Rejected Request Rage Realm - AFK RPG > Celestial Crusade - AFK RPG

Eduardodin12

Platinian
Original poster
Nov 20, 2017
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Last edited:

Evilclown

Solid & Active Platinian
Jun 25, 2018
66
4,412
183
Usa
i have tried, but not sure which files could even be modded if any. It doesnt have any c#, il2cpp, or metadata, so Im not sure if it can even be done.
 

RampageGaming

Rookie
Aug 11, 2019
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O.o y'all's lucky day if you don't mind playing on your computer. download link for the programs in the description. As well here. Celestial Crusader Bot

Also the games in jscript. It's actually pretty easy to view the entire client side information with chrome by right clicking the game in web version, inspect, go-to the body, click elements tab. Your welcome ? web version is Here

Depending how this release goes, I might release my v.i.p version. Where I've used ieframe to load the game and use the innerhtml for some interesting goodies y'all have overlooked - and that's for Android, possibly willing to work with someone to make a iOS supported version.

You can also use these apps off playmarket to mapout autoclicks over the app itself. Which is a cheaper way than my VIP version. Here's the app: link now you just have to map w.e you want the thing to click and at the intervals it does so.

All the hacks you requested are server sided btw. Meaning to do godmode you would have to modify each string of dmg for each monster, then the fun part make sure your new string has the same md5 as the org version or bam error it'll go server side. There's a md5 security string sent from the server to the app every do often. This could be changed. But ultimately to inject commands into this game your going to need to make an app that will load the web version into it. Then you can use innerhtml and obj class to declare your functions.

*explicit* The games made with EGRET Engine
auto gold and auto diamonds is impossible, however you can cause multiple rewards to be received. The simple fact the string that sends you gold and diamonds is based off an Obj on the server, means you will only recieve rewards once the Obj declares the function to send the string. Now this is where we doup the string by toying with the socket that connects the games server to the client(app)
Url for games socket.
Socket

You can gather all the information to mod egret engine from the inspect page on chrome
 

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RampageGaming

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Aug 11, 2019
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:P no ones still 'cracked' this ezpzlemonsqzy game. well here's some of the variables yall would be looking for.....
https://cdn.mygl.ragerealm.com/shell/js/sdk.min.js?6.8?beautified:formatted

You can setup Microsoft Edge and use the innerhtml functions to overwite events which YOU WATCH FOR. Load 4 iframes in order + md5 hash string is the only
thing keeping you from making it your own.

....... its type coding.................... >.> ..... >..>>.......
JavaScript:
     r.prototype.callFunc = function() {}
        ,
        r.prototype.openCharge = function(e, t, r, n, i, o, a, s, p, c, d, u, h, l) {
            var _ = {};
            _.buyNum = 1,
            _.coin = 100,
            _.game_id = this._appId,
            _.server_id = e,
            _.server_name = t,
            _.uid = this.roleId,
            _.role_name = n,
            _.role_level = i,
            _.vip = o,
            _.money = a,
            _.game_gold = 100 * a,
            _.role_id = r,
            _.product_id = c,
            _.product_name = d,
            _.product_desc = u,
            _.ext = c,
            _.callback = function(e) {}
            ,
            window.twSDK.pay(_)
        }
        ,
        r
    }(e.SdkBase);
 

RampageGaming

Rookie
Aug 11, 2019
3
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:P the socket script. (socket AS IS, for educational purpose)

[IJAVASCRIPT]
var __reflect = this && this.__reflect || function(t, e, n) {
t.__class__ = e,
n ? n.push(e) : n = [e],
t.__types__ = t.__types__ ? n.concat(t.__types__) : n
}
, __extends = this && this.__extends || function(t, e) {
function n() {
this.constructor = t
}
for (var o in e)
e.hasOwnProperty(o) && (t[o] = e[o]);
n.prototype = e.prototype,
t.prototype = new n
}
, egret;
!function(t) {}(egret || (egret = {}));
var egret;
!function(t) {
var e = function(e) {
function n(o, i) {
void 0 === o && (o = ""),
void 0 === i && (i = 0);
var s = e.call(this) || this;
return s._writeMessage = "",
s._readMessage = "",
s._connected = !1,
s._connecting = !1,
s._isReadySend = !1,
s._bytesWrite = !1,
s._type = n.TYPE_STRING,
s._connected = !1,
s._writeMessage = "",
s._readMessage = "",
s.socket = new t.ISocket,
s.socket.addCallBacks(s.onConnect, s.onClose, s.onSocketData, s.onError, s),
s
}
return __extends(n, e),
n.prototype.connect = function(t, e) {
this._connecting || this._connected || (this._connecting = !0,
this.socket.connect(t, e))
}
,
n.prototype.connectByUrl = function(t) {
this._connecting || this._connected || (this._connecting = !0,
this.socket.connectByUrl(t))
}
,
n.prototype.close = function() {
this._connected && this.socket.close()
}
,
n.prototype.onConnect = function() {
this._connected = !0,
this._connecting = !1,
this.dispatchEventWith(t.Event.CONNECT)
}
,
n.prototype.onClose = function() {
this._connected = !1,
this.dispatchEventWith(t.Event.CLOSE)
}
,
n.prototype.onError = function() {
this._connecting && (this._connecting = !1),
this.dispatchEventWith(t.IOErrorEvent.IO_ERROR)
}
,
n.prototype.onSocketData = function(e) {
"string" == typeof e ? this._readMessage += e : this._readByte._writeUint8Array(new Uint8Array(e)),
t.ProgressEvent.dispatchProgressEvent(this, t.ProgressEvent.SOCKET_DATA)
}
,
n.prototype.flush = function() {
return this._connected ? (this._writeMessage && (this.socket.send(this._writeMessage),
this._writeMessage = ""),
this._bytesWrite && (this.socket.send(this._writeByte.buffer),
this._bytesWrite = !1,
this._writeByte.clear()),
void (this._isReadySend = !1)) : void t.$warn(3101)
}
,
n.prototype.writeUTF = function(e) {
return this._connected ? (this._type == n.TYPE_BINARY ? (this._bytesWrite = !0,
this._writeByte.writeUTF(e)) : this._writeMessage += e,
void this.flush()) : void t.$warn(3101)
}
,
n.prototype.readUTF = function() {
var t;
return this._type == n.TYPE_BINARY ? (this._readByte.position = 0,
t = this._readByte.readUTF(),
this._readByte.clear()) : (t = this._readMessage,
this._readMessage = ""),
t
}
,
n.prototype.writeBytes = function(e, n, o) {
return void 0 === n && (n = 0),
void 0 === o && (o = 0),
this._connected ? this._writeByte ? (this._bytesWrite = !0,
this._writeByte.writeBytes(e, n, o),
void this.flush()) : void t.$warn(3102) : void t.$warn(3101)
}
,
n.prototype.readBytes = function(e, n, o) {
return void 0 === n && (n = 0),
void 0 === o && (o = 0),
this._readByte ? (this._readByte.position = 0,
this._readByte.readBytes(e, n, o),
void this._readByte.clear()) : void t.$warn(3102)
}
,
Object.defineProperty(n.prototype, "connected", {
get: function() {
return this._connected
},
enumerable: !0,
configurable: !0
}),
Object.defineProperty(n.prototype, "type", {
get: function() {
return this._type
},
set: function(e) {
this._type = e,
e != n.TYPE_BINARY || this._writeByte || (this._readByte = new t.ByteArray,
this._writeByte = new t.ByteArray)
},
enumerable: !0,
configurable: !0
}),
n.TYPE_STRING = "webSocketTypeString",
n.TYPE_BINARY = "webSocketTypeBinary",
n
}(t.EventDispatcher);
t.WebSocket = e,
__reflect(e.prototype, "egret.WebSocket")
}(egret || (egret = {}));
var egret;
!function(t) {
var e;
!function(e) {
var n = function() {
function e() {
this.host = "",
this.port = 0,
window.WebSocket || t.$error(3100)
}
return e.prototype.addCallBacks = function(t, e, n, o, i) {
this.onConnect = t,
this.onClose = e,
this.onSocketData = n,
this.onError = o,
this.thisObject = i
}
,
e.prototype.connect = function(t, e) {
this.host = t,
this.port = e;
var n = "ws://" + this.host + ":" + this.port;
this.socket = new window.WebSocket(n),
this.socket.binaryType = "arraybuffer",
this._bindEvent()
}
,
e.prototype.connectByUrl = function(t) {
this.socket = new window.WebSocket(t),
this.socket.binaryType = "arraybuffer",
this._bindEvent()
}
,
e.prototype._bindEvent = function() {
var t = this
, e = this.socket;
e.onopen = function() {
t.onConnect && t.onConnect.call(t.thisObject)
}
,
e.onclose = function(e) {
t.onClose && t.onClose.call(t.thisObject)
}
,
e.onerror = function(e) {
t.onError && t.onError.call(t.thisObject)
}
,
e.onmessage = function(e) {
t.onSocketData && t.onSocketData.call(t.thisObject, e.data)
}
}
,
e.prototype.send = function(t) {
this.socket.send(t)
}
,
e.prototype.close = function() {
this.socket.close()
}
,
e.prototype.disconnect = function() {
this.socket.disconnect && this.socket.disconnect()
}
,
e
}();
e.HTML5WebSocket = n,
__reflect(n.prototype, "egret.web.HTML5WebSocket", ["egret.ISocket"]),
t.ISocket = n
}(e = t.web || (t.web = {}))
}(egret || (egret = {}));

[/JAVASCRIPT)]