[Request] Pascal's Wager: Definitive Edition
-
- What is cheating?
- Posts: 1
- Joined: Sat Dec 05, 2020 2:33 pm
- Reputation: 0
-
- What is cheating?
- Posts: 1
- Joined: Tue Nov 03, 2020 10:08 am
- Reputation: 0
Re: [Request] Pascal's Wager: Definitive Edition
So nobody manage to make a cheat table or a trainer for this .. i'm shocked
-
- Novice Cheater
- Posts: 21
- Joined: Thu Aug 08, 2019 5:56 am
- Reputation: 9
Re: [Request] Pascal's Wager: Definitive Edition
I was able to edit some stats, but I get negative returns on attributes, anyone got an idea how to fix that, what value should the negative returns be?
Nevermind, I figured it out haha
Nevermind, I figured it out haha
-
- Noobzor
- Posts: 13
- Joined: Fri Mar 03, 2017 5:42 pm
- Reputation: 1
Re: [Request] Pascal's Wager: Definitive Edition
Is it normal everytime I do a first and a second scan there are always too many( about dozens!!! 9results to edit?! I'm trying to edit health value with no result.Thanks
-
- Expert Cheater
- Posts: 85
- Joined: Wed Sep 11, 2019 1:04 pm
- Reputation: 8
Re: [Request] Pascal's Wager: Definitive Edition
Your health is 1455 search 1455 "double'' instead of using 8 byte or float.
Re: [Request] Pascal's Wager: Definitive Edition
As it was written - everything is dynamic and reallocates / changes between areas - so so far it is a search and freeze "game"Jinn_Akuma wrote: ↑Mon Mar 15, 2021 8:00 amCan you share your table for now????Puzzled_Job wrote: ↑Mon Mar 15, 2021 2:24 amEverything is double value. I tested this and managed to make all resources 9999. The only problem is the values don't stay the same between each area when it comes to health. resources are fine after maxing them out. I tried using a pointer scan but im not a pro so i probably didn't do it right. But if you manage to max out your resources, you can get through some of the early game with ease.
You can even edit your stat points as well. Double value too. This means you can bypass the max stat points and make each stat 99.
Only observation at the moment is that HP & Stamina have 0x30 offset and attributes are one next to another.
-
- Novice Cheater
- Posts: 21
- Joined: Thu Aug 08, 2019 5:56 am
- Reputation: 9
Re: [Request] Pascal's Wager: Definitive Edition
Yeah seems like that is so. That's why the only advice I can give from someone who isn't a pro is just in the mean time search for the values of your stats and items. Max them out and play until someone can figure it out. No table can be made atm.sanitka wrote: ↑Sat Mar 20, 2021 11:47 pmAs it was written - everything is dynamic and reallocates / changes between areas - so so far it is a search and freeze "game"Jinn_Akuma wrote: ↑Mon Mar 15, 2021 8:00 amCan you share your table for now????Puzzled_Job wrote: ↑Mon Mar 15, 2021 2:24 amEverything is double value. I tested this and managed to make all resources 9999. The only problem is the values don't stay the same between each area when it comes to health. resources are fine after maxing them out. I tried using a pointer scan but im not a pro so i probably didn't do it right. But if you manage to max out your resources, you can get through some of the early game with ease.
You can even edit your stat points as well. Double value too. This means you can bypass the max stat points and make each stat 99.
Only observation at the moment is that HP & Stamina have 0x30 offset and attributes are one next to another.
Re: [Request] Pascal's Wager: Definitive Edition
Here are some tips on how to find values easily:
HP/Sanity/Stamina:
1. Use grouped search mode and this pattern: d:<HP_value> w:16 d:<SANITY_value> w:16 d:<STAMINA_value>
2. Add some zeros in double values to filter out unrelated fractional entries, e.g. d:2150.000 w:16 d:115.000 w:16 d:600.000
3. Sanity value is handled differently. Maximum value on screen equals value in memory, but when it gets smaller than max, value in memory is decreased at x0.5 of what you see on screen: Screen: 115(max) -> Memory: 115, Screen: 105(max-10) -> Memory: 110(max-5). So for every decreased point on screen, value in memory is decreased by 0.5.
4. Freeze values, but ALWAYS unfreeze before changing level, otherwise game will crash. Then search for new address on next level start.
5. Set HP to some huge value, like 20000 and freeze it - this will allow you to survive fall from any height.
One Hit Kill:
You need to modify Bonus ATK value, not total ATK. Go to trophies page and apply some trinket that increases ATK, then switch pages back and forth so you can see overview of your stats with all bonuses - search for bonus ATK value. Change trinket, check new bonus value, filter search, etc. After you found value, set it to some huge number, like 5000. Done. No need to freeze - value is preserved between levels. Moreover, if you change trinkets again, all modifications will be applied as deltas to your huge value, so this change is preserved until you restart the game.
Note: be careful if you don't freeze your HP: some of your attacks result in self-damage proportional to your total ATK, so with this huge ATK value your every hit to enemy will also damage you by 500-1000 points.
Items:
Use grouped search mode and this pattern: d:<MAX_COUNT> w:64 d:<CURRENT_COUNT>, e.g. d:99.000 w:64 d:2.000
There's also ITEM_ID 16 bytes away from count (address of count + 24). But I think this is some kind of dictionary lookup key for description text, because changing it does not change item type.
Here are some IDs for reference: Chipped immundus: 50001; Immundus: 50002; Immundus Crystal: 50003; Immundus Diamond: 50004.
UPD: Similarly to Bonus ATK, you can also increase bonus values for other stats, like HP, Defense, Stamina, Sanity, Res, Crit, etc - Just set them to million or something, so you don't have to search and freeze actual values again on every level. Although fall damage is calculated as percentage of max life, so freeze is needed to protect against that.
HP/Sanity/Stamina:
1. Use grouped search mode and this pattern: d:<HP_value> w:16 d:<SANITY_value> w:16 d:<STAMINA_value>
2. Add some zeros in double values to filter out unrelated fractional entries, e.g. d:2150.000 w:16 d:115.000 w:16 d:600.000
3. Sanity value is handled differently. Maximum value on screen equals value in memory, but when it gets smaller than max, value in memory is decreased at x0.5 of what you see on screen: Screen: 115(max) -> Memory: 115, Screen: 105(max-10) -> Memory: 110(max-5). So for every decreased point on screen, value in memory is decreased by 0.5.
4. Freeze values, but ALWAYS unfreeze before changing level, otherwise game will crash. Then search for new address on next level start.
5. Set HP to some huge value, like 20000 and freeze it - this will allow you to survive fall from any height.
One Hit Kill:
You need to modify Bonus ATK value, not total ATK. Go to trophies page and apply some trinket that increases ATK, then switch pages back and forth so you can see overview of your stats with all bonuses - search for bonus ATK value. Change trinket, check new bonus value, filter search, etc. After you found value, set it to some huge number, like 5000. Done. No need to freeze - value is preserved between levels. Moreover, if you change trinkets again, all modifications will be applied as deltas to your huge value, so this change is preserved until you restart the game.
Note: be careful if you don't freeze your HP: some of your attacks result in self-damage proportional to your total ATK, so with this huge ATK value your every hit to enemy will also damage you by 500-1000 points.
Items:
Use grouped search mode and this pattern: d:<MAX_COUNT> w:64 d:<CURRENT_COUNT>, e.g. d:99.000 w:64 d:2.000
There's also ITEM_ID 16 bytes away from count (address of count + 24). But I think this is some kind of dictionary lookup key for description text, because changing it does not change item type.
Here are some IDs for reference: Chipped immundus: 50001; Immundus: 50002; Immundus Crystal: 50003; Immundus Diamond: 50004.
UPD: Similarly to Bonus ATK, you can also increase bonus values for other stats, like HP, Defense, Stamina, Sanity, Res, Crit, etc - Just set them to million or something, so you don't have to search and freeze actual values again on every level. Although fall damage is calculated as percentage of max life, so freeze is needed to protect against that.
-
- Expert Cheater
- Posts: 85
- Joined: Wed Sep 11, 2019 1:04 pm
- Reputation: 8
Re: [Request] Pascal's Wager: Definitive Edition
What about the special attack skill. Normally you need to fill the skill icon, how do you freeze or even search for that?
Re: [Request] Pascal's Wager: Definitive Edition
If anyone wants to dig deeper - it is a mono/Unity + LUA game.
To simplify their life developers used ToLUA libraries, sources can be found here - [Link].
Or you can analyze mono functions and try to call them directly like in the code bellow (original post)
To simplify their life developers used ToLUA libraries, sources can be found here - [Link].
Or you can analyze mono functions and try to call them directly like in the code bellow (original post)
Code: Select all
{$lua}
local method = mono_findMethod('UnityEngine', 'Application', 'set_runInBackground')
local domain = mono_enumDomains()[1]
local args={}
args[1]={}
args[1].type=vtByte
args[1].value=1
mono_invoke_method(domain, method, 0, args)
{$asm}
-
- Noobzor
- Posts: 9
- Joined: Wed Apr 11, 2018 3:12 am
- Reputation: 0
Who is online
Users browsing this forum: doodl3simpl3, MimiMe, SemrushBot, unknownor