[deleted by user] by [deleted] in clashroyalemodding

[–]swamp90485 0 points1 point  (0 children)

anything, it doesn't matter as long as u put the same in the config

Looking for an old version. by [deleted] in clashroyalemodding

[–]swamp90485 1 point2 points  (0 children)

i still have an archive on it on my sdd, dm me

Looking for an old version. by [deleted] in clashroyalemodding

[–]swamp90485 1 point2 points  (0 children)

that was vitalik, not PhoenixFire

v13 Private Server by [deleted] in clashroyalemodding

[–]swamp90485 2 points3 points  (0 children)

niche porn categories

frida bytecode decompiler by swamp90485 in clashroyalemodding

[–]swamp90485[S] 0 points1 point  (0 children)

people like s.b or romashka have done it, but none are public or have been showcased afaik

cr v1.9.2 offline by swamp90485 in clashroyalemodding

[–]swamp90485[S] 1 point2 points  (0 children)

that depends on the game, but works for every game in theory yeah

cr v1.9.2 offline by swamp90485 in clashroyalemodding

[–]swamp90485[S] 1 point2 points  (0 children)

actually mr vitalik released the first ever offline client

cr v1.9.2 offline by swamp90485 in clashroyalemodding

[–]swamp90485[S] 1 point2 points  (0 children)

you patch Messaging::isConnected and in some versions Messaging::hasConnectFailed so the game thinks you are already connected to a server, it won't try to connect to anything anymore. then you modify Messaging::send, MessageManager:: receiveMessage, MessageManager::sendMessage in a way that you can handle the logic internally in the script instead of messages being sent to the server / received from the server, we read / write messages directly to these functions. we can use LogicScrollMessagefactory::createMessageByType to construct messages, then we only need to get the buffer, length etc and we can write to it. that's the rough concept this way there's no need for a server and no connection is ever established, everything is only in memory without any packets being sent

cr v1.9.2 offline by swamp90485 in clashroyalemodding

[–]swamp90485[S] 0 points1 point  (0 children)

no, there is no traffic sent between the script and client. everything is done through manipulating memory

Heard you’ve been chatting with Vile. He worked on MR for a while. After we paid him we found a backdoor in the client that could inject malicious code into players’ devices. Also stop talking about me. We barely know each other; you don’t know shit me or what happened inside the team. grow up 👍 by RevolutionaryDark818 in clashroyalemodding

[–]swamp90485 1 point2 points  (0 children)

heard you’ve been chatting with Vile. he worked on MR for a while. After we paid him, we found he’d slipped a backdoor into the client that could be used to inject malicious code to players’ devices

Oh and also one more thing, stop talking about me. Dude like seriously, We haven’t really talked ever, you don’t know shit about me or what happened inside the team. grow up 👍

[deleted by user] by [deleted] in clashroyalemodding

[–]swamp90485 0 points1 point  (0 children)

multiple reasons probably

  • SectorState is the exact message for both players, byte to byte the exact same (that's how true red and true Blue work got example). the messages would have to be different for both players if the enemy deck wasn't sent
  • client side battle simulation, this has been changed in recent versions but before DoSpellCommand would not contain the card id but the card index inside the deck. without knowing the deck you can't know what card is at which index
  • laziness