read the first post
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its all explained there.
Anarchy666 added 3 Minutes and 31 Seconds later...
Hey can you post a tutorial for editing injury, contract, salary etc. Thanks in advance.
from what i've already done
All the column/row locations in this guide are based on the memory editor being opened on the #64 (the 64 every player has). Opening it on one of the other three simply moves columns to the right. Also i automatically assume that if you use this guide that you have mastered the basics of using ArtMoney to edit players. a tutorial on the basics can be found in the first post.
Injury Status
There are two values that affect injury status; one the type of injury and the other the duration of the injury. Injury type can be found at column 14, row 4. Entering one of the following values will result in the following:
0 = Fit to Play (although this with a duration value results in the status reading in his profile as “Out for x days with a fit”)
1 = broken leg
2 = broken arm
3 = fracture
4 = cold
5 = stomach bug
6 = hamstring injury
7 = bruising
8 = bruising
(not sure why it appears twice, could be for different parts of the body)
9 = broken finger
10 = knee injury
11 = muscle strain
12 = back injury
13 = foot injury
14 = broken rib
As for length of injury, this can be found in column 2, row 5. The number is simply the number of days the player will be out for, obviously 0 represents a fit player. For injuries longer than 13 days the duration is listed as weeks in the players profile.
Contracts & Salaries
Contract Length can be found column 10, row 1. The following range of values will determine the length of a player’s current contract
16-31 = None
32-47 = 1 year
48-63 = 2 years
64-79 = 3 years
80-95 = 4 years
96-111 = 5 years
112-127 = 6 years
you can’t have contracts longer than 6 years. Inputting a value under 16 or higher than 127 will usually produce a negative value. I do not have any intention whatsoever of testing negative values. Also the value in-game may be adjusted automatically every month, and obviously is definetly adjusted downwards every season.
Salaries can be found column 14, row 1. The number represents a salary in
£k divided by 2. so for example I want Player A to earn £50,000. to give him that salary I would input 100 as 100/2=50.
Also you can not give someone an England Central Contract by altering the salary, the coding for ECC’s are determined by other codes.
Player Type
This can be found column 11, row 4. the following values will determine what a player is listed as:
8 = opening batsman
100 = opening batsman
200= batsman
300= all-rounder
400= bowler
you just need to change the first digit for this one, so if a player is listed as 456 and you want him as an all-rounder just change it to 356
wicketkeeper status is determined by codes in columns 6,7,8 also in row 4.
Batting Style
This includes things such as whether their right/left handed, preferences such as front/back foot, offside/legside, aggressive/defensive batting and pace/spin preference. Also wicketkeeper status is determined by the values.
The values in columns 6,7 and 8 in row 4 are linked, what is entered into col 6 can affect values in 7 and 8. the value in column 8 pretty much decides wicketkeeper value on its own although col 6 can also affect wicketkeeper status. EDITING THE VALUE IN COLUMN 6 IS NOT AN EXACT SCIENCE, TWO PLAYERS WITH THE SAME BATTING STYLE USUALLY DO NOT SHARE THE SAME COLUMN 6 VALUE. It’s a case of experiment until either I or more likely someone else can provide more insight into the dynamics of the values.
Wicketkeeper status.
A 1 or 2 digit number is for a non-keeper. Any 3 digit number results in the gloves icon for that player. A 3 digit number starting with a 1 should return a LHB keeper-batsman, and starting with a 2 should return a RHB keeper-batsman. Starting with a 3 should return a LHB wicketkeeper while starting with a 4 should result in a RHB wicketkeeper, although this not an exact science.