Zombie City Defense 2
Posted: Thu Apr 13, 2017 6:38 pm
Simple table for Zombie City Defense 2, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.
Made by Shinkansen
Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.
In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.
V1002
1. UnitViewTracker.
"Health Set to Massive?" improved to properly detect friendlies, even after level 4.
Selecting a friendly unit also allows the following to be modfied. May not work outside the level.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> TacticalPoints ->_property -> Value" Tactical Points.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> DeploymentPoints ->_property -> Value" Deployment Points.
V1001
1. StatGroup.
"Food Set to Massive?" sets Food to massive.
"Material Set to Massive?" sets Material to massive.
"Medicaments Set to Massive?" sets Medicaments to massive.
"People Set to Massive?" sets People to massive.
2. ConstructionViewTracker.
"Construction Set to Instant?" sets Construction to instant.
3. UnitViewTracker.
"Health Set to Massive?" improved to not affect enemies.
"UnitViewTracker All Base Address Scan (To Activate: Play Level, To Update: Play Level)" works on all friendly units.
V1000
1. Tested game version V1.0.0 32-bit. May work on other versions.
2. GameState.
Allows the following to be modfied.
- "GameState Stats -> Player -> TacticalPoints ->_property -> Value" Tactical Points.
- "GameState Stats -> Player -> DeploymentPoints ->_property -> Value" Deployment Points.
3. BuildingManager.
"Production Set to Massive?" sets Building production to massive.
4. UnitViewTracker.
"Health Set to Massive?" sets Health to massive. Also works on enemies, so don't select enemies with this enabled.
Made by Shinkansen
Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.
In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.
V1002
1. UnitViewTracker.
"Health Set to Massive?" improved to properly detect friendlies, even after level 4.
Selecting a friendly unit also allows the following to be modfied. May not work outside the level.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> TacticalPoints ->_property -> Value" Tactical Points.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> DeploymentPoints ->_property -> Value" Deployment Points.
V1001
1. StatGroup.
"Food Set to Massive?" sets Food to massive.
"Material Set to Massive?" sets Material to massive.
"Medicaments Set to Massive?" sets Medicaments to massive.
"People Set to Massive?" sets People to massive.
2. ConstructionViewTracker.
"Construction Set to Instant?" sets Construction to instant.
3. UnitViewTracker.
"Health Set to Massive?" improved to not affect enemies.
"UnitViewTracker All Base Address Scan (To Activate: Play Level, To Update: Play Level)" works on all friendly units.
V1000
1. Tested game version V1.0.0 32-bit. May work on other versions.
2. GameState.
Allows the following to be modfied.
- "GameState Stats -> Player -> TacticalPoints ->_property -> Value" Tactical Points.
- "GameState Stats -> Player -> DeploymentPoints ->_property -> Value" Deployment Points.
3. BuildingManager.
"Production Set to Massive?" sets Building production to massive.
4. UnitViewTracker.
"Health Set to Massive?" sets Health to massive. Also works on enemies, so don't select enemies with this enabled.