Labyrinthine

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Dekirai
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Re: Labyrinthine

Post by Dekirai »

Edit: nevermind

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

nulls_bad
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Re: Labyrinthine

Post by nulls_bad »

@Dekirai by any chance, do you know where i can find chinese hacks ? as fly, always the same map and see the cosmetics at the beginning of the game?

Dekirai
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Re: Labyrinthine

Post by Dekirai »

nulls_bad wrote:
Mon Jul 10, 2023 5:06 pm
@Dekirai by any chance, do you know where i can find chinese hacks ? as fly, always the same map and see the cosmetics at the beginning of the game?
No, I don't know where to get them either
Can't even find the cheats by using a chinese search engine, really don't know where the F we can find the cheats

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Just something I'm working on and will probably released soon.
Looking for a way to expand it further and make it more stable, since it only works with Seals and Effigies as of now
It aims to put the objectives max progress count to 1


nulls_bad
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Re: Labyrinthine

Post by nulls_bad »

okay nice, if i find any chinese cheats i will post links right there, can't wait to see your cheat works!

robloxmaniac123
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Re: Labyrinthine

Post by robloxmaniac123 »

Dekirai wrote:
Thu Jun 22, 2023 10:18 pm
ToxiicDR wrote:
Thu Jun 22, 2023 9:12 pm
How do you unlock Blueprint and monster with cheat ?

I have the worst luck in this game..
Well, it's very complicated to explain and requires advanced knowledge with Cheat Engine (Dissect Mono, Invoking Methods..)
But here is a quick video on how you do it, without explaining anything. And you just do the same with the "UnlockMonsterType" Method
Just do this 50 times on each method to make sure you get everything

has this been patched? tried it and can't seem to get it to work unless I'm doing it wrong, also nice table man

Dekirai
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Re: Labyrinthine

Post by Dekirai »

robloxmaniac123 wrote:
Sat Jul 15, 2023 5:19 pm
Dekirai wrote:
Thu Jun 22, 2023 10:18 pm
ToxiicDR wrote:
Thu Jun 22, 2023 9:12 pm
How do you unlock Blueprint and monster with cheat ?

I have the worst luck in this game..
Well, it's very complicated to explain and requires advanced knowledge with Cheat Engine (Dissect Mono, Invoking Methods..)
But here is a quick video on how you do it, without explaining anything. And you just do the same with the "UnlockMonsterType" Method
Just do this 50 times on each method to make sure you get everything

has this been patched? tried it and can't seem to get it to work unless I'm doing it wrong, also nice table man
Its not patched

robloxmaniac123
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Re: Labyrinthine

Post by robloxmaniac123 »

Dekirai wrote:
Sat Jul 15, 2023 9:39 pm
robloxmaniac123 wrote:
Sat Jul 15, 2023 5:19 pm
Dekirai wrote:
Thu Jun 22, 2023 10:18 pm


Well, it's very complicated to explain and requires advanced knowledge with Cheat Engine (Dissect Mono, Invoking Methods..)
But here is a quick video on how you do it, without explaining anything. And you just do the same with the "UnlockMonsterType" Method
Just do this 50 times on each method to make sure you get everything

has this been patched? tried it and can't seem to get it to work unless I'm doing it wrong, also nice table man
Its not patched
Had to update from 7.4 to 7.5 version of CE, thanks!

EXOCET
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Re: Labyrinthine

Post by EXOCET »

Found a way to add equipment using mono dissector not sure if this is already known about - also found a way to just straight up add tickets rather than multiply them (useful for start of game with 0 tickets)

Dekirai
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Re: Labyrinthine

Post by Dekirai »

EXOCET wrote:
Fri Jul 21, 2023 5:24 am
Found a way to add equipment using mono dissector not sure if this is already known about - also found a way to just straight up add tickets rather than multiply them (useful for start of game with 0 tickets)
With equipment, do you mean add maze maps, add flare guns etc? Thats already known, same for adding tickets
But I dont know how I would approach the add tickets one using an asm script, thats why its not a part of the table, same for add equipment

EXOCET
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Re: Labyrinthine

Post by EXOCET »

Dekirai wrote:
Fri Jul 21, 2023 3:36 pm
EXOCET wrote:
Fri Jul 21, 2023 5:24 am
Found a way to add equipment using mono dissector not sure if this is already known about - also found a way to just straight up add tickets rather than multiply them (useful for start of game with 0 tickets)
With equipment, do you mean add maze maps, add flare guns etc? Thats already known, same for adding tickets
But I dont know how I would approach the add tickets one using an asm script, thats why its not a part of the table, same for add equipment
That makes sense then I thought it was unlikely you didn't know about it already.
I did some more messing around to see if I could work out cosmetics - I managed to fudge in a single black beanie but I'm actually unsure what exactly it was that I did as I managed to forget how I did it and haven't been able to reproduce (yet) with any other cosmetics.

Cissa90
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Re: Labyrinthine

Post by Cissa90 »

Tried looking at the stuff for flashlight, but couldn't find any good values that could increase strength or how wide it lights up. Anyone been able to figure that out so one can see a bit better around?

Also looked around a bit regarding reroll tokens. This command is the only one that will return the proper inventory value for me.
Checked Item ID up to 1000 but nothing there either, so it's probably stored differently. Got 1,5 billion from an earlier patch when I messed about with adding items etc using asm.

Image

Also added some movement pointers for speed and jump etc.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>241</ID>
      <Description>"Can always afford shop items"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

GameAssembly.dll+14C03BA:
db 90 90
//js GameAssembly.dll+14C03CE
GameAssembly.dll+14C03C5:
db 0F 96 C0
//setge al

[DISABLE]
GameAssembly.dll+14C03BA:
db 78 12
GameAssembly.dll+14C03C5:
db 0F 9D C0



{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+14C03BA

GameAssembly.dll+14C03A3: 48 8B 5C 24 50  - mov rbx,[rsp+50]
GameAssembly.dll+14C03A8: 48 83 C4 40     - add rsp,40
GameAssembly.dll+14C03AC: 5F              - pop rdi
GameAssembly.dll+14C03AD: C3              - ret 
GameAssembly.dll+14C03AE: CC              - int 3 
GameAssembly.dll+14C03AF: CC              - int 3 
ValkoGames.Labyrinthine.Store.CurrencyManager.CanAfford: 40 53           - push rbx
GameAssembly.dll+14C03B2: 48 83 EC 20     - sub rsp,20
GameAssembly.dll+14C03B6: 8B D9           - mov ebx,ecx
GameAssembly.dll+14C03B8: 85 C9           - test ecx,ecx
// ---------- INJECTING HERE ----------
GameAssembly.dll+14C03BA: 78 12           - js GameAssembly.dll+14C03CE
// ---------- DONE INJECTING  ----------
GameAssembly.dll+14C03BC: 33 C9           - xor ecx,ecx
GameAssembly.dll+14C03BE: E8 2D 01 00 00  - call ValkoGames.Labyrinthine.Store.CurrencyManager.get_AvailableCurrency
GameAssembly.dll+14C03C3: 3B C3           - cmp eax,ebx
GameAssembly.dll+14C03C5: 0F 9D C0        - setge al
GameAssembly.dll+14C03C8: 48 83 C4 20     - add rsp,20
GameAssembly.dll+14C03CC: 5B              - pop rbx
GameAssembly.dll+14C03CD: C3              - ret 
GameAssembly.dll+14C03CE: 32 C0           - xor al,al
GameAssembly.dll+14C03D0: 48 83 C4 20     - add rsp,20
GameAssembly.dll+14C03D4: 5B              - pop rbx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>242</ID>
          <Description>"Must reload lobby"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>245</ID>
      <Description>"PlayerControl Ptr"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(INJECT,GameAssembly.dll,0F 29 7C 24 20 48 8B D9 E8 ED) // should be unique
alloc(newmem,$1000,INJECT)
alloc(playerptr,4)
registersymbol(playerptr)

label(code)
label(return)

newmem:

code:
  movaps [rsp+20],xmm7
  mov [playerptr],rcx
  mov rbx,rcx
  jmp return

INJECT:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 0F 29 7C 24 20 48 8B D9

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(playerptr)
unregistersymbol(playerptr)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1949BF6

GameAssembly.dll+1949BDC: CC                    - int 3 
GameAssembly.dll+1949BDD: CC                    - int 3 
GameAssembly.dll+1949BDE: CC                    - int 3 
GameAssembly.dll+1949BDF: CC                    - int 3 
PlayerControl.Update: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1949BE5: 48 89 74 24 10        - mov [rsp+10],rsi
GameAssembly.dll+1949BEA: 57                    - push rdi
GameAssembly.dll+1949BEB: 48 83 EC 40           - sub rsp,40
GameAssembly.dll+1949BEF: 0F 29 74 24 30        - movaps [rsp+30],xmm6
GameAssembly.dll+1949BF4: 33 D2                 - xor edx,edx
// ---------- INJECTING HERE ----------
GameAssembly.dll+1949BF6: 0F 29 7C 24 20        - movaps [rsp+20],xmm7
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1949BFB: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+1949BFE: E8 ED F2 FF FF        - call PlayerControl.CanMove
GameAssembly.dll+1949C03: 0F B6 F8              - movzx edi,al
GameAssembly.dll+1949C06: 0F 57 FF              - xorps xmm7,xmm7
GameAssembly.dll+1949C09: 84 C0                 - test al,al
GameAssembly.dll+1949C0B: 75 1C                 - jne GameAssembly.dll+1949C29
GameAssembly.dll+1949C0D: 48 8B 8B 90 00 00 00  - mov rcx,[rbx+00000090]
GameAssembly.dll+1949C14: 48 85 C9              - test rcx,rcx
GameAssembly.dll+1949C17: 0F 84 11 01 00 00     - je GameAssembly.dll+1949D2E
GameAssembly.dll+1949C1D: 33 D2                 - xor edx,edx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>244</ID>
          <Description>"Base"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>246</ID>
          <Description>"MovementSpeed"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>18</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>247</ID>
          <Description>"CrouchMultiplier"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>1c</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>249</ID>
          <Description>"jumpCooldown"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>30</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>252</ID>
          <Description>"jumpCooldownTimer"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>cc</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>248</ID>
          <Description>"JumpHeight"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>250</ID>
          <Description>"gravityForce"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>34</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>253</ID>
          <Description>"fallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>74</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>251</ID>
          <Description>"maxFallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>38</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>254</ID>
          <Description>"presetCheckTimer"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>78</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

WeedCookie
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Re: Labyrinthine

Post by WeedCookie »

Dekirai wrote:
Fri Jun 30, 2023 10:43 am
nulls_bad wrote:
Fri Jun 30, 2023 12:03 am
can we still give cosmetics to ourself ?
I currently do not know any working method for that since the cosmetic id's in the shops are now obscured by their anticheat
Just randomly tested out adding the cosmetics to the favorite list with some random ID's. So far the ID's for those cosmetics still work. If I understand you correctly, you mean the ID's from the cosmetics you can buy from the ticket shop, right? If so, I have no idea how to get them. My knowledge isn't enough for that xD
That's also why I haven't updated the cosmetic list yet, because there is no point since you can't cheat them ^^
But what I tested is, that you can still add a bracer and that stuff from the ID list. Adding EXP also works.
Currently I tested it on the "latest" private testing version. There are literally updates coming every few hours xD
Do you know if there is a way to add as many tickets as you whish without having to buy items? Or does that not work anymore?
I'm also looking in here from time to time. If ya need me for some testing then let me know ^^

WeedCookie
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Reputation: 6

Re: Labyrinthine

Post by WeedCookie »

Cissa90 wrote:
Sat Jul 22, 2023 8:02 am
Tried looking at the stuff for flashlight, but couldn't find any good values that could increase strength or how wide it lights up. Anyone been able to figure that out so one can see a bit better around?

Also looked around a bit regarding reroll tokens. This command is the only one that will return the proper inventory value for me.
Checked Item ID up to 1000 but nothing there either, so it's probably stored differently. Got 1,5 billion from an earlier patch when I messed about with adding items etc using asm.

Image

Also added some movement pointers for speed and jump etc.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>241</ID>
      <Description>"Can always afford shop items"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

GameAssembly.dll+14C03BA:
db 90 90
//js GameAssembly.dll+14C03CE
GameAssembly.dll+14C03C5:
db 0F 96 C0
//setge al

[DISABLE]
GameAssembly.dll+14C03BA:
db 78 12
GameAssembly.dll+14C03C5:
db 0F 9D C0



{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+14C03BA

GameAssembly.dll+14C03A3: 48 8B 5C 24 50  - mov rbx,[rsp+50]
GameAssembly.dll+14C03A8: 48 83 C4 40     - add rsp,40
GameAssembly.dll+14C03AC: 5F              - pop rdi
GameAssembly.dll+14C03AD: C3              - ret 
GameAssembly.dll+14C03AE: CC              - int 3 
GameAssembly.dll+14C03AF: CC              - int 3 
ValkoGames.Labyrinthine.Store.CurrencyManager.CanAfford: 40 53           - push rbx
GameAssembly.dll+14C03B2: 48 83 EC 20     - sub rsp,20
GameAssembly.dll+14C03B6: 8B D9           - mov ebx,ecx
GameAssembly.dll+14C03B8: 85 C9           - test ecx,ecx
// ---------- INJECTING HERE ----------
GameAssembly.dll+14C03BA: 78 12           - js GameAssembly.dll+14C03CE
// ---------- DONE INJECTING  ----------
GameAssembly.dll+14C03BC: 33 C9           - xor ecx,ecx
GameAssembly.dll+14C03BE: E8 2D 01 00 00  - call ValkoGames.Labyrinthine.Store.CurrencyManager.get_AvailableCurrency
GameAssembly.dll+14C03C3: 3B C3           - cmp eax,ebx
GameAssembly.dll+14C03C5: 0F 9D C0        - setge al
GameAssembly.dll+14C03C8: 48 83 C4 20     - add rsp,20
GameAssembly.dll+14C03CC: 5B              - pop rbx
GameAssembly.dll+14C03CD: C3              - ret 
GameAssembly.dll+14C03CE: 32 C0           - xor al,al
GameAssembly.dll+14C03D0: 48 83 C4 20     - add rsp,20
GameAssembly.dll+14C03D4: 5B              - pop rbx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>242</ID>
          <Description>"Must reload lobby"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>245</ID>
      <Description>"PlayerControl Ptr"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(INJECT,GameAssembly.dll,0F 29 7C 24 20 48 8B D9 E8 ED) // should be unique
alloc(newmem,$1000,INJECT)
alloc(playerptr,4)
registersymbol(playerptr)

label(code)
label(return)

newmem:

code:
  movaps [rsp+20],xmm7
  mov [playerptr],rcx
  mov rbx,rcx
  jmp return

INJECT:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 0F 29 7C 24 20 48 8B D9

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(playerptr)
unregistersymbol(playerptr)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1949BF6

GameAssembly.dll+1949BDC: CC                    - int 3 
GameAssembly.dll+1949BDD: CC                    - int 3 
GameAssembly.dll+1949BDE: CC                    - int 3 
GameAssembly.dll+1949BDF: CC                    - int 3 
PlayerControl.Update: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1949BE5: 48 89 74 24 10        - mov [rsp+10],rsi
GameAssembly.dll+1949BEA: 57                    - push rdi
GameAssembly.dll+1949BEB: 48 83 EC 40           - sub rsp,40
GameAssembly.dll+1949BEF: 0F 29 74 24 30        - movaps [rsp+30],xmm6
GameAssembly.dll+1949BF4: 33 D2                 - xor edx,edx
// ---------- INJECTING HERE ----------
GameAssembly.dll+1949BF6: 0F 29 7C 24 20        - movaps [rsp+20],xmm7
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1949BFB: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+1949BFE: E8 ED F2 FF FF        - call PlayerControl.CanMove
GameAssembly.dll+1949C03: 0F B6 F8              - movzx edi,al
GameAssembly.dll+1949C06: 0F 57 FF              - xorps xmm7,xmm7
GameAssembly.dll+1949C09: 84 C0                 - test al,al
GameAssembly.dll+1949C0B: 75 1C                 - jne GameAssembly.dll+1949C29
GameAssembly.dll+1949C0D: 48 8B 8B 90 00 00 00  - mov rcx,[rbx+00000090]
GameAssembly.dll+1949C14: 48 85 C9              - test rcx,rcx
GameAssembly.dll+1949C17: 0F 84 11 01 00 00     - je GameAssembly.dll+1949D2E
GameAssembly.dll+1949C1D: 33 D2                 - xor edx,edx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>244</ID>
          <Description>"Base"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>246</ID>
          <Description>"MovementSpeed"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>18</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>247</ID>
          <Description>"CrouchMultiplier"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>1c</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>249</ID>
          <Description>"jumpCooldown"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>30</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>252</ID>
          <Description>"jumpCooldownTimer"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>cc</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>248</ID>
          <Description>"JumpHeight"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>a0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>250</ID>
          <Description>"gravityForce"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>34</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>253</ID>
          <Description>"fallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>74</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>251</ID>
          <Description>"maxFallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>38</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>254</ID>
          <Description>"presetCheckTimer"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>78</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
You can check your Items in this class:
ValkoGames.Labyrinthine.Saves.EquipmentSave
methods:
GetItemCount

and in the method AddItemCount you can add items. If you enter a negative number you subtract the amount.
You can finde the Item ID table on the first page of the thread.

nulls_bad
Noobzor
Noobzor
Posts: 6
Joined: Fri Jun 30, 2023 12:00 am
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Re: Labyrinthine

Post by nulls_bad »

How do i create pointers for speed and jump ?

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