---
Notes:
- Report URL is a Google Apps Script endpoint (POST). Hooking or proxying or.glq is the
cleanest way to inspect payloads without killing the pipeline.
- Patching or.gll/or.glo with RET will stop reports but may still trigger quit logic
unless yi.ler / yi.les are also handled.
- +rep if useful. Will update when the next patch drops.
Thanks for the updated offset list, mate! Tested them on Build 1.00.11 and wanted to share what's currently working and what's broken to save everyone some time.
What is working perfectly:
AccountStatus.jzb (Cube XP): Works like a charm at GameAssembly.dll+947E30. Hooked it manually since the old CT script was giving an address validation error, jumped from 1 to 64 instantly after one alchemy use.
Hero.gnr (God Mode): Works flawlessly at GameAssembly.dll+B638E0. Dropping a simple ret on the prologue makes you completely immortal.
ue.tl$$izv (Monster Drop Boost): Tested the fallback at GameAssembly.dll+8CB850 by forcing the multiplier. Boxes and mats are flying everywhere, definitely working.
What is NOT working / Broken:
Monster.gnr (One-Shot Hook): Giving me issues at 0xB68330. If you try to patch it or force ret here, the final damage calculation just breaks and goes straight to 0, so you end up hitting for zero damage. Probably need to look into Unit.gnr or modify the registers differently for this patch.
Tested everything offline to be safe from the GAS report pipeline (or.glq). Cheers again for the hard work, +rep added!
Hi, thanks for the offsets, but I don't know how to use them. Could you show me a tutorial or give me a tip on how to use them?
Hey mate, welcome! It can be a bit confusing if you are new to doing this manually. Don't worry, you don't need a custom script for these. You can patch them directly using Cheat Engine's Memory Viewer.
Here is a quick step-by-step guide on how to use these offsets:
1. Attach Cheat Engine to the Game
Open the game first.
Open Cheat Engine, click the Monitor/Process icon (top-left corner), and select your game process (e.g., Taskbar Hero.exe) from the list.
2. Navigate to the Offsets
In Cheat Engine, click on the Memory View button (located on the left side, right below the address list). This will open a new technical window showing assembly codes.
Inside the Memory Viewer window, press CTRL + G on your keyboard. A small "Go to address" box will pop up.
Copy one of the offsets from the list (for example, the God Mode address: GameAssembly.dll+B638E0) and paste it into that box, then hit Enter. Cheat Engine will jump straight to that specific line of code.
3. Modifying the Code (Patching)
Once you are on the correct line, press the Spacebar on your keyboard. A small "Assemble" box will open up.
Clear whatever text is written inside that box, type your modification code, and click OK.
Tip for God Mode: Go to GameAssembly.dll+B638E0, open the box, delete everything, type ret, and hit OK. You are now completely immortal.
Tip for Speed/Attack hacks: Go to the respective speed getter addresses and swap the register calls safely.
4. How to Revert / Undo
If you want to disable the cheats or if the game bugs out, the easiest way is to just restart the game. Cheat Engine only modifies the memory temporarily, so closing the game will reset everything back to normal.
Hope this helps! Let me know if you get stuck on any specific step. Cheers!
Hi, thanks for the offsets, but I don't know how to use them. Could you show me a tutorial or give me a tip on how to use them?
Hey, offsets are just GameAssembly.dll + the number from the dump.
Open Cheat Engine, attach to TaskBarHero, hit Ctrl+M for Memory View, then Ctrl+G and type something like GameAssembly.dll+B638E0 (that's Hero god mode). You should see 48 as the first byte. Change it to C3, go back in game and you shouldn't take damage anymore. Change it back to 48 when you want to undo.
Same idea for cube unlock at GameAssembly.dll+8EC990, just replace the first 6 bytes with B8 01 00 00 00 C3.
Do it offline while you're learning, some of the economy stuff can trigger reports online. If that works you're good, then you can move on to the trickier hooks later.
Hey, offsets are just GameAssembly.dll + the number from the dump.
Open Cheat Engine, attach to TaskBarHero, hit Ctrl+M for Memory View, then Ctrl+G and type something like GameAssembly.dll+B638E0 (that's Hero god mode). You should see 48 as the first byte. Change it to C3, go back in game and you shouldn't take damage anymore. Change it back to 48 when you want to undo.
Same idea for cube unlock at GameAssembly.dll+8EC990, just replace the first 6 bytes with B8 01 00 00 00 C3.
Do it offline while you're learning, some of the economy stuff can trigger reports online. If that works you're good, then you can move on to the trickier hooks later.
stash spawn api changed ue.ti.blk is gone on 1.00.11, use isk/isi/ish @ GA+8C3EC0, 8C3A90, 8C3980. stash insert is ue.Stash.jbn @ GA+8DE800.
boxes go through ue.td.inu(ulong key, int qty) @ GA+8B3E20, count via ue.td.ios(EBoxType) @ GA+8B6DE0. common keys: 910011 normal, 920001 boss, 930101 act boss.
needs il2cpp_runtime_invoke on main thread — direct CE call crashes. hook point is SpeedHackDetector.Update @ GA+6BDE00. spamming inu hits steam inventory and can crash.
drop boost @ GA+8CB850 is the working loot path on 1.00.11
Quote:
Originally Posted by jxrvex
Thanks for the updated offset list, mate! Tested them on Build 1.00.11 and wanted to share what's currently working and what's broken to save everyone some time.
What is working perfectly:
AccountStatus.jzb (Cube XP): Works like a charm at GameAssembly.dll+947E30. Hooked it manually since the old CT script was giving an address validation error, jumped from 1 to 64 instantly after one alchemy use.
Hero.gnr (God Mode): Works flawlessly at GameAssembly.dll+B638E0. Dropping a simple ret on the prologue makes you completely immortal.
ue.tl$$izv (Monster Drop Boost): Tested the fallback at GameAssembly.dll+8CB850 by forcing the multiplier. Boxes and mats are flying everywhere, definitely working.
What is NOT working / Broken:
Monster.gnr (One-Shot Hook): Giving me issues at 0xB68330. If you try to patch it or force ret here, the final damage calculation just breaks and goes straight to 0, so you end up hitting for zero damage. Probably need to look into Unit.gnr or modify the registers differently for this patch.
Tested everything offline to be safe from the GAS report pipeline (or.glq). Cheers again for the hard work, +rep added!
nice report,.
monster.gnr offset is fine, ret is just the wrong move there. that function actually runs the damage calc on the monster side, so if you nuke the entry you skip the whole pipeline and end up with 0 damage. hero.gnr works with ret because it's a different thing entirely.
for one shot try unit.gnr at GameAssembly.dll+B6EA90 instead, hook there and bump OriginDamage when the target isn't a hero. should delete stuff in one hit without breaking anything. if you really want the monster path you need a proper code cave hook that sets the damage float before jumping back, not a plain ret.
stash spawn api changed ue.ti.blk is gone on 1.00.11, use isk/isi/ish @ GA+8C3EC0, 8C3A90, 8C3980. stash insert is ue.Stash.jbn @ GA+8DE800.
boxes go through ue.td.inu(ulong key, int qty) @ GA+8B3E20, count via ue.td.ios(EBoxType) @ GA+8B6DE0. common keys: 910011 normal, 920001 boss, 930101 act boss.
needs il2cpp_runtime_invoke on main thread — direct CE call crashes. hook point is SpeedHackDetector.Update @ GA+6BDE00. spamming inu hits steam inventory and can crash.
drop boost @ GA+8CB850 is the working loot path on 1.00.11
nice report,.
monster.gnr offset is fine, ret is just the wrong move there. that function actually runs the damage calc on the monster side, so if you nuke the entry you skip the whole pipeline and end up with 0 damage. hero.gnr works with ret because it's a different thing entirely.
for one shot try unit.gnr at GameAssembly.dll+B6EA90 instead, hook there and bump OriginDamage when the target isn't a hero. should delete stuff in one hit without breaking anything. if you really want the monster path you need a proper code cave hook that sets the damage float before jumping back, not a plain ret.
i'll note that in the next dump.
I'm trying to update an old table that was working on v1.00.11, but after the updates some of the structures/classes seem to have changed and I'm having trouble finding the correct references again.
I'm not really asking you to do the work for me — even a dump, class name, offset change, or a hint about where the relevant data moved would already help a lot.
I've been stuck specifically trying to get the old drop-related data working again and I think I'm missing something that changed between versions.
If you have any information or could share the latest dump/assets you're using, I'd really appreciate it.
your drop boost script is using the wrong typeinfo — change 0x57B8AB0 to 0x57C5090 (ue.tl, was ud.tl).
even with that fixed, beao stays null on menu. enter a stage first, then enable it.
if it's still null, don't read typeinfo directly — grab the dict via xref in ue.tl$$izv @ GA+8CB850. that's the path that actually works on 1.00.11.
rest of your struct is fine
[NOTE DONT USE CE... The last update brought an improvement to AC, Strings known as CE's are having accounts banned, they also added a check to identify accounts that were upgraded very quickly and there is a lot of gold the json I found being sent to dev is:
{
"auth": "DPo--K6hA8WgmE=",
"ticket": "140000CB879... (Steam Auth Session Ticket hex, ~200+ chars)",
"appid": "36970",
"steamId": "76587769",
"ruleId": "Gold_Massive",
"param": ["3578845868"],
"gameVersion": "1.00.11",
"playtime": 272,
"maxStage": 0,
"currentStage": 1101
} to google script adress.
[QUOTE=lra123;4703871]stash spawn api changed ue.ti.blk is gone on 1.00.11, use isk/isi/ish @ GA+8C3EC0, 8C3A90, 8C3980. stash insert is ue.Stash.jbn @ GA+8DE800.
boxes go through ue.td.inu(ulong key, int qty) @ GA+8B3E20, count via ue.td.ios(EBoxType) @ GA+8B6DE0. common keys: 910011 normal, 920001 boss, 930101 act boss.
needs il2cpp_runtime_invoke on main thread — direct CE call crashes. hook point is SpeedHackDetector.Update @ GA+6BDE00. spamming inu hits steam inventory and can crash.
drop boost @ GA+8CB850 is the working loot path on 1.00.11
im sorry but i dont rlly understand that. i just freshly dump the metadata and assembly then using the Source from TBH Trainer v1.3.0 (Final Edition)
idk something buggy when i tried to spawn some item using the Export catalog feature , but some Itemkey is working fine.
Quote:
Last edited by tibexkonti; Yesterday at 11:30 AM.
Reason: suppport!!
Hey, offsets are just GameAssembly.dll + the number from the dump.
Open Cheat Engine, attach to TaskBarHero, hit Ctrl+M for Memory View, then Ctrl+G and type something like GameAssembly.dll+B638E0 (that's Hero god mode). You should see 48 as the first byte. Change it to C3, go back in game and you shouldn't take damage anymore. Change it back to 48 when you want to undo.
Same idea for cube unlock at GameAssembly.dll+8EC990, just replace the first 6 bytes with B8 01 00 00 00 C3.
Do it offline while you're learning, some of the economy stuff can trigger reports online. If that works you're good, then you can move on to the trickier hooks later.
Whenever I try to follow the instructions, the error message below appears. What am I doing wrong?