Warhammer: Arcane Magic

Upload your cheat tables here (No requests)
Post Reply
User avatar
Posts: 3450
Joined: Thu Mar 02, 2017 7:48 pm
Reputation: 924

Warhammer: Arcane Magic

Post by STN » Thu Apr 20, 2017 1:14 am

Simple table for Warhammer: Arcane Magic, 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. GameController.
"Power Set to Max?" sets Power to max.

2. PlayerInventory.
"Gold Set to Massive?" sets Gold to massive.
"Warpstone Set to Massive?" sets Warpstone to massive.

3. GUICreatureListItem.
Allows the following to be modfied.
- <CreatureData>k__BackingField. Persistent modifications.
- <Creature>k__BackingField. Per-battle modifications.
- Skill.
- Speed.
- Dexterity.
- Toughness.
- Hitpoints.

Made by Shinkansen
Shinkansen Warhammer Arcane Magic V1000.CT
(41.23 KiB) Downloaded 93 times

Post Reply

Who is online

Users browsing this forum: Baidu [Spider], Bing [Bot], Chrisfearless, DemeterOZ, FallenMan13, shemy, shyopejskium