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Hand of Fate: Wildcards (2015-07-02)

Posted: Tue Apr 04, 2017 4:45 am
by Shinkansen
Simple table for Hand of Fate: Wildcards, 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.


V1002
1. Tested game version V1.2.6. May work on other versions.


V1001
1. Player.
"Resources Set to Resources Value?" sets Food, Gold, IronOre and Fuel to Resources Value.
"Health Set to Health Value?" sets Health to Health Value (effectively Godmode).

2. Choice.
"Choice Set to Choice Value?" sets choices to Choice Value. If Choice Value is Failure / Great Failure, enable this only for picking cards or it may break other events.


V1000
1. Player.
"Resources Set to Massive?" sets Food, Gold, IronOre and Fuel to massive.
"Health Set to Massive?" sets Health to massive (effectively Godmode).

2. Choice.
"Choice Set to Great Success?" sets choices to Great Success.

3. Ability.
"Cooldowns Set to 0?" sets cooldowns to 0.

4. Card.
"Charge Set to Massive?" sets card charges to massive.