![Wink ;)](./images/smilies/icon_e_wink.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Don't know about you, but I started mapping the chest structure
![Razz :P](./images/smilies/icon_razz.gif)
size == 0x5D0
0x0060[QWORD] == Class MK11Game.MK11KryptComponent
0x00A8[QWORD] == MK11KryptVisualAsset Assets.Visual_Assets.Krypt_Chest_05
0x01C8[QWORD} == ptr to attributes (could find here the Red Hearts stored at 0x10)
0x02D8[BYTE] == seems to not show the fading amount to unlock the chest; disables unlock (or maybe it's the "IsAlreadyUnlocked" bool) - - default: 0
0x0518[BYTE] == gets set to 0x0 after you open a chest - - default: 1
OH! The Chest property is stored at [0x1C8]+0x10
![Smile :)](./images/smilies/icon_e_smile.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
EDIT: 0x4B8 from your hook are the Ermac Spire Points (Green Skulls)
![Wink ;)](./images/smilies/icon_e_wink.gif)
Krypt_Ermac_Spire_01 0x000000017FBFDC40 ( MK11KryptVisualAsset Assets.Visual_Assets.Krypt_Ermac_Spire_01 )
For this type, 0x1C8 offset doesn't have any pointer to base template. Maybe because it's locked where I'm at (I see a lock symbol).
![Image](https://i.imgur.com/TWeiN2u.png)
However, I think the amount to unlock it with is 100.