Game Name: Slay the spire
Game Version: 31 (last update 28 July 2018)
Options Required: Health,Energy,Gold
Slay the spire (Patch 31)
- BringChaos
- Table Makers
- Posts: 61
- Joined: Tue Mar 13, 2018 9:45 pm
- Reputation: 36
Slay the spire (Patch 31)
If someone would like to learn how to do this that would be cool. Its pretty quick once you learn. I just don't play this game or have an interest to.
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- SlayTheSpire-06-28-2018.CT
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Last edited by BringChaos on Mon Jun 24, 2019 6:40 pm, edited 1 time in total.
Slay the spire (Patch 31)
[QUOTE="BringChaos, post: 51130, member: 14031"]If someone would like to learn how to do this that would be cool. Its pretty quick once you learn. I just don't play this game or have an interest to.[/QUOTE]
I'd like to learn, considering the game gets updated pretty often and AFAIK you're the only person making trainers for it in spite of not playing the game. Also, that trainer you just posted sadly does not work for me - the script tries and fails to initialize.
I'd like to learn, considering the game gets updated pretty often and AFAIK you're the only person making trainers for it in spite of not playing the game. Also, that trainer you just posted sadly does not work for me - the script tries and fails to initialize.
Slay the spire (Patch 31)
[QUOTE="Requester, post: 51225, member: 19250"]I'd like to learn, considering the game gets updated pretty often and AFAIK you're the only person making trainers for it in spite of not playing the game. Also, that trainer you just posted sadly does not work for me - the script tries and fails to initialize.[/QUOTE]
U use Patch 32 I think so, and the Trainer is for patch 31
U use Patch 32 I think so, and the Trainer is for patch 31
Slay the spire (Patch 31)
[QUOTE="Rysefox, post: 51245, member: 18848"]U use Patch 32 I think so, and the Trainer is for patch 31[/QUOTE]
Im getting the game today. I will look and see if I can just update the aobscan in the table posted here with a longer/more robust one but who knows its still beta so they are adding so much to it every time right?
Im getting the game today. I will look and see if I can just update the aobscan in the table posted here with a longer/more robust one but who knows its still beta so they are adding so much to it every time right?
Slay the spire (Patch 31)
[QUOTE="gideon25, post: 51473, member: 1372"]Im getting the game today. I will look and see if I can just update the aobscan in the table posted here with a longer/more robust one but who knows its still beta so they are adding so much to it every time right?[/QUOTE]
I think so.
I think so.
- BringChaos
- Table Makers
- Posts: 61
- Joined: Tue Mar 13, 2018 9:45 pm
- Reputation: 36
Slay the spire (Patch 31)
Groupscanning the variables is the fastest way to find any important injection points.
Here is a variable dump of the player class. The 2nd column is what the offset would be in cheat engine. You have to add 4 (18 Gold I -> offset 1C) because of the java test settings I used. The variables rarely change much between updates.
[SPOILER="Dump"]
Lcom/megacrit/cardcrawl/characters/Ironclad;
34 8 drawX F
50 c drawY F
66 10 dialogX F
82 14 dialogY F
98 18 gold I
114 1c displayGold I
130 20 damageFlashFrames I
146 24 escapeTimer F
162 28 healthHideTimer F
178 2c hb_x F
194 30 hb_y F
210 34 hb_w F
226 38 hb_h F
242 3c currentHealth I
258 40 maxHealth I
274 44 currentBlock I
290 48 healthBarWidth F
306 4c targetHealthBarWidth F
322 50 hbShowTimer F
338 54 healthBarAnimTimer F
354 58 blockAnimTimer F
370 5c blockOffset F
386 60 blockScale F
402 64 hbAlpha F
418 68 hbYOffset F
434 6c animX F
450 70 animY F
466 74 vX F
482 78 vY F
498 7c animationTimer F
514 80 reticleAlpha F
530 84 reticleOffset F
546 88 reticleAnimTimer F
562 8c isPlayer Z
566 8d isBloodied Z
570 8e damageFlash Z
574 8f isDying Z
578 90 isDead Z
582 91 halfDead Z
586 92 flipHorizontal Z
590 93 flipVertical Z
594 94 isEscaping Z
598 95 shakeToggle Z
602 96 reticleRendered Z
610 98 name Ljava/lang/String;
626 9c id Ljava/lang/String;
642 a0 powers Ljava/util/ArrayList; Ljava/util/ArrayList;
658 a4 hb Lcom/megacrit/cardcrawl/helpers/Hitbox;
674 a8 healthHb Lcom/megacrit/cardcrawl/helpers/Hitbox;
690 ac hbBgColor Lcom/badlogic/gdx/graphics/Color;
706 b0 hbShadowColor Lcom/badlogic/gdx/graphics/Color;
722 b4 blockColor Lcom/badlogic/gdx/graphics/Color;
738 b8 blockOutlineColor Lcom/badlogic/gdx/graphics/Color;
754 bc blockTextColor Lcom/badlogic/gdx/graphics/Color;
770 c0 redHbBarColor Lcom/badlogic/gdx/graphics/Color;
786 c4 greenHbBarColor Lcom/badlogic/gdx/graphics/Color;
802 c8 blueHbBarColor Lcom/badlogic/gdx/graphics/Color;
818 cc orangeHbBarColor Lcom/badlogic/gdx/graphics/Color;
834 d0 hbTextColor Lcom/badlogic/gdx/graphics/Color;
850 d4 tint Lcom/megacrit/cardcrawl/vfx/TintEffect;
866 d8 animation Lcom/megacrit/cardcrawl/core/AbstractCreature$CreatureAnimation;
882 dc atlas Lcom/badlogic/gdx/graphics/g2d/TextureAtlas;
898 e0 skeleton Lcom/esotericsoftware/spine/Skeleton;
914 e4 state Lcom/esotericsoftware/spine/AnimationState;
930 e8 stateData Lcom/esotericsoftware/spine/AnimationStateData;
946 ec gameHandSize I
962 f0 masterHandSize I
978 f4 potionSlots I
994 f8 damagedThisCombat I
1010 fc cardsPlayedThisTurn I
1026 100 masterMaxOrbs I
1042 104 maxOrbs I
1058 108 hoverTimer F
1074 10c hoverStartLine F
1090 110 clickDragTimer F
1106 114 hoverEnemyWaitTimer F
1122 118 arrowScale F
1138 11c arrowScaleTimer F
1154 120 arrowX F
1170 124 arrowY F
1186 128 keyboardCardIndex I
1202 12c isEndingTurn Z
1206 12d viewingRelics Z
1210 12e inspectMode Z
1214 12f isHoveringCard Z
1218 130 isHoveringDropZone Z
1222 131 passedHesitationLine Z
1226 132 isDraggingCard Z
1230 133 isUsingClickDragControl Z
1234 134 inSingleTargetMode Z
1238 135 drawDisabledUI Z
1242 136 endTurnQueued Z
1246 137 renderCorpse Z
1250 138 isInKeyboardMode Z
1254 139 skipMouseModeOnce Z
1266 13c chosenClass Lcom/megacrit/cardcrawl/characters/AbstractPlayer$PlayerClass;
1282 140 masterDeck Lcom/megacrit/cardcrawl/cards/CardGroup;
1298 144 drawPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1314 148 hand Lcom/megacrit/cardcrawl/cards/CardGroup;
1330 14c discardPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1346 150 exhaustPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1362 154 limbo Lcom/megacrit/cardcrawl/cards/CardGroup;
1378 158 relics Ljava/util/ArrayList; Ljava/util/ArrayList;
1394 15c potions Ljava/util/ArrayList; Ljava/util/ArrayList;
1410 160 energy Lcom/megacrit/cardcrawl/core/EnergyManager;
1426 164 inspectHb Lcom/megacrit/cardcrawl/helpers/Hitbox;
1442 168 title Ljava/lang/String;
1458 16c orbs Ljava/util/ArrayList; Ljava/util/ArrayList;
1474 170 hoveredCard Lcom/megacrit/cardcrawl/cards/AbstractCard;
1490 174 toHover Lcom/megacrit/cardcrawl/cards/AbstractCard;
1506 178 cardInUse Lcom/megacrit/cardcrawl/cards/AbstractCard;
1522 17c hoveredMonster Lcom/megacrit/cardcrawl/monsters/AbstractMonster;
1538 180 img Lcom/badlogic/gdx/graphics/Texture;
1554 184 shoulderImg Lcom/badlogic/gdx/graphics/Texture;
1570 188 shoulder2Img Lcom/badlogic/gdx/graphics/Texture;
1586 18c corpseImg Lcom/badlogic/gdx/graphics/Texture;
1602 190 points [Lcom/badlogic/gdx/math/Vector2;
1618 194 controlPoint Lcom/badlogic/gdx/math/Vector2;
[/SPOILER]
Here is a variable dump of the player class. The 2nd column is what the offset would be in cheat engine. You have to add 4 (18 Gold I -> offset 1C) because of the java test settings I used. The variables rarely change much between updates.
[SPOILER="Dump"]
Lcom/megacrit/cardcrawl/characters/Ironclad;
34 8 drawX F
50 c drawY F
66 10 dialogX F
82 14 dialogY F
98 18 gold I
114 1c displayGold I
130 20 damageFlashFrames I
146 24 escapeTimer F
162 28 healthHideTimer F
178 2c hb_x F
194 30 hb_y F
210 34 hb_w F
226 38 hb_h F
242 3c currentHealth I
258 40 maxHealth I
274 44 currentBlock I
290 48 healthBarWidth F
306 4c targetHealthBarWidth F
322 50 hbShowTimer F
338 54 healthBarAnimTimer F
354 58 blockAnimTimer F
370 5c blockOffset F
386 60 blockScale F
402 64 hbAlpha F
418 68 hbYOffset F
434 6c animX F
450 70 animY F
466 74 vX F
482 78 vY F
498 7c animationTimer F
514 80 reticleAlpha F
530 84 reticleOffset F
546 88 reticleAnimTimer F
562 8c isPlayer Z
566 8d isBloodied Z
570 8e damageFlash Z
574 8f isDying Z
578 90 isDead Z
582 91 halfDead Z
586 92 flipHorizontal Z
590 93 flipVertical Z
594 94 isEscaping Z
598 95 shakeToggle Z
602 96 reticleRendered Z
610 98 name Ljava/lang/String;
626 9c id Ljava/lang/String;
642 a0 powers Ljava/util/ArrayList; Ljava/util/ArrayList
658 a4 hb Lcom/megacrit/cardcrawl/helpers/Hitbox;
674 a8 healthHb Lcom/megacrit/cardcrawl/helpers/Hitbox;
690 ac hbBgColor Lcom/badlogic/gdx/graphics/Color;
706 b0 hbShadowColor Lcom/badlogic/gdx/graphics/Color;
722 b4 blockColor Lcom/badlogic/gdx/graphics/Color;
738 b8 blockOutlineColor Lcom/badlogic/gdx/graphics/Color;
754 bc blockTextColor Lcom/badlogic/gdx/graphics/Color;
770 c0 redHbBarColor Lcom/badlogic/gdx/graphics/Color;
786 c4 greenHbBarColor Lcom/badlogic/gdx/graphics/Color;
802 c8 blueHbBarColor Lcom/badlogic/gdx/graphics/Color;
818 cc orangeHbBarColor Lcom/badlogic/gdx/graphics/Color;
834 d0 hbTextColor Lcom/badlogic/gdx/graphics/Color;
850 d4 tint Lcom/megacrit/cardcrawl/vfx/TintEffect;
866 d8 animation Lcom/megacrit/cardcrawl/core/AbstractCreature$CreatureAnimation;
882 dc atlas Lcom/badlogic/gdx/graphics/g2d/TextureAtlas;
898 e0 skeleton Lcom/esotericsoftware/spine/Skeleton;
914 e4 state Lcom/esotericsoftware/spine/AnimationState;
930 e8 stateData Lcom/esotericsoftware/spine/AnimationStateData;
946 ec gameHandSize I
962 f0 masterHandSize I
978 f4 potionSlots I
994 f8 damagedThisCombat I
1010 fc cardsPlayedThisTurn I
1026 100 masterMaxOrbs I
1042 104 maxOrbs I
1058 108 hoverTimer F
1074 10c hoverStartLine F
1090 110 clickDragTimer F
1106 114 hoverEnemyWaitTimer F
1122 118 arrowScale F
1138 11c arrowScaleTimer F
1154 120 arrowX F
1170 124 arrowY F
1186 128 keyboardCardIndex I
1202 12c isEndingTurn Z
1206 12d viewingRelics Z
1210 12e inspectMode Z
1214 12f isHoveringCard Z
1218 130 isHoveringDropZone Z
1222 131 passedHesitationLine Z
1226 132 isDraggingCard Z
1230 133 isUsingClickDragControl Z
1234 134 inSingleTargetMode Z
1238 135 drawDisabledUI Z
1242 136 endTurnQueued Z
1246 137 renderCorpse Z
1250 138 isInKeyboardMode Z
1254 139 skipMouseModeOnce Z
1266 13c chosenClass Lcom/megacrit/cardcrawl/characters/AbstractPlayer$PlayerClass;
1282 140 masterDeck Lcom/megacrit/cardcrawl/cards/CardGroup;
1298 144 drawPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1314 148 hand Lcom/megacrit/cardcrawl/cards/CardGroup;
1330 14c discardPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1346 150 exhaustPile Lcom/megacrit/cardcrawl/cards/CardGroup;
1362 154 limbo Lcom/megacrit/cardcrawl/cards/CardGroup;
1378 158 relics Ljava/util/ArrayList; Ljava/util/ArrayList
1394 15c potions Ljava/util/ArrayList; Ljava/util/ArrayList
1410 160 energy Lcom/megacrit/cardcrawl/core/EnergyManager;
1426 164 inspectHb Lcom/megacrit/cardcrawl/helpers/Hitbox;
1442 168 title Ljava/lang/String;
1458 16c orbs Ljava/util/ArrayList; Ljava/util/ArrayList
1474 170 hoveredCard Lcom/megacrit/cardcrawl/cards/AbstractCard;
1490 174 toHover Lcom/megacrit/cardcrawl/cards/AbstractCard;
1506 178 cardInUse Lcom/megacrit/cardcrawl/cards/AbstractCard;
1522 17c hoveredMonster Lcom/megacrit/cardcrawl/monsters/AbstractMonster;
1538 180 img Lcom/badlogic/gdx/graphics/Texture;
1554 184 shoulderImg Lcom/badlogic/gdx/graphics/Texture;
1570 188 shoulder2Img Lcom/badlogic/gdx/graphics/Texture;
1586 18c corpseImg Lcom/badlogic/gdx/graphics/Texture;
1602 190 points [Lcom/badlogic/gdx/math/Vector2;
1618 194 controlPoint Lcom/badlogic/gdx/math/Vector2;
[/SPOILER]
Slay the spire (Patch 31)
Yea, just tested it on 7-5-2018 build and this works just fine. Mine says:
1100XU3X42BG8
1100XU3X42BG8
Last edited by gideon25 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.
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