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Nidhogg 2 trainer
Nidhogg 2 trainer












nidhogg 2 trainer

I don't know what game you're targeting but so far all the varinds I saw were in the 0x187** format. This varind can also be found on the stack when I hooked the fld qword that reads your variable, I had it at esp+0x24. Varind is variable+0x10 (same kind of ID as in relic hunter) Unfortunately this ID changes with each patch.ġ2 better than 6 demo: I stumbled on the string "getting variable oind=%d, varind=%d, arrind=%d - global=%08x(%d)(%d)" so I went for the ID.

nidhogg 2 trainer

My colleagues (Bl00dWolf and deama1234) found out that the ID of a variable is stored as a dword 0x10 bytes after a its value. Unless IsInvincible is set to 0 after movement is enabled in which case you're target practice. If 2 variables have the same name then the engine thinks they are the same, so if a class has a variable named IsInvincible and another named CanMove and you rename one into the other you're basically in godmode as long as you can move. Relic hunter 0: Also in gamemaker, I targeted the data.win file in which the variable names are present. Hotline miami 1.1: vulnerability patched, pretty sure it's not even the same game engine as v1.0. Basically the game's scripts were included in text form and compiled during the startup splash screen, I just did some text processing at that stage. Hotline miami 1.0: I've posted a godmode and ammo table on this forum.














Nidhogg 2 trainer