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Kill to Collect

Posted: Mon Apr 17, 2017 3:03 am
by STN
Simple table for Kill to Collect, 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.


V1000
1. Tested game version 32-bit. May work on other versions.

2. PlayerController.
"Health Set to Max?" sets Health to max
"Armor Set to Max?" sets Armor to max.
"Damage Bonus Set to Massive?" sets Damage Bonus to massive.

3. PlayerCreature.
"Tech Set to Max?" sets Tech to max.
"Food Stamps Set to Max?" sets Food Stamps to max.

4. AbilityContext.
"Ability Set to Always Ready?" sets Abilities to always ready.

5. ProfileData.
"C:- Set to Massive?" sets C:- to massive.