![]() Stomp is the time before stomping on a nearby plant if possible, defaulting to 60:00 at the beginning. Spawn is the amount of time in seconds (SS:MS) the spawn zombie action is triggered it can be set from 221 to 0. HugeWaveCountdown is the amount of seconds before the huge wave starts. CurZombieHealth is the amount of internal health a wave has. ZombieHealth is the internal health of the zombies before the next wave. ZombieCountDown is the time it takes before a zombie wave begins it increases over time. TimeSinseLastSpawn is the time (frames) it has been since the last zombie spawn. ZombieHealth: CurZombieHealth %d trigger %d (%.0f%%)ĬurrentWave is the current internal wave the player is on 10 is considered a game wave, and this maxes out at 40. It displays the following in this format: You can also use PvZToolkit if you don't want to mess with the functions on your own.ĭecimals are displayed in SS:MS (seconds to miliseconds). In a memory editor, replacing the function at the following address based off the build with one that does nothing enables it. It is wise to turn that off before attempting any of these, and even then the game could see framedrops to as low as 10FPS. Unfortunately, the game loses a LOT of frames when activating any of these, especially with 3D Acceleration enabled. ![]() Present in the game executable are a couple of hidden debugging displays. If possible, find a way to reduce the massive lag when enabling any of them. ![]() This should be possible on other versions.
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