[Help] Change a complex code - Monster Busters
Change a complex code
Change a complex code - Monster Busters Posted on: 11/28/2016 12:47pm
Quote Post

Hi, I'm trying to make a hack of infinite moves in monster busters but always a mess error message. Can someone try to make it work?



game link:  https://apps.facebook.com/monsterbusters/?fb_source=bookmark&ref=bookmarks&count=0&fb_bmpos=_0

Download swf:  http://www.mediafire.com/file/a8jfvyay9myj884/Monster+bust+1.rar





This is the code that is responsible for the moves.

 

 
 protected function OnTurnUsed(event:CustomEvent) : void
        {
            if (m_GameType == 1)
            {
                if (m_LeftTurn.value > 0)
                {
                    (m_LeftTurn.value - 1);
                    dispatchEvent(new CustomEvent("STAGE_TURN_CHECK", -10, true));
                }
                UpdateLeftTurn();
            }
            return;
        }// end function


        protected function OnTurnBack(event:CustomEvent) : void
        {
            if (m_GameType == 1)
            {
                m_LeftTurn.value = m_LeftTurn.value + (1 - event.m_Info1);
                dispatchEvent(new CustomEvent("STAGE_TURN_CHECK", 10 - event.m_Info1 * 10, true));
                UpdateLeftTurn();
            }
            return;
        }// end function

        protected function OnTurnCheck(event:CustomEvent) : void
        {
            if (m_GameType == 1)
            {
                m_LeftTurnCheck.value = m_LeftTurnCheck.value + (event.m_Info1 as int) / 10;
                if (event.m_Info2 == true)
                {
                    if (Math.abs(m_LeftTurn.value - m_LeftTurnCheck.value) > 0)
                    {
                        CommonUtil.GetStage().dispatchEvent(new Event("CREATE_TOWER_VIEW", true));
                    }
                }
            }
            return;
        }// end function

        protected function OnTimeIncreased(event:CustomEvent) : void
        {
            if (m_GameType == 2)
            {
                if (StageMain.m_Self.m_GameStatus == 1)
                {
                    m_LeftTurn.value = m_LeftTurn.value + (event.m_Info1 as int);
                    UpdateLeftTurn();
                }
            }
            return;
        }// end function

        protected function OnTurnIncreased(event:CustomEvent) : void
        {
            if (m_GameType == 1)
            {
                if (StageMain.m_Self.m_GameStatus == 1)
                {
                    m_LeftTurn.value = m_LeftTurn.value + (event.m_Info1 as int);
                    dispatchEvent(new CustomEvent("STAGE_TURN_CHECK", (event.m_Info1 as int) * 10, true));
                    UpdateLeftTurn();
                }
            }
            return;
        }// end function

        protected function OnTimeDecreased(event:TimerEvent) : void
        {
            if (StageMain.m_Self.m_GameStatus == 1)
            {
                if (m_IsFirstDecrease)
                {
                    m_TurnDecreaseCounter = -5;
                    m_IsFirstDecrease = false;
                    return;
                }
                (m_TurnDecreaseCounter + 1);
                if (StageMain.m_Self.m_BoardMain.m_TurnStatus == 1 || StageMain.m_Self.m_BoardMain.m_TurnStatus == 2)
                {
                    m_CanDecrease = true;
                }
                if (StageMain.m_Self.m_BoardMain.m_TurnStatus != 1 && StageMain.m_Self.m_BoardMain.m_TurnStatus != 2 && StageMain.m_Self.m_BoardMain.m_TurnStatus != 3 && StageMain.m_Self.m_BoardMain.m_TurnStatus != 4)
                {
                    return;
                }
                if (m_TurnDecreaseCounter > 9 && m_CanDecrease)
                {
                    m_TurnDecreaseCounter = 0;
                    if (m_LeftTurn.value > 0)
                    {
                        (m_LeftTurn.value - 1);
                    }
                    UpdateLeftTurn();
                    if (!(StageMain.m_Self.m_BoardMain.m_TurnStatus == 1 || StageMain.m_Self.m_BoardMain.m_TurnStatus == 2))
                    {
                        m_CanDecrease = false;
                    }
                }
            }
            return;
        }// end function

        public function Dispose() : void
        {
            TweenMax.killTweensOf(this);
            CommonUtil.RemoveAllChild(this);
            CommonUtil.SafeDispose(m_EventList);
            m_EventList = null;
            return;
        }// end function

    }
}

RE: Change a complex code - Monster Busters Posted on: 11/28/2016 1:27pm
Quote Post
Ubi Maior Minor Cessat

jowback for this kind of game you can't make infinite turn hacks. The idea itself is stupid for a very simple reason: what happens when you complete all the objectives of a mission and you still have turns left? Turns are auto used till you reach 0. 
I think it's clear by now that this approach won't work. Shall you try to find a way to change the number of turns you have for each level? (start with 15 instead of 10 for example). Check out other hacks in the database for similar games (match3 with turns) for ideas on hack

RE: Change a complex code - Monster Busters Posted on: 11/28/2016 2:33pm
Quote Post
Zenwaichi Publicado em: 2016/11/28 08:27

jowback para este tipo de jogo que você não pode fazer hacks volta infinitas. A idéia em si é estúpido por uma razão muito simples: o que acontece quando você completar todos os objetivos da missão e você ainda tem curvas à esquerda? Os turnos são auto utilizado até chegar a 0. 
Eu acho que é claro agora que esta abordagem não vai funcionar. Deve tentar encontrar uma maneira de alterar o número de voltas que você tem para cada nível? (começar com 15 em vez de 10, por exemplo). Confira outros hacks no banco de dados para jogos semelhantes (match3 com curvas) para ideias sobre corte




Zen I did the same hack for monster busters hexa, and it works, so I think it would be possible to do the same for moster busters 1.
Test and see

And the code is very similar. what do you think ?

https://apps.facebook.com/monsterhexa/?fb_source=appcenter&fbs=122&fb_appcenter=1


d0 30 60 e4 37 24 01 14 2c 00 00 60 a6 06 66 2f 24 00 0e 1a 00 00 60 a6 06 2a 66 2f 75 93 61 2f 5d 72 5d 71 2c ba 3f 24 f6 26 4a 71 03 4f 72 01 5d 80 37 4f 80 37 00 47 

d0 30 60 e4 37 24 ff 14 2c 00 00 60 a6 06 66 2f 24 00 0e 1a 00 00 60 a6 06 2a 66 2f 75 91 61 2f 5d 72 5d 71 2c ba 3f 24 f6 26 4a 71 03 4f 72 01 5d 80 37 4f 80 37 00 47 


local code


protected function OnTurnUsed(param1:CustomEvent) : void
      {
         if(m_GameType == 1)
         {
            if(m_LeftTurn.value > 0)
            {
               §§dup(m_LeftTurn).value--;
               dispatchEvent(new CustomEvent("STAGE_TURN_CHECK",-10,true));
            }
            UpdateLeftTurn();
         }
      }

RE: Change a complex code - Monster Busters Posted on: 11/28/2016 5:03pm
Quote Post
Ubi Maior Minor Cessat

onTurnCheck

m_LeftTurnCheck.value = m_LeftTurnCheck.value + ((event.m_Info1 as int) / 10);

the red part yields negative one.

PS: how come you don't submit all your hacks in the db? Do you also upload them somewhere else? Like in a blog?
EDIT: one word posts are not cool. How are you affiliated with that cyberwolves group?

 

RE: Change a complex code - Monster Busters Posted on: 11/28/2016 6:23pm
Quote Post
Zenwaichi Publicado em: 2016/11/28 12:03

onTurnCheck

m_LeftTurnCheck.value = m_LeftTurnCheck.value + ((event.m_Info1 como int) / 10) ;

a parte rendimentos vermelhos negativo um.

PS: como é que você não enviar todos os seus hacks no db? Você também enviá-los em outro lugar? Como em um blog?

 



I got it another way. Xd. Thank you for responding.

aqui > http://cyberterminators.co/

RE: Change a complex code - Monster Busters Posted on: 11/28/2016 11:30pm
Quote Post
Ubi Maior Minor Cessat
jowback Posted on: 11/28/2016 1:23pm

I got it another way. Xd. Thank you for responding.


I'll remember not to help you next time you ask. Secretsss( I don't think it's nice not to disclose your 'solution' after making a post about the problem)

RE: Change a complex code - Monster Busters Posted on: 11/29/2016 12:05am
Quote Post
Ubi Maior Minor Cessat

It was  a matter of principles. "Problem solved, closed thread" is not an ending I like :)
Spoiler: I knew what you changed and thought it was a bit lame but a very cunning alternative solution :P
I still wonder if you got my earlier cues
 

220px-Red-John-Smiley-Face.png