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// === 1. 修改IndexedDB兵种数据 === function modifyUnitDataInIndexedDB() { const request = indexedDB.open('warcommander', 1); request.onsuccess = function(event) { const db = event.target.result; const transaction = db.transaction(['units'], 'readwrite'); const store = transaction.objectStore('units');

    // 假设我们要修改ID为1的兵种
    const getRequest = store.get(1);
    getRequest.onsuccess = function(event) {
        const unit = event.target.result;
        if (unit) {
            // 修改兵种数据
            unit.attack = 999; // 设置攻击力
            unit.health = 1000; // 设置血量
            unit.speed = 10; // 设置速度

            // 保存修改后的数据
            store.put(unit);
            console.log('兵种数据已修改!');
        } else {
            console.log('未找到该兵种');
        }
    };
};

}

// === 2. WebAssembly 内存钩子(修改金币和经验值) === function modifyWASM() { const memory = new WebAssembly.Memory({ initial: 256, maximum: 256 }); const imports = { env: { memory: memory, abort: () => console.log("abort"), }, };

fetch('path_to_wasm_module.wasm')
    .then(response => response.arrayBuffer())
    .then(bytes => WebAssembly.instantiate(bytes, imports))
    .then(result => {
        const wasmMemory = result.instance.exports.memory;

        // 获取并修改金币和经验值内存地址
        const goldPointer = new Uint32Array(wasmMemory.buffer, 0x123456, 1); // 地址需要根据实际情况调整
        const xpPointer = new Uint32Array(wasmMemory.buffer, 0x654321, 1); // 地址需要根据实际情况调整

        // 修改金币和经验值
        goldPointer[0] = 9999; // 设置金币为9999
        xpPointer[0] = 10000; // 设置经验值为10000

        console.log("金币和经验值已修改!");
    });

}

// === 3. 自动解锁兵种 === function unlockUnits() { const unlockedUnits = [1, 2, 3, 4]; // 假设ID为1到4的兵种已解锁 unlockedUnits.forEach(unitID => { const unit = getUnitByID(unitID); if (unit) { unit.unlocked = true; // 将兵种设置为解锁状态 } }); console.log("兵种已解锁!"); }

function getUnitByID(unitID) { // 获取指定ID的兵种数据,模拟从某个数据源中获取 return { id: unitID, unlocked: false }; }

// === 4. 修改建筑数据(血量和资源产量) === function modifyBuildingData() { const building = getBuildingByID(1); // 获取ID为1的建筑 if (building) { building.health = 5000; // 设置建筑血量为5000 building.resourceRate = 1000; // 设置资源产量为1000 console.log("建筑数据已修改!"); } else { console.log("未找到该建筑!"); } }

function getBuildingByID(buildingID) { // 获取指定ID的建筑数据,模拟从某个数据源中获取 return { id: buildingID, health: 1000, resourceRate: 500 }; }

// === 5. 绕过服务器检测(WebSocket通信拦截) === const ws = new WebSocket('ws://example.com/socket'); ws.onmessage = function(event) { const message = JSON.parse(event.data);

// 假设我们要修改金币的更新消息
if (message.type === 'gold_update') {
    message.gold = 999999;  // 设置金币为999999
}

// 发送修改后的消息
ws.send(JSON.stringify(message));

};

// === 6. 更改单位类型(例如将士兵变为坦克) === function changeUnitType(unitID, newType) { const unit = getUnitByID(unitID); if (unit) { unit.type = newType; // 修改单位类型 console.log(单位类型已修改为:${newType}); } else { console.log("未找到该单位!"); } }

// === 7. 解除兵力数量限制 === function unlockUnitLimit() { const maxUnits = 1000; // 设置最大单位数量为1000 setUnitLimit(maxUnits); console.log("单位数量限制已解除!"); }

function setUnitLimit(limit) { console.log(单位数量限制设置为:${limit}); }

// === 8. 启动所有功能 === function initializeAll() { modifyUnitDataInIndexedDB(); modifyWASM(); unlockUnits(); modifyBuildingData(); changeUnitType(1, 'tank'); // 将ID为1的单位类型修改为坦克 unlockUnitLimit(); }

// 调用所有功能 initializeAll();

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