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  Gems of War Trainer
  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to mastermace79
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    mastermace79 posted on Jul 16, 2021 9:23:14 PM - Report post
     
    ive watched the video and in that case yes ... it works fine ... but if youre using 'super unit' then higher level troops or weapons then the trainer is resetting the magic level of those troops to its lowest possible level ... in some cases 0 ... which means their magic cast does zero damage ... using 'weak unit' does lower the enemy troops stats but often sends them into a casting loop because for some reason their cast is refilled over and over again ... i guess im no longer playing this game since i relied entirely on this trainer ... and considering this trainer is why i paid for a lifetime membership to CH in the first place ... its very disappointing to have this kind of result to a simple request to fix it ...
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    CyPHeR369 posted on Jul 16, 2021 9:53:45 PM - Report post
     
    Trainers can only use the code the game devs write, if they make changes it can affect the way the trainer works, or stops it from working like it once did due to the new additions. Not everything can always stay the same when games get so many patches and updates nowadays. I'm sure if you ask Caliber nicely, if anything can be done to resolve it, he could do his best or explain why it may not be possible anymore.
    "Light travels faster than sound. This is why some people appear bright until you hear them speak."
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    mastermace79 posted on Jul 17, 2021 7:51:22 AM - Report post
     
    i thought i was being nice ... as was everyone else ... then we were effectively told ... this is how it is ... deal with it ... i understand things change when they do these stupid updates and overhaul everything unnecessarily and i thoroughly appreciate the time and effort that must go into figuring these trainers out after they make repeated changes ... im just hoping that something can be done to make the trainer useable again in a meaningful way as ive put over 800 hours into the game now and id hate to have to stop because of this issue ... if i have in any way insulted Caliber or offended him i'm sincerely sorry ... im on the spectrum and can get obsessively passionate about things i care about ... my apologies if my attachment to the outcome for this game trainer has come across as rude or snarky 😓
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    DarthYinzer posted on Jul 17, 2021 12:45:41 PM - Report post
     
    Well, I was able to make option 2 work by
    1) Launch trainer. 2) Enter Editor. 3) Lock both Cast & Cast is ready. 4) Launch Game. 5) Activate Trainer at main map.
    Selecting the troop and hitting 2 reduces everything to minimum, including magic, so in that regard, it's actually better. (sometimes it took a couple tries, but it did eventually work).
    However, Super Hero is also affected by zero magic, which makes the troop useless 95% of the time. Also, the game crashed on me a dozen matches in.
    Is there way to "seperate" the options so that you can enable cast without reducing magic to zero on Super Hero and also lock out cast & cast is ready for Weak unit.
    Even making Super Hero just cast only without stat increase would be a huge plus.
    I'm an American. Our idea of Diplomacy is holding a sandwich in one hand, a gun in the other, and asking which one you prefer.
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    Caliber posted on Jul 17, 2021 1:47:12 PM - Report post
     
    quote:
    originally posted by mastermace79

    i thought i was being nice ... as was everyone else ... then we were effectively told ... this is how it is ... deal with it ... i understand things change when they do these stupid updates and overhaul everything unnecessarily and i thoroughly appreciate the time and effort that must go into figuring these trainers out after they make repeated changes ... im just hoping that something can be done to make the trainer useable again in a meaningful way as ive put over 800 hours into the game now and id hate to have to stop because of this issue ... if i have in any way insulted Caliber or offended him i'm sincerely sorry ... im on the spectrum and can get obsessively passionate about things i care about ... my apologies if my attachment to the outcome for this game trainer has come across as rude or snarky 😓

    I don't have 2000 hours into this game, nor can I borrow your account. So me posting the trainer working as it always did "blindly" is actually, for me, posting a video of the trainer absolutely working just as it always has for years now, in the same way.

    Yes, I feel insulted, especially the PM you sent when asking for trainer update. I hear what you are saying, but I have no ability to replicate the problems.

    best,
    Cal

    Trainer Creator
    www.cheathappens.com
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    Caliber posted on Jul 17, 2021 1:49:30 PM - Report post
     
    quote:
    originally posted by DarthYinzer

    Well, I was able to make option 2 work by
    1) Launch trainer. 2) Enter Editor. 3) Lock both Cast & Cast is ready. 4) Launch Game. 5) Activate Trainer at main map.
    Selecting the troop and hitting 2 reduces everything to minimum, including magic, so in that regard, it's actually better. (sometimes it took a couple tries, but it did eventually work).
    However, Super Hero is also affected by zero magic, which makes the troop useless 95% of the time. Also, the game crashed on me a dozen matches in.
    Is there way to "seperate" the options so that you can enable cast without reducing magic to zero on Super Hero and also lock out cast & cast is ready for Weak unit.
    Even making Super Hero just cast only without stat increase would be a huge plus.

    These are the values and offsets and 'type' of data for the units when you click them:

    0x10 - Int32 : PuzzleTroop.Health
    0x14 - Int32 : PuzzleTroop.HealthMax
    0x18 - Int32 : PuzzleTroop.Attack
    0x1C - Int32 : PuzzleTroop.Armor
    0x20 - Int32 : PuzzleTroop.ArmorBase
    0x24 - Int32 : PuzzleTroop.SpellPower
    0x28 - Int32 : PuzzleTroop.Mana
    0x2C - Int32 : PuzzleTroop.ManaRequired
    0x30 - Int32 : PuzzleTroop.Level
    0x48 - Byte : PuzzleTroop.SpellReady

    Maybe you can tell me what you want the trainer to write to (which ones to even write to), and how much to write.

    I have no other suggestions.

    best,
    Cal

    Trainer Creator
    www.cheathappens.com
  • Current rank: 1 Star. Next Rank at 100 Posts.
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    mastermace79 posted on Jul 17, 2021 7:30:56 PM - Report post
     
    ive already sent a PM reply detailing what i think the problem may be ... but im also wondering if the 'level' value is somehow being changed on both weak and super units? that would explain how the weapons 'spell damage' is getting set ot very low values or even zero in some cases ... i really wish i knew how these trainers worked so i could offer something more substantial than guesses ... i really do appreciate the effort thats goes into these and i sincerely apologise for any offense ... but thats the best ive got ... the spell power value for ally 'super' troops is a possible problem if its being reset to a low value, the spell ready value could be the problem with the 'weak' enemy troops which is resulting in the loop problem, and possibly the 'level' value is resetting the level of the troops which could potentially change the damage value of the selected ally troops ... this would be helpful on the weakened troops but is problematic on the super troops ... i really wish i could offer more feedback ... and i wish i had the right language to and knowledge to be specific about which ones are and arent problematic ... i hope this helps in some way
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    Kekamato posted on Jul 19, 2021 12:00:16 AM - Report post
     
    The "Super Unit" option has the same effect as before. Spellpower goes to 0 and the unit only deals bonus damage. The spell base damage is 1. When I use the editor because I just want to increase the mana, the game crashes with a synchronization error. I do not want to test this further.

    Is it possible to leave the value "0x24 - Int32 : PuzzleTroop.SpellPower" unchanged? That would solve the problem. And the freezing of "0x48 - Byte : PuzzleTroop.SpellReady" I also see as problematic. Maybe this also causes the synchronization error.

    I'd be really happy if you take a look at it again. Thanks for your effort.
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