[Request] Monster Train 2 - Demo

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Zaraf
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Re: [Request] Monster Train 2 - Demo

Post by Zaraf »

Yeah, it will reroll the artifacts once, and then keep rerolling the same artifacts. I used this to my advantage when I once got the "extra item slot on your units" artifact, and I bought like 20 of them. It allowed me to put an extra item on my units for each one I bought lol

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

Yeah, looks like it's just the artifacts store that always restocks the same items.

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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

Oh, something else I noticed.
If you use the Attack/Health cheat, your units that were cheated can't heal.
So spawn something in with 999 health, even if you turn the cheat off after, using healing on the unit does nothing. It can't gain health back.

I had thought it MIGHT be that it could only heal up to what the card SHOULD be. So if it was a card with 10 health and you hacked it to 999, it might only heal up to 10. But I've dropped hacked cards to 1 HP, and they still don't heal at all.

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

So, testing the Loot Hoard cheat, and it doesn't seem to work. It's active, but I don't gain any more eggs than normal.

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Re: [Request] Monster Train 2 - Demo

Post by Sorena »

Lord Blade wrote:
Tue May 27, 2025 6:59 am
So, testing the Loot Hoard cheat, and it doesn't seem to work. It's active, but I don't gain any more eggs than normal.
it works , when you get your 1st egg enable the cheat , then continue the game till you get another egg then you will see it will be maxed out

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

Sorena wrote:
Tue May 27, 2025 7:45 am
Lord Blade wrote:
Tue May 27, 2025 6:59 am
So, testing the Loot Hoard cheat, and it doesn't seem to work. It's active, but I don't gain any more eggs than normal.
it works , when you get your 1st egg enable the cheat , then continue the game till you get another egg then you will see it will be maxed out
I'll have to try it again. It doesn't seem to be working for me.

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

So I got the hoard thing working.

Thing is, I noticed during the challenges sometimes the game just crashes. Didn't seem to happen anywhere else. And I'm guessing it's a cheat thing, cause there's not a bunch of crash reports on the forums.

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Re: [Request] Monster Train 2 - Demo

Post by cooleko2 »

Wasn't able to figure out how to fix the trinket reroll giving the same items when you reroll without buying one. However, in looking into that I was able to observe that as long as you buy the first trinket it will reroll. So if the first trinket isn't going to hurt you, just buy it. I also observed that each room has a set number of reroll seeds, which is what makes them repeat, I believe this keeps stronger items from coming up in the earlier rooms. You can explore more about this in the _sdBP data structure under merchant good states.
Lord Blade wrote:
Tue May 27, 2025 2:06 am
Oh, something else I noticed.
If you use the Attack/Health cheat, your units that were cheated can't heal.
So spawn something in with 999 health, even if you turn the cheat off after, using healing on the unit does nothing. It can't gain health back.

I had thought it MIGHT be that it could only heal up to what the card SHOULD be. So if it was a card with 10 health and you hacked it to 999, it might only heal up to 10. But I've dropped hacked cards to 1 HP, and they still don't heal at all.
I wasn't able to reproduce the no healing, as I've never seen a healing spell or equipment in my few runs and my units sometimes randomly heal in combat when I apply enough Valor (would go from negative to positive on hearts) and it would increase HP up to the 999 cap. If you keep having this issue, you can explore the paramcharacterdata class under deckstate > cardstate > Effects, card effect state in _sdBP or you can search memory after activating mono for CharacterState+StateInformation:get_Hp+f and see what addresses this accesses. It shows all active cards. There is a team address under spawnpoint which is 2 for your characters and 1 for enemy characters. From there you can edit their current and max hp, their attack, their number of attacks if they have an effect for it, and their current effects. If you look at the byte for canbehealed, it will confirm for you whether healing should have an effect.
darkbuffoon wrote:
Sun May 25, 2025 2:40 am
awesome!
Is it possible to visit merchant on both roads at the same time?

And, now the same product will always appear in merchant of trinkets re-roll
I did look into make the paths put all items onto the same side, but even if you set the paths to the same value (0 or 1) the game will still only show a single shop per slot, and there are only 4 slots. However, if you exhaust all option in one path (0 or 1) you can set the value under get save data bp for current branch to the other value (0 -> 1 or 1 -> 0), and in settings exit to covenant outpost and resume the game. You will then have the second branch open for you to pilfer all the shops and events.
Lord Blade wrote:
Tue May 27, 2025 6:59 am
So, testing the Loot Hoard cheat, and it doesn't seem to work. It's active, but I don't gain any more eggs than normal.
The original cheat just maxed to what you could have (8 through 13). In the most recent upload, I added new features that make editing gold, pyre hp, and dragons hoard instantaneous, you can now freeze dragons hoard and loot multiple times in a row.
Lord Blade wrote:
Tue May 27, 2025 2:20 pm
So I got the hoard thing working.

Thing is, I noticed during the challenges sometimes the game just crashes. Didn't seem to happen anywhere else. And I'm guessing it's a cheat thing, cause there's not a bunch of crash reports on the forums.
For challenge mode, just use the game state and edit your max cards drawn, energy per turn, max energy. It should give you the same effect without the crashes. You can also edit your cards in advance (deck state > items > cards) or live (card manager > pile hand)

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

cooleko2 wrote:
Tue May 27, 2025 11:00 pm
I wasn't able to reproduce the no healing, as I've never seen a healing spell or equipment in my few runs and my units sometimes randomly heal in combat when I apply enough Valor (would go from negative to positive on hearts) and it would increase HP up to the 999 cap. If you keep having this issue, you can explore the paramcharacterdata class under deckstate > cardstate > Effects, card effect state in _sdBP or you can search memory after activating mono for CharacterState+StateInformation:get_Hp+f and see what addresses this accesses. It shows all active cards. There is a team address under spawnpoint which is 2 for your characters and 1 for enemy characters. From there you can edit their current and max hp, their attack, their number of attacks if they have an effect for it, and their current effects. If you look at the byte for canbehealed, it will confirm for you whether healing should have an effect.
Those are words, yes. lol
Sorry, I'm an idiot. Can you please explain that for dummies like me?

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

So, trying the new table.
The store cheat doesn't work nearly as well as the previous version.
For one, the "remove card" option only works once. You have to leave the store and come back in to use it again (previous version let you use it as much as you like).
For another, stores now seem to only have two screens of stock that it switches between. In the previous version stores (except the artifact one) would constantly update with random stock every time you rerolled.

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Re: [Request] Monster Train 2 - Demo

Post by cooleko2 »

Lord Blade wrote:
Wed May 28, 2025 12:05 am
Those are words, yes. lol
Sorry, I'm an idiot. Can you please explain that for dummies like me?
Inside of battle, activate the "Get Save Manager BP" script.
Open Memory View in Cheat Engine.
Go to Structure Dissect (Ctrl+D).
At the top, replace the address field with [_sdBP], this now points to the save manager structure.
From the dropdown in the dissect window, pick the structure related to SaveManager.
Browse through the structure for deckState, then cardState, then Effects, and finally paramcharacterdata.
These structure views will let you inspect each card/unit’s stats and flags, like canBeHealed, current/max HP, attack power, etc. Because it uses mono without obfuscation, it's really easy to navigate the structures.

Alternatively:

Activate Mono in Cheat Engine (top bar: Mono > Activate Mono Features).
Open Memory View, then hit Ctrl+G and type:
CharacterState:StateInformation:get_Hp+f
This will take you to code that accesses every current card in play.
Right-click the instruction there and choose "Find out what addresses this instruction accesses."
You'll now see all active units (both allies and enemies) as they’re updated in real-time.

Add them to dissect, and you’ll find useful values for every player card in effect:

spawnPoint leads you to team where 2 = player, 1 = enemy; very important if you want to write a script for it.
Under character state you can get at Current HP, Max HP, Attack power, Number of attacks (if a buff/effect applies), Active effects, and a byte flag for canBeHealed, where it can be healed as long as it is set to 1.

I would have wrote a script but I couldn't find an AOB for it, essentially I need to wildcard each function call in the code for that function and see if the entire section can be used as an AOB but I haven't had any time to dive into it. If I still cant find an AOB and still want this functionality, I'll force the user to activate mono and hook the mono instead.
Lord Blade wrote:
Wed May 28, 2025 12:20 am
So, trying the new table.
The store cheat doesn't work nearly as well as the previous version.
For one, the "remove card" option only works once. You have to leave the store and come back in to use it again (previous version let you use it as much as you like).
For another, stores now seem to only have two screens of stock that it switches between. In the previous version stores (except the artifact one) would constantly update with random stock every time you rerolled.
I changed a lot of settings, so must have missed something in the script I had before. You can copy over the old script for rerolls and use it instead or try finding the right combinations of writes which will get the desired results. I am pretty busy so likely won't have a chance to revisit for two weeks.

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

cooleko2 wrote:
Wed May 28, 2025 4:21 am
Stuff
I'll try to figure out what you just described.
It only seems to be the challenges where the game's crashed. Never had it happen in a normal run. Which was getting me stuck finishing all the challenges.

As for the store thing, yeah, I grabbed the older table and moved the store cheat into the new one. Works fine.

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Re: [Request] Monster Train 2 - Demo

Post by CrimsonPrince »

Can i ask just only ask how to turn back the base hp and atk back to normal beacause after deativate the scritp it not turning back to original stat

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Re: [Request] Monster Train 2 - Demo

Post by cooleko2 »

CrimsonPrince wrote:
Wed Jun 04, 2025 11:10 am
Can i ask just only ask how to turn back the base hp and atk back to normal beacause after deativate the scritp it not turning back to original stat
Close out of the game and it reloads the base values.

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Lord Blade
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Re: [Request] Monster Train 2 - Demo

Post by Lord Blade »

So I can't get the gold cheat to work since the update today.
Energy, shops, hp/attack seem to work fine.

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