🖥️
control center
overlay · search · active strip · config
core
overlay
- in-game menu (INSERT toggle · top-right window · click-through when hidden)
- tabs: Features · Activity · Chests · Goals · Theme · Hotkeys
- feature sections: Economy · Heroes · Combat · Offline · Trade & Storage
- readiness badge (connected / setup required · build · account · game loop · symbols)
- Active now strip (one chip per feature that is on · click jumps to the card · turn off · running jobs with stop · +N overflow)
- command palette (Ctrl+K or header search · features, cards and sections · ↑↓ Enter Esc)
- toasts (batch finished or stopped · change refused · connection · turn-off with Undo)
- per-card enable gates + blocked / active / waiting badges
- tooltips on major controls (what the game path does and when it refuses)
i18n & persistence
- menu languages: Português · English · 中文 · Español · Русский · 日本語 · 한국어 · Français · Deutsch
- files beside the DLL: tbh-config.ini · tbh-theme.ini · tbh-hotkeys.ini
- Steam account on the status line (display only — not an allowlist)
- mini HUD while the menu is closed (connection · active count · current menu key · click-through)
🎨
theme studio
look · scale · motion · profiles
visuals
- sections: Look · Scale · Text · Motion · Profiles
- 8 built-in palettes plus Custom: Obsidian · Abyssal · Blood Moon · Solar Gold · Toxic Bloom · Neon Orchid · Hacker · Synthwave
- palette editor (accent · glow · surfaces · text · semantic success/warn/danger) · contrast floor · live typography and control previews
- UI scale (applies on release, text stays sharp) · panel width & height · opacity 60–100% · reset layout
- header name · secondary text contrast · tooltips on/off · tooltip delay
- motion: hover speed · glow strength · card & button rounding
- named profiles (save · apply · update · rename · delete) · export / import as text
- save bar: Ctrl+S · auto-save · discard · factory reset (confirm) · written to tbh-theme.ini
- mini HUD toggle (pill while the menu is hidden)
- CJK / JP / KR glyph merge for those menu languages
💰
economy
gold · cube · synthesis · runes
economy
money override
- target gold balance with presets (0 · 1M · 10M · 100M · 1B · 5B · 10B) or exact amount
- capped step size per native wallet operation + batch progress bar
- read live wallet · cancel in-flight batch
cube xp
- bounded Cube exp additions through the game’s AddCubeExp path
- step cap · live level/exp readback · batch progress
cube synthesis automation
- auto cycle on the in-game Synthesis page (gear · accessory · material)
- verifies nine distinct inputs of same grade/type before each trigger
- native Auto Fill · wait for result slot · return item to inventory · fault/pause status
- cycle limit or run until inputs exhausted (hard safety caps)
rune plan
- single-rune level plan (target level · gold spend cap · one purchase verified at a time)
- sweep-all mode (queue every affordable level on the Rune page up to a gold cap)
- uses last hovered rune in the game’s Rune UI
📦
trade & storage
slots · stash · mail · cube bench
automation
inventory & stash
- open inventory slots through the game’s wm.kki unlock path (target index 1–260)
- session stash page boost (hook on page count · reopen stash · 1–40 extra pages)
- read counts only (inventory + stash telemetry without unlocking)
soul stones & wallets
- live Soul Stone need for current/next stage (act boss planning)
- held stone count vs requirement · every wh.ul wallet row (gold key 100001 on this build)
- read-only — backend still consumes stones after entry ACK
selective stash
- direction (inventory ↔ stash) · item type · grade · move limit (0 = until empty, 10k cap)
- one verified native transfer at a time · skips locked/blocked slots
mailbox
- claim up to 50 visible mails · each ID must disappear before the next claim
alchemy / corrosion
- one prepared Cube recipe (Alchemy or Corrosion) · max permitted input grade
- verifies consumed IDs + gold or pollution delta before counting success
trade slots
- unlock trade/market slots through the game’s native unlock path (stats + gold readback)
cube recipes & workbench
- unlock locked recipes cheapest-first (gold cap · catalog readback)
- return every Cube item to inventory
- craft gear part (7 parts) with native Auto Fill + verified material consumption
- enchant (decoration · engraving · inscription) · optional material Auto Fill
- extract enchant slot (gold cost check · slot count + wallet debit verified)
- mutual exclusion with synthesis/alchemy jobs · stop / acknowledge pauses
🦸
heroes
xp · gear · roster · attributes
heroes
progression
- selected-hero XP batches (step cap · combat XP path scaling)
- account XP multiplier 0.1x–10000x (live hit / applied counters)
- infinite skill points (top up to tree need · 99-point floor fallback)
- Max All attributes (native Allocate · lowest group requirement first)
stats editor
- pick any of 65 stat types · FLAT / ADDITIVE / MULTIPLICATIVE modifier
- apply to current hero · clear tagged modifiers from all loaded heroes
auto equip
- weighted stat-power scoring (base · inherent · enchants · ObscuredInt decrypt)
- selected hero or all unlocked · dry-run report · optional locked-item moves
- game’s own equip compatibility (class · level · gear part)
hero roster
- refresh loaded heroes (unlock · level · party slot · DLC Steam probes)
- unlock base heroes with gold (wj.kiu · skips DLC)
- arrange party slot (wh.uw.jfk) · equip/unequip skills · equip owned/default skins
pet unlock
- queue native pet unlock sweep (DLC pets skipped · kill-pet counter aware)
⚔️
combat & stage
damage · waves · tweaks · survival
combat
combat tuning
- damage dealt multiplier · damage taken multiplier
- force critical hits · crit damage multiplier
- live telemetry (hits · crits · damage types · unattributed passes)
- hooks Unit.gvu base take-damage entry
skill cooldown
- percent cooldown reduction via tagged FLAT CooldownReduction on loaded heroes
wave spawn
- waves per stage · monsters-per-wave bonus (applied on next stage entry)
- live stage-cache readback (game vs stored values)
progress counters
- read-only Aggregate totals (kills · deaths · gold · boxes · items · clears)
- Normal / Plague split · session delta · per-minute rates
movement & defense
- speed hack 0.1x–30x (movement · attack · cast on loaded hero models)
- god mode (zero negative hero damage while enabled)
- plague / contamination hold (client bar never drops · server sync disclaimer)
client tweaks (local getters)
- monster HP & attack stage scale for next spawn
- raise-only party slots (up to 3) · second active skill slot floor
- enchant roll always max value in range
🌙
offline rewards
span · rate · next launch
economy
- three offline modes (overlay radio · armed indicators for span vs rate hooks)
- offline rate multiplier (configurable · applies on next launch readback)
- status counters for span/rate hook hits
🎁
chests
monitor · auto-open · batch
farm
monitor
- six rows: Normal / Stage boss / Act boss × Regular & Plaguelands
- unlocked state · live chest count · auto-open setting · respawn timer
- refresh now · stale/live sample age
automation
- auto-open armed loop (confirm timeout · retry · request budget · ignored clicks stat)
- batch open all on a row (waits for count drop · pauses on uncertainty)
advanced (tbh-config.ini)
- chest content force item id (grant/roll/ death-path steering when > 0)
- per-death box-key coverage hook · plague chest capacity boost · cooldown reset flags
🎯
stage goals
stop-at · auto-move · repeat · plague
world
- live stage sample (key · waves · portal gates · next stage)
- stop-at target stage (picker or raw stage key · progress bar in-zone)
- auto-move through stage portals (retry on pause)
- expose failed-stage repeat & boss repeat toggles with readback
- plaguelands contamination display · hold-freeze shortcut · intensity · chest capacities
📋
activity & gates
logs · symbols · crash-safe queue
misc
- Activity tab: colored ring log (time · channel chips · key=value · status marks)
- markdown in Activity (**bold** · *italic* · `code` · ==mark==) · copy raw · refresh status dump
- status hotkey (default F6, rebindable) dumps symbol drift and hook arm failures
- main-thread trampoline queue (game-thread-only native calls)
- version + signature cross-check blocks features on patch drift
- crash handler flush hook for last log lines
🛡️
client protection
ACTk clean-client emulation
security
- swallow ACTk detector reports (types 0–4) on pc.gtj / pc.gtk paths
- block forced quit on bct.myz while economy reports still pass through
- sensitive strings stay XOR-encrypted in the DLL until first use (symbols · logs · IL2CPP names)
- overlay WinAPI returns through UnityPlayer gadgets (direct call if that slot is missing · D3D device creation stays direct)
- anti-cheat monitor resolves pipeline symbols + drift warnings in dev builds
- fail-closed partial arm rollback · runtime kill-switch hooks
- server-side economy/trade rules remain authoritative (client hooks do not disable backend validation)
⌨️
hotkeys
rebind · modifiers · tbh-hotkeys.ini
misc
- Hotkeys tab: click a binding, press the new combo (Ctrl · Shift · Alt)
- defaults: Insert menu · F6 status · F7 set gold · F8 Cube XP · F9 read gold · F10 offline mode · F11 hero XP
- menu key works from any window; game actions only while the game is in front
- Esc cancels capture · Backspace unbinds · menu key cannot be cleared
- saved to tbh-hotkeys.ini · typing in a text field mutes character keys
- menu captures keyboard while open (click-through pill when closed)


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