Full Metal Furies (2018-01-19)

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Full Metal Furies (2018-01-19)

Post by Shinkansen » Fri Jan 19, 2018 8:55 am

Simple table for Full Metal Furies, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

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.

1. Tested game version V1.0.0-22R. May work on other versions.

2. GameStatObj.
"Gold Set to Massive?" sets Gold to massive.
"Health Set to Max?" sets Health to max.
"Engineer Set to Massive?" sets Engineer to massive.
"Fighter Set to Massive?" sets Fighter to massive.
"Sniper Set to Massive?" sets Sniper to massive.
"Tank Set to Massive?" sets Tank to massive.
Shinkansen Full Metal Furies V1000.CT
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Re: Full Metal Furies (2018-01-19)

Post by chuwar » Fri Jan 19, 2018 10:53 am

How to set only skills cooldown without classes set to massive?

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Re: Full Metal Furies (2018-01-19)

Post by beastkiller » Wed Jan 24, 2018 8:46 am

The option "X set to massive" caused crack..can you fix it and make option for fast equipment mastery?

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