Will take that INTO consideration Next time I get to PC, thanks for the guidanceYou're totally in the wrong place... The game uses libslua.so you can probably check loadbuffer to dump the lua files, hope that it's not luajit as well, if what I said is hard to comprehend then you shouldn't start modding here start with basic games / learn some coding
You're totally in the wrong place... The game uses libslua.so you can probably check loadbuffer to dump the lua files, hope that it's not luajit as well, if what I said is hard to comprehend then you shouldn't start modding here start with basic games / learn some coding
I am capable i just don't do public mods anymore... Maybe @Backshift he's way more capable than meSorry for @ you kinda out of nowhere. I wish is to make mini-events give no Score during runtime, for now, because i found way to cheese those mini events, BUT Score is big red flag, all events have leaderboards...
Would you take This my request for a mod with that single feature? If you think your are capable of that, send me PM with your price
I still could not Touch PC
MessageManager::init()
function, specificallylocal listSproto = AssetManager.Ins:LoadSproto()
assert(listSproto.Count == 2)
local c2s_str_bin = Slua.ToString(listSproto:getItem(0))
local s2c_str_bin = Slua.ToString(listSproto:getItem(1))
Slua.ToString
callsHi, I came across this thread while searching for Luajit modding. Do you mind reuploading file again? the link is deadOK, I have dumped the lua files, they are compiled lua with luajit, the game is using standard luajit version 2.1.0-beta3 so they can be decompiled which I did using ljd.
I did get to level 11 a couple days ago when I had time to check after your last reply however the 3 events are not showing, perhaps due to the server my account is on?
The lua code has ALOT (543 results from 124 files) of function calls to a function called zzMessageMgr:DoRequest(), and another function (143 results in 60 files) called zzMessageMgr:RegisterServerRequest(). While I didnt get much time to actually test some much out, the amount of references to these 2 functions in a MessageManager makes it look like the game is heavily server sided, thats not to say you may not be able to find something at all, just that it doesnt look promising.
Im uploading the files for what I have, for speed I dumped the lua files and tested a modded lua file with frida.
com.iskslowtest.mislen
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Download contains
"frida_dumper/file_dump_decompiled"
Has all the decompiled lua files in it
"frida_mod"
Has the code to patch lua files (in script.js) in the game with a working test I did quickly that makes ItemsManager:GetItemCount() return 9999999999, this is ofcourse server sided and only visual, was only a quick test check the file patching works without issues.
"ljd"
LuaJit Decompiler
"LuaJIT-2.1.0-beta3/src", luajit compiler to recompile any modded files to patch back into the game, also check LuaJIT-2.1.0-beta3/src/Isekai_files for the edited ItemsManager.lua file, also has the test "MOD_ItemManager.lua" luajit file (the large byte array in "frida_mod/script.js" is just the bytes from this "MOD_ItemManager.lua" that is replacing the original one).
I did post the dumper yesterday, 3 posts above yoursHi, I came across this thread while searching for Luajit modding. Do you mind reuploading file again? the link is dead
I'm looking for "frida_mod". I have found a few LuaJit Decompilers but I'm not sure what version to choose, and it doesn't seems to be completed yetI did post the dumper yesterday, 3 posts above yours
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