak-section/
      🤖 Modded Android APKs: https://iosgods.com/forum/68-android-section/

       

      ⬇️ iOS Hack Download Link


      Hidden Content

      Download Hack
      • 8 replies
    • Match Dreams: Puzzle Adventure v0.7.635 [ +2 Jailed ] Auto Win
      Modded/Hacked App: Match Dreams: Puzzle Adventure By Clever Duck LTD
      Bundle ID: com.cleverduck.travelduck
      iTunes Store Link: https://apps.apple.com/us/app/match-dreams-puzzle-adventure/id6446136627?uo=4
       

      Hack Features

      - Coins [ Win LvL After Close Game Then Work ]
      - Auto Win




      Jailbreak required iOS hacks: https://iosgods.com/forum/5-game-cheats-hack-requests/
      Modded Android APKs: https://iosgods.com/forum/68-android-section/
      • 8 replies
    • Match Dreams: Puzzle Adventure v0.7.635 [ +2 Cheats ] Auto Win
      Modded/Hacked App: Match Dreams: Puzzle Adventure By Clever Duck LTD
      Bundle ID: com.cleverduck.travelduck
      iTunes Store Link: https://apps.apple.com/us/app/match-dreams-puzzle-adventure/id6446136627?uo=4
       

      Hack Features

      - Coins [ Win LvL After Close Game Then Work ]
      - Auto Win




      For Non-Jailbroken & No Jailbreak required hacks: https://iosgods.com/forum/79-no-jailbreak-section/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      • 8 replies
    • Pop Island v0.3.9 [ +1 Cheats ] Coins Max
      Modded/Hacked App: Pop Island By HISTAR INTERACTIVE PTE. LTD.
      Bundle ID: com.hmbdgames.match
      iTunes Store Link: https://apps.apple.com/us/app/pop-island/id6505047210?uo=4


      🤩 Hack Features

      - Coins [ Win Match Disable After Hack ]


      • 5 replies
    • Pop Island v0.3.9 [ +1 Jailed ] Coins Max
      Modded/Hacked App: Pop Island By HISTAR INTERACTIVE PTE. LTD.
      Bundle ID: com.hmbdgames.match
      iTunes Store Link: https://apps.apple.com/us/app/pop-island/id6505047210?uo=4


      🤩 Hack Features

      - Coins [ Win Match Disable After Hack ]


      • 5 replies
    • Dice Dreams™ V1.89.2 [ +9 Cheats ] Currency Max
      Modded/Hacked App: Dice Dreams™ By SuperPlay LTD
      Bundle ID: com.superplaystudios.dicedreams
      iTunes Store Link: https://apps.apple.com/us/app/dice-dreams/id1484468651?uo=4


      Hack Features:
      - Coins Max [ Disable Coins When Use Bet Multiplier ]

      - Rolls Unlimited 

      - Crowns [ Only For Card Upgrade ]

      - Shield [ Get Unlimited Rolls ]

      - Bet Multiplier [ Coins + Rewards ]

      - All Task Score + Rewards [ Linked Bet Multiplier ]

      - Next Kingdom [ Build One ]

      - Build Cost [ 0 ]

      - Premium Dreams Pass

      Warning:- Don't Blame Me Banned  Some Time Freeze Reopen Then Works


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/forum/79-no-jailbreak-section/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/
      • 77 replies
    • Dice Dreams™ V1.89.2 [ +9 Jailed ] Currency Max
      Modded/Hacked App: Dice Dreams™ By SuperPlay LTD
      Bundle ID: com.superplaystudios.dicedreams
      iTunes Store Link: https://apps.apple.com/us/app/dice-dreams/id1484468651?uo=4


      Hack Features:

      - Coins Max [ Disable Coins When Use Bet Multiplier ]

      - Rolls Unlimited 

      - Crowns [ Only For Card Upgrade ]

      - Shield [ Get Unlimited Rolls ]

      - Bet Multiplier [ Coins + Rewards ]

      - All Task Score + Rewards [ Linked Bet Multiplier ]

      - Next Kingdom [ Build One ]

      - Build Cost [ 0 ]

      - Premium Dreams Pass

      Warning:- Don't Blame Me Banned  Some Time Freeze Reopen Then Works

       
      Jailbreak required hack(s): https://iosgods.com/forum/5-game-cheats-hack-requests/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/
      • 37 replies
    • Royal Adventure : Big World v1.0.036 [ +5 Cheats ] Auto Win
      Modded/Hacked App: Royal Adventure : Big World By KOOFEI LIMITED
      Bundle ID: com.koofei.matchmansion
      iTunes Store Link: https://apps.apple.com/us/app/royal-adventure-big-world/id6504521957?uo=4


      🤩 Hack Features

      - Coins

      - Stars

      - Booster

      - Lives

      - Auto Win


      🍏 For Non-Jailbroken & No Jailbreak required hacks: https://iosgods.com/forum/79-no-jailbreak-section/
      🤖 Modded Android APKs: https://iosgods.com/forum/68-android-section/
      • 11 replies
    • Royal Adventure : Big World v1.0.036 [ +5 Jailed ] Auto Win
      Modded/Hacked App: Royal Adventure : Big World By KOOFEI LIMITED
      Bundle ID: com.koofei.matchmansion
      iTunes Store Link: https://apps.apple.com/us/app/royal-adventure-big-world/id6504521957?uo=4

       

      🤩 Hack Features

      - Coins

      - Stars

      - Booster

      - Lives

      - Auto Win


      🍏 Jailbreak iOS hacks: https://iosgods.com/forum/5-game-cheats-hack-requests/
      🤖 Modded Android APKs: https://iosgods.com/forum/68-android-section/
      • 10 replies
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