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Can you undo the replace code with nothing?

 
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JustAnotherGuy
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PostPosted: Tue Aug 20, 2013 3:12 pm    Post subject: Can you undo the replace code with nothing? Reply with quote

Was trying it in starforge, if you find the enemies remaining value, replace the code with nothing and it'll keep winning the wave instantly

The downside is that the game almost instantly goes to night, enemies can't move, you can't respawn, start a new game, bring up the build menu or place anything down without restarting the game. Is there any way I'd be able to temporarily undo the replace code with nothing?


Also why would 1 value have such an impact on the game btw?
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Dark Byte
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PostPosted: Tue Aug 20, 2013 3:23 pm    Post subject: Reply with quote

Advanced options and doubleclick the entry, or rightclick and choose the option to restore

That it affects so much is because it is used by a lot of other code. (E.g. you found the "decreaseValue()" function)
Check the stack and registers to see if you can find out a way to distinguish what you need

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JustAnotherGuy
How do I cheat?
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PostPosted: Tue Aug 20, 2013 4:12 pm    Post subject: Reply with quote

Ahh thanks a lot, and yeah that makes sense I guess, there's no way to block the code just for that one value then? It kinda explains why removing the enemies damage to the pod also made them invincible.
One more thing, could I ask why things such as health and location seem to have a few dozen values? There is a few at a certain value, a few at around half this value, a few that are impossibly large values, but they all change together and none can be frozen, I imagine it's done in quite a few games, so what exactly is the purpose??

The main thing I'm doing it for is because the procedural weapons get more insane the further you get in fort defense (eg. starforge dot com/9chaingun), and there currently isn't any trainers, so I want to see what eventually gets generated :)
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Dark Byte
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PostPosted: Thu Aug 22, 2013 3:45 am    Post subject: Reply with quote

it's the way object oriented programs work

e.g:
you have a base class named "thingy"
which contains a value and a function to decrease that value (decvalue)

And then you have other classes like "Healththingy, ammothingy and lightthingy" who inherit from the thingy class

For example healththingy will update the health display when it's value is changed, ammothingy will update the ammo display when it's changed, and lightthingy will update the brightness when changed.


So when health is decreased the "decvalue" method of healththingy is called, which calls the "decvalue" method of thingy, which decreases the value

Same for ammo, if you shoot the "decvalue" method of ammothingy is called, which calls the "decvalue" method of thingy, which decreases the value


So, if you find what writes to health, you find the decvalue function of thingy. And editing that will affect health, ammo and light

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