0
HexCheat:
The following is extracted from a spellbook to demonstrate the
method used to change the value of a purchased spell. Each line
below starts with its offset from the beginning of the file (in hex)
and then the 16 hex bytes, followed on the right with the ASCII
equivalents. The values to change all precede the name of the spell.
Multiple spells follow on each other and follow the same pattern.
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F 0 4 8 C
000 63 00 63 00 63 00 01 00 01 00 63 00 00 00 00 00 c.c.c...c.....
^^ ^^ ^^ ** ** **
010 01 00 00 00 00 00 01 00 1E 00 01 00 01 00 00 00 ...........
&& && &&<
020 00 00 00 00 00 00 05 00 00 14 0F 0C 00 00 01 00 .............
030 00 FF 01 00 72 65 67 65 6E 2F 69 6E 76 2F 68 65 ...regen/inv/he
++ ++
040 61 6C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 al.............
050 00 00 00 00 00 .....
Patching spells.....
You must use a hexidecimal editor. The 63 over each ^^ in the first
line above changes the original 01 points to 99 points.
Where the spell has wording such as 1 to 1 points, as heal does, the
63 over the ** in the first line changes it to 99 to 99 points.
The values over the &&s is the number of turns between repeats. 1E
is equivalent to 30 turns. Change as desired.
The 01 00 over the ++ changes the cost of the spell to 0 spell
points.
This pattern using 85 bytes repeats for each spell in a spell book.
32 spells can be added to the spells book, requiring 2720 bytes,
which is the size of the SPELLS.xx file, where xx is a value of
between 00 and 09, and depends on the saved character's position
in the list of saved games.
The following is extracted from a spellbook to demonstrate the
method used to change the value of a purchased spell. Each line
below starts with its offset from the beginning of the file (in hex)
and then the 16 hex bytes, followed on the right with the ASCII
equivalents. The values to change all precede the name of the spell.
Multiple spells follow on each other and follow the same pattern.
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F 0 4 8 C
000 63 00 63 00 63 00 01 00 01 00 63 00 00 00 00 00 c.c.c...c.....
^^ ^^ ^^ ** ** **
010 01 00 00 00 00 00 01 00 1E 00 01 00 01 00 00 00 ...........
&& && &&<
020 00 00 00 00 00 00 05 00 00 14 0F 0C 00 00 01 00 .............
030 00 FF 01 00 72 65 67 65 6E 2F 69 6E 76 2F 68 65 ...regen/inv/he
++ ++
040 61 6C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 al.............
050 00 00 00 00 00 .....
Patching spells.....
You must use a hexidecimal editor. The 63 over each ^^ in the first
line above changes the original 01 points to 99 points.
Where the spell has wording such as 1 to 1 points, as heal does, the
63 over the ** in the first line changes it to 99 to 99 points.
The values over the &&s is the number of turns between repeats. 1E
is equivalent to 30 turns. Change as desired.
The 01 00 over the ++ changes the cost of the spell to 0 spell
points.
This pattern using 85 bytes repeats for each spell in a spell book.
32 spells can be added to the spells book, requiring 2720 bytes,
which is the size of the SPELLS.xx file, where xx is a value of
between 00 and 09, and depends on the saved character's position
in the list of saved games.