2015-05-25, 05:03 AM
i have been playing around with cheat engine changing some hex value to find some ways of modding the game to my liking. I dont know how to make a patch or anything to make the game start off with theses hacks, but i could turn them on as soon as I start a new game.
heres a few things i figured out what i could change.
*for each castle:
-Change mana Yield
-Summoned Monsters
Note: dont think I could do anything useful here, but am also able to change owner of each castle. I already have the code for every castle.
*Rune Knights:
00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f
10 11 12 13 14 15 16 17 18 19 1a 1b 1c 1d 1e 1f
00 = Class #007
01 = level
02 + 03 = xp (2 bytes)
04 + 05 = hp (2 bytes)
06 + 07 = mp (2 bytes)
08 = STR
09 = INT
0A = AGI
0B = rune power growth + Rune Area
0C + 0D = rune power growth + Rune Power
0e -> 13 = Creatures under Command #008
14 = Fighter Class #002
15 = Mage Class #003
16 = Priest Class/ monk #004
17 = Ranger/ninja #005
18 = weapon
19 =item (FF=Nothing) #011
1A = Age
1B = rune sign / Month Birthday
1C = Team: 0=New Almekia; 1=Norgard; 2=Leonia; 3=Caerleon; 4= Iscalio; 5=Esgares
1D = Primary digit for town. Will always be equal to the town they are in. #009
1E = Portriat
1F = This months command. 0=wait; 1=move; 2=attack; 3=wounded; 4=quest;
20 = secondary town, where your attacks will be and such. #009
21 = days till quest is finished
22 = 0=not in game; 1=in game; 4=in quest 81 = leader??
23 = Sex #001
24 = Pointer (It's actually more like -03, I just put it here cause)
25 = Pointer (I'm lazy and don't want to modify this entire thing ) maybe growth??
26 = range between 56 to 59
27 always 1
Note: I have to code for every rune knight in the game. Able to change the rune growth, but state growth belongs to class type not rune knight. also able to alter amount of starts gotten in each class or even master tier 3 class. could even make all knight start at level 1, but adjustments have to be made to states.
Can also change each knights country, even knight such as Aldis can be gotten by changing her code.
What I could do here is divide knights to each country to even gameplay.
Monster stats when summoned:
level
starting exp
base hp << all base stats are still a little random as usual but are within the base value
base mp
base str
base int
base agi
rune cost
mana cost
Note: Combining this with castle summoned monster can really make the game seem a bit more challenging
Monster stats:
mov
mov type << Teleport is one of the move types, something I gave to vampire lord
def
atk 1 2 3
speacial 1 2
magic white black
magic black Red
magic red blue
magic green
skill
FF??
Element black white red
element blue green
add to HP
add to MP
00??
Stars/Tier
EXP required to level up 2 bytes << lower value means monster levels up with less exp needed between levels
*Note: here is where the real modding could happen, give tridant some good move, change his level up classes to have some magic and MP, give scorpions a buff in defence. phoenix can have roc claw and flame claw together, wayverns can have an evade 5% skill or golems get a 10% hit skill.
I havent found all codes for every monster yet, just played around with dragon stats, but I also have to change red dragon and other tier classes if I want to keep magic or skill after levling up.
Things I still need to find are:
knight class stats, so I can edit move and skills obtained.
attack, special and magic stats - to change dmg ,range, element and mp cost
skill stats - Change or increase values
Exp obtained after winning battles
Any Idea or help for anything extra
some other stuff I found:
-Change year and month: changing it or an earlier year than the game starts makes the IA not attack other castles but still sends its knights to quests.
-Change years: before game over, hard mode gives 6 years which shows as a value of 144 i think, which is half months. changing it to FF which is 255 makes the counter stop.
-change Item and equipment in each country and castle number
heres a few things i figured out what i could change.
*for each castle:
-Change mana Yield
-Summoned Monsters
Note: dont think I could do anything useful here, but am also able to change owner of each castle. I already have the code for every castle.
*Rune Knights:
00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f
10 11 12 13 14 15 16 17 18 19 1a 1b 1c 1d 1e 1f
00 = Class #007
01 = level
02 + 03 = xp (2 bytes)
04 + 05 = hp (2 bytes)
06 + 07 = mp (2 bytes)
08 = STR
09 = INT
0A = AGI
0B = rune power growth + Rune Area
0C + 0D = rune power growth + Rune Power
0e -> 13 = Creatures under Command #008
14 = Fighter Class #002
15 = Mage Class #003
16 = Priest Class/ monk #004
17 = Ranger/ninja #005
18 = weapon
19 =item (FF=Nothing) #011
1A = Age
1B = rune sign / Month Birthday
1C = Team: 0=New Almekia; 1=Norgard; 2=Leonia; 3=Caerleon; 4= Iscalio; 5=Esgares
1D = Primary digit for town. Will always be equal to the town they are in. #009
1E = Portriat
1F = This months command. 0=wait; 1=move; 2=attack; 3=wounded; 4=quest;
20 = secondary town, where your attacks will be and such. #009
21 = days till quest is finished
22 = 0=not in game; 1=in game; 4=in quest 81 = leader??
23 = Sex #001
24 = Pointer (It's actually more like -03, I just put it here cause)
25 = Pointer (I'm lazy and don't want to modify this entire thing ) maybe growth??
26 = range between 56 to 59
27 always 1
Note: I have to code for every rune knight in the game. Able to change the rune growth, but state growth belongs to class type not rune knight. also able to alter amount of starts gotten in each class or even master tier 3 class. could even make all knight start at level 1, but adjustments have to be made to states.
Can also change each knights country, even knight such as Aldis can be gotten by changing her code.
What I could do here is divide knights to each country to even gameplay.
Monster stats when summoned:
level
starting exp
base hp << all base stats are still a little random as usual but are within the base value
base mp
base str
base int
base agi
rune cost
mana cost
Note: Combining this with castle summoned monster can really make the game seem a bit more challenging
Monster stats:
mov
mov type << Teleport is one of the move types, something I gave to vampire lord
def
atk 1 2 3
speacial 1 2
magic white black
magic black Red
magic red blue
magic green
skill
FF??
Element black white red
element blue green
add to HP
add to MP
00??
Stars/Tier
EXP required to level up 2 bytes << lower value means monster levels up with less exp needed between levels
*Note: here is where the real modding could happen, give tridant some good move, change his level up classes to have some magic and MP, give scorpions a buff in defence. phoenix can have roc claw and flame claw together, wayverns can have an evade 5% skill or golems get a 10% hit skill.
I havent found all codes for every monster yet, just played around with dragon stats, but I also have to change red dragon and other tier classes if I want to keep magic or skill after levling up.
Things I still need to find are:
knight class stats, so I can edit move and skills obtained.
attack, special and magic stats - to change dmg ,range, element and mp cost
skill stats - Change or increase values
Exp obtained after winning battles
Any Idea or help for anything extra
some other stuff I found:
-Change year and month: changing it or an earlier year than the game starts makes the IA not attack other castles but still sends its knights to quests.
-Change years: before game over, hard mode gives 6 years which shows as a value of 144 i think, which is half months. changing it to FF which is 255 makes the counter stop.
-change Item and equipment in each country and castle number