Labyrinthine

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Cissa90
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Posts: 101
Joined: Sun Feb 27, 2022 1:22 pm
Reputation: 101

Re: Labyrinthine

Post by Cissa90 »

WeedCookie wrote:
Wed Aug 02, 2023 9:14 pm
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.
Yes, that function contains all items except reroll tokens as I wrote. I've checked ID 0 - 1000 and nothing came up correct.

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

WeedCookie
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Cheater
Posts: 38
Joined: Wed Dec 28, 2022 12:03 am
Reputation: 6

Re: Labyrinthine

Post by WeedCookie »

Oh, yeah. I'm sorry I read that one wrong. I remember the struggle with the reroll tokens.
Also I'm searching for a way to lock/revoke already unlocked maps and monster types. I couldn't find anything there. Does anyone have an idea on how to do that?

nulls_bad
Noobzor
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Posts: 6
Joined: Fri Jun 30, 2023 12:00 am
Reputation: 0

Re: Labyrinthine

Post by nulls_bad »

Cissa90 wrote:
Thu Aug 03, 2023 5:22 am
WeedCookie wrote:
Wed Aug 02, 2023 9:14 pm
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.
Yes, that function contains all items except reroll tokens as I wrote. I've checked ID 0 - 1000 and nothing came up correct.
How do i create pointers ? could you help maybe ?

GravityMaster
Cheater
Cheater
Posts: 26
Joined: Sat Aug 05, 2023 11:52 pm
Reputation: 8

Re: Labyrinthine

Post by GravityMaster »

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.
I found a way to add reroll tokens without spending tickets on it kinda. It not a great solution and am still looking further but with a script I modified the purchase method of reroll tokens so it doesn't remove the tickets. Only there is one small thing and that is, that it doesn't update the reroll tokens on your screen (Only on the background) so you need to reload the lobby or disable it and buy 1 reroll token. I'm trying to fix that but yeah, so far no luck. I'm also not an expert in this so just messing around and trying some stuff.

Cissa90
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Posts: 101
Joined: Sun Feb 27, 2022 1:22 pm
Reputation: 101

Re: Labyrinthine

Post by Cissa90 »

GravityMaster wrote:
Sun Aug 06, 2023 12:04 am
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.
I found a way to add reroll tokens without spending tickets on it kinda. It not a great solution and am still looking further but with a script I modified the purchase method of reroll tokens so it doesn't remove the tickets. Only there is one small thing and that is, that it doesn't update the reroll tokens on your screen (Only on the background) so you need to reload the lobby or disable it and buy 1 reroll token. I'm trying to fix that but yeah, so far no luck. I'm also not an expert in this so just messing around and trying some stuff.
That's only really helpful if you have a clean save. If you have enough tickets to buy, you can just use the "ticket increase" script in main file for this as tickets will increase on each reroll token purchase. :)
Basically the "Can always afford shop items" I posted does the same you mention here, where you have to reload lobby for it to update the count, even though the value is properly stored. If you do figure it out of course let us know :D

GravityMaster
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Cheater
Posts: 26
Joined: Sat Aug 05, 2023 11:52 pm
Reputation: 8

Re: Labyrinthine

Post by GravityMaster »

Cissa90 wrote:
Sun Aug 06, 2023 8:48 am
GravityMaster wrote:
Sun Aug 06, 2023 12:04 am
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.
I found a way to add reroll tokens without spending tickets on it kinda. It not a great solution and am still looking further but with a script I modified the purchase method of reroll tokens so it doesn't remove the tickets. Only there is one small thing and that is, that it doesn't update the reroll tokens on your screen (Only on the background) so you need to reload the lobby or disable it and buy 1 reroll token. I'm trying to fix that but yeah, so far no luck. I'm also not an expert in this so just messing around and trying some stuff.
That's only really helpful if you have a clean save. If you have enough tickets to buy, you can just use the "ticket increase" script in main file for this as tickets will increase on each reroll token purchase. :)
Basically the "Can always afford shop items" I posted does the same you mention here, where you have to reload lobby for it to update the count, even though the value is properly stored. If you do figure it out of course let us know :D
Ah I didn't know that you had a AlwaysAfford but i saw it now and modified it. Now it updates without removing any currency and needing to reload your lobby (Also working with 0 or even negative currency). I will post the script soon but I want to improve something about it first
Last edited by GravityMaster on Tue Aug 08, 2023 4:27 pm, edited 1 time in total.

GravityMaster
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Cheater
Posts: 26
Joined: Sat Aug 05, 2023 11:52 pm
Reputation: 8

Re: Labyrinthine

Post by GravityMaster »

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>257</ID>
      <Description>"Unlimited Shop"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>define(afford,"GameAssembly.dll"+1EFB763)
define(afford2,"GameAssembly.dll"+1EFB79E)
define(remove0,"GameAssembly.dll"+1EFB81E)

[ENABLE]

afford:
db 39 DB

afford2:
db 39 DB

remove0:
db 90 90

[DISABLE]

afford:
db 3B C3

afford2:
db 3B C3

remove0:
db 2B C3
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This works fine. It's maybe not the best but I'm new to this. This script just changes tiny things like that you can always afford things + it never removes tickets/currency. This works for the whole shop and donate tickets to other (It doesn't remove any tickets but the host of the lobby gets the tickets out of tin air.)
Last edited by GravityMaster on Thu Aug 10, 2023 3:43 pm, edited 1 time in total.

GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

After some brainstorming and coding/testing I can confirm that I found a new method to get every cosmetic in the game (Bypassing the obscured types) but it only works if you know what you're doing (Not really user friendly if you don't have experience with it) and I want to change that. I'm further looking into this but if anyone wants to help me, contact me! We can maybe find a better solution :)

Dekirai
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Re: Labyrinthine

Post by Dekirai »

GravityMaster wrote:
Wed Aug 09, 2023 6:55 pm
After some brainstorming and coding/testing I can confirm that I found a new method to get every cosmetic in the game (Bypassing the obscured types) but it only works if you know what you're doing (Not really user friendly if you don't have experience with it) and I want to change that. I'm further looking into this but if anyone wants to help me, contact me! We can maybe find a better solution :)
I'd be interested in knowing it.
If you wanna discuss about it with me, you can contact me on discord: dekirai

Dekirai
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Re: Labyrinthine

Post by Dekirai »

Updated as of 11.08.2023
  • PlayerControl
    - Enable the script after joining a case file/story
    - You can change your speed, jump, gravity and more!
  • Stop Monsters
    - Enable it anywhere you want, but if you enable it while being in a case or chapter, you have to restart it to take effect
  • Unlimited Shop
    - Buy everything from the shop without needing or spending the tickets!
    - It works if you have 0 tickets and it also works if you donate to host.
  • Cosmetic Hack
    - Enable Script after joining a case file
    - Change the cosmetic ID to what you can (Ranging from 1-300)
    - Invoke Method till you see on your screen "Cosmetic will unlocked after escaping". If it doesn't do that, you need to try again till it does. (Sometimes it doesn't invoke the method correctly)
Credits: Dekirai, GravityMaster & Cissa90

GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

Dekirai wrote:
Fri Aug 11, 2023 3:41 pm
Updated as of 11.08.2023
  • PlayerControl
    - Enable the script after joining a case file/story
    - You can change your speed, jump, gravity and more!
  • Stop Monsters
    - Enable it anywhere you want, but if you enable it while being in a case or chapter, you have to restart it to take effect
  • Unlimited Shop
    - Buy everything from the shop without needing or spending the tickets!
    - It works if you have 0 tickets and it also works if you donate to host.
  • Cosmetic Hack
    - Enable Script after joining a case file
    - Change the cosmetic ID to what you can (Ranging from 1-300)
    - Invoke Method till you see on your screen "Cosmetic will unlocked after escaping". If it doesn't do that, you need to try again till it does. (Sometimes it doesn't invoke the method correctly)
Credits: Dekirai, GravityMaster & Cissa90
NOTE: You can get as many cosmetic as you want in 1 case file, it stores a list of cosmetics. Also you need to complete the case before you get the cosmetics.
Here is a silent video how it works:

Naico
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Re: Labyrinthine

Post by Naico »

I found out that you can use the Cosmetic Hack in the lobby, you will get the cosmetics and you keep them

GravityMaster
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Re: Labyrinthine

Post by GravityMaster »

Naico wrote:
Sat Aug 12, 2023 12:50 am
I found out that you can use the Cosmetic Hack in the lobby, you will get the cosmetics and you keep them
Oh nice, never tested that before, good to know :)

HelpfulSung
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Re: Labyrinthine

Post by HelpfulSung »

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

It was a little different for me, but I tried this with the new update and got everything. Much appreciated!

HelpfulSung
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Re: Labyrinthine

Post by HelpfulSung »

Still trying to figure out how to increase/decrease xp levels though.

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