Here's a repost of the old thread, just without the tons of pages to flip through, All credit goes to Idlehands88 for this tutorial. I'm just reposting it to keep the thread fresh with the release of DD: Dark Arisen and so people don't need to flip through about 40+ Pages to get information, could someone post the updated IDs? I'll be moving everything of importance from the old thread to this one.
Here's the old thread - http://www.360haven.com/forums/threa...l-save-editing
Same rules apply that were in the old thread. I'll be bumping this thread a lot to move the post that need to be moved.
Hey guys I'm making a new topic so that I can display all known modding knowledge for this game in 1 post and not have it on a random page in the other threads.
Do not post this on any other website without my permission!!!
Level, Vocation and Vocation Rank:
Code:<u8 name="mLevel" value="#"/> - Max value = 200 <u8 name="mJob" value="#"/> - Vocation Selected - Max value = 10 <array name="mJobLevel" type="u8" count="10"> <u8 value="#"/> - Vocation Rank Fighter - Max value = 9 <u8 value="#"/> - Vocation Rank Strider - Max value = 9 <u8 value="#"/> - Vocation Rank Mage - Max value = 9 <u8 value="#"/> - Vocation Rank Mystic Knight - Max value = 9 <u8 value="#"/> - Vocation Rank Assassin - Max value = 9 <u8 value="#"/> - Vocation Rank Magick Archer - Max value = 9 <u8 value="#"/> - Vocation Rank Warrior - Max value = 9 <u8 value="#"/> - Vocation Rank Ranger - Max value = 9 <u8 value="#"/> - Vocation Rank Sorcerer - Max value = 9 <u8 value="#"/> - Vocation Rank UNKNOWN - Max value = 9 </array>
Skill and Augments:
AUGMENT ID LIST:Code:<array name="mSkillLv1" type="u32" count="14"> - Skills for Primary Weapons <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills </array> <array name="mSkillLv2" type="u32" count="14"> - Skills for Secondary Weapons <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills </array> <array name="mAbility" type="s8" count="6"> - Augments <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's </array>
Code:0 - Fitness 1 - Sinew 2 - Egression 3 - Prescience 4 - Exhilaration 5 - Vehemence 6 - Vigilance 10 - Leg-Strength 11 - Arm-Strength 12 - Grit 13 - Damping 14 - Dexterity 15 - Eminence 16 - Endurance 20 - Infection 21 - Equanimity 22 - Beatitude 23 - Perpetuation 24 - Intervention 25 - Attunement 26 - Apotropaism 30 - Adamance 31 - Periphery 32 - Sanctuary 33 - Restoration 34 - Retribution 35 - Reinforcement 36 - Fortitude 40 - Watchfulness 41 - Preemption 42 - Autonomy 43 - Bloodlust 44 - Entrancement 45 - Sanguinity 46 - Toxicity 50 - Resilience 51 - Resistance 52 - Detection 53 - Regeneration 54 - Allure 55 - Potential 56 - Magnitude 60 - Temerity 61 - Audacity 62 - Proficiency 63 - Ferocity 64 - Impact 65 - Bastion 66 - Clout 70 - Trajectory 71 - Morbidity 72 - Precision 73 - Stability 74 - Efficacy 75 - Radiance 76 - Longevity 80 - Gravitas 81 - Articulacy 82 - Conservation 83 - Emphasis 84 - Suasion 85 - Acuity 86 - Awareness 91 - Suasion 92 - Thrift 93 - Weal 94 - Renown
Equipped Items:
TIER ID's:Code:<array name="mEquipItem" type="class" count="11"> <class type="sItemManager::cITEM_PARAM_DATA"> - Primary Weapon <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Secondary Weapon <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Shirt) <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Pants) <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Helmet <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Chestplate <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Gauntlets <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Greaves <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Cape <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Ring <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> </array> <class name="mPresentItem" type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class>
Code:3 - No Stars, Tier 0 13 - 1 Star, Tier 1 19 - 2 Stars, Tier 2 35 - 3 Stars, Tier 3 67 - Wyrmfire, Tier 4 (MAX)
Stats: DO NOT MOD THESE ON YOUR PAWN
Code:<f32 name="mHp" value="#.000000"/> - Current Health <f32 name="mHpMax" value="#.000000"/> - Max Health <f32 name="mHpMaxWhite" value="#.000000"/> - Max Health you can heal with magick <f32 name="mStamina" value="#.000000"/> - Current Stamina <f32 name="mStaminaBase" value="#.000000"/> - UNKNOWN <f32 name="mStaminaLv" value="#.000000"/> - UNKNOWN <f32 name="mBasicAttack" value="#.000000"/> - Strength <f32 name="mBasicDefend" value="#.000000"/> - Defense <f32 name="mBasicMgcAttack" value="#.000000"/> - Magick Strength <f32 name="mBasicMgcDefend" value="#.000000"/> - Magick Defense
Experience and Discipline Points:
Code:<u32 name="mExp" value="#"/> - Experience for character's level <u32 name="mNextExp" value="#"/> - Experience needed til next level <array name="mJobExp" type="u32" count="10"> <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned </array> <array name="mJobNextExp" type="u32" count="10"> <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank </array> <array name="mJobPoint" type="s32" count="10"> <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 </array> <s32 name="mGold" value="#"/> - Gold - Max = 99999999 <s32 name="OnlinePoint" value="99999999"/> - Rift Crystals - Max = 99999999
PAWN DATA INFO ONLY
Study Flag/Knowledge:
Code:<array name="mStudyFlag" type="u32" count="322"> - Bestiary, Quest and Travel Knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - 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Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge
Pawn Rating:
Code:<u8 name="mTotalValApp" value="#"/> - Appearance Rating - Max= 5 <u8 name="mTotalValBtl" value="#"/> - Battle Rating - Max= 5 <u8 name="mTotalValCont" value="#"/> - Helpfulness Rating - Max= 5
Pawn Leaderboard Ranking: (NEW)
Code:<class name="mNetGameData" type="sSave::networkGameData"> - SEARCH FOR THIS <s32 name="mTotalValApp" value="#"/> - Total Appearance Rating Stars Obtained <s32 name="mTotalValBtl" value="#"/> - Total Battle Rating Stars Obtained <s32 name="mTotalValCont" value="#"/> - Total Helpfulness Rating Stars Obtained <s32 name="mTotalValNum" value="#"/> - Total number times your Pawn has been rated <s32 name="mLentPawnTotalNum" value="#"/> - Total number of times your Pawn has been rented
INVENTORY INFO
Inventory (Item ID swapping/Item Adding):
Code:<array name="mItem" type="class" count="4"> <class type="cSAVE_DATA_ITEM"> <u32 name="mItemCount" value="#"/> - Number of Items in Inventory <array name="mItem" type="class" count="256"> <class type="sItemManager::cITEM_PARAM_DATA"> <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM <s16 name="data.mNum" value="0"/> <s16 name="data.mItemNo" value="-1"/> <u32 name="data.mFlag" value="0"/> <u16 name="data.mChgNum" value="0"/> <u16 name="data.mDay1" value="0"/> <u16 name="data.mDay2" value="0"/> <u16 name="data.mDay3" value="0"/> <s8 name="data.mMutationPool" value="0"/> <s8 name="data.mOwnerId" value="0"/> <u32 name="data.mKey" value="0"/> </class> ... More Item Area ...
Storage Items:
Code:<u32 name="mStorageItemCount" value="#"/> - Number of Items in Storage <array name="mStorageItem" type="class" count="4278"> <class type="sItemManager::cITEM_PARAM_DATA"> <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM <s16 name="data.mNum" value="0"/> <s16 name="data.mItemNo" value="-1"/> <u32 name="data.mFlag" value="0"/> <u16 name="data.mChgNum" value="0"/> <u16 name="data.mDay1" value="0"/> <u16 name="data.mDay2" value="0"/> <u16 name="data.mDay3" value="0"/> <s8 name="data.mMutationPool" value="0"/> <s8 name="data.mOwnerId" value="0"/> <u32 name="data.mKey" value="0"/> </class>
CHARACTER AND PAWN APPEARANCE
Character Appearance:
Code:<class name="mEditPl" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS <array name="(u8*)mNameStr" type="u8" count="25"> - Character Name <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88) <u8 value="100"/> <u8 value="108"/> <u8 value="101"/> <u8 value="104"/> <u8 value="97"/> <u8 value="110"/> <u8 value="100"/> <u8 value="115"/> <u8 value="56"/> <u8 value="56"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> </array> <u8 name="mGender" value="#"/> - Male=0, Female =1 <u32 name="mNickname" value="#"/> <u8 name="mVoice" value="#"/> <u8 name="mPersonality" value="#"/> <u8 name="mFaceBase" value="#"/> <u8 name="mFaceEye" value="#"/> <u8 name="mFaceEyebrow" value="#"/> <u8 name="mFaceNose" value="#"/> <u8 name="mFaceMouth" value="#"/> <u8 name="mFaceEar" value="#"/> <u8 name="mOfsXFaceEye" value="#"/> <u8 name="mOfsYFaceEye" value="#"/> <u8 name="mOfsXFaceEyebrow" value="#"/> <u8 name="mOfsYFaceEyebrow" value="#"/> <u8 name="mOfsYFaceNose" value="#"/> <u8 name="mOfsYFaceMouth" value="#"/> <u8 name="mOfsYFaceEar" value="#"/> <u8 name="mOfsZFaceEar" value="#"/> <u8 name="mSclFaceEye" value="#"/> <u8 name="mSclFaceNose" value="#"/> <u8 name="mBodySlender" value="#"/> <u8 name="mBodyMuscle" value="#"/> <u8 name="mBustScale" value="#"/> - Booby Size <u8 name="mHumanBodyAll" value="#"/> <u8 name="mHumanHead" value="#"/> <u8 name="mHumanBody" value="#"/> <u8 name="mHumanArm" value="#"/> <u8 name="mHumanLeg" value="#"/> <u8 name="mMovement" value="#"/> <u8 name="mPosture" value="#"/> <u8 name="mWrinkleFace" value="#"/> <u8 name="mMakeupFace" value="#"/> <u8 name="mScarNo" value="#"/> <u8 name="mColorHair" value="#"/> <u8 name="mColorEyeR" value="#"/> <u8 name="mColorEyeL" value="#"/> <u8 name="mColorBody" value="#"/> <u8 name="mColorBeard" value="#"/> <u8 name="mColorEyebrow" value="#"/> <u8 name="mColorMakeup" value="#"/> <u8 name="mHairNo" value="#"/> <u8 name="mBeardNo" value="#"/> </class>
Pawn Appearance:
Code:<class name="mEditPawn" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS <array name="(u8*)mNameStr" type="u8" count="25"> <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88) <u8 value="100"/> <u8 value="108"/> <u8 value="101"/> <u8 value="104"/> <u8 value="97"/> <u8 value="110"/> <u8 value="100"/> <u8 value="115"/> <u8 value="56"/> <u8 value="56"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> </array> <u8 name="mGender" value="#"/> - Male=0, Female =1 <u32 name="mNickname" value="#"/> <u8 name="mVoice" value="#"/> <u8 name="mPersonality" value="#"/> <u8 name="mFaceBase" value="#"/> <u8 name="mFaceEye" value="#"/> <u8 name="mFaceEyebrow" value="#"/> <u8 name="mFaceNose" value="#"/> <u8 name="mFaceMouth" value="#"/> <u8 name="mFaceEar" value="#"/> <u8 name="mOfsXFaceEye" value="#"/> <u8 name="mOfsYFaceEye" value="#"/> <u8 name="mOfsXFaceEyebrow" value="#"/> <u8 name="mOfsYFaceEyebrow" value="#"/> <u8 name="mOfsYFaceNose" value="#"/> <u8 name="mOfsYFaceMouth" value="#"/> <u8 name="mOfsYFaceEar" value="#"/> <u8 name="mOfsZFaceEar" value="#"/> <u8 name="mSclFaceEye" value="#"/> <u8 name="mSclFaceNose" value="#"/> <u8 name="mBodySlender" value="#"/> <u8 name="mBodyMuscle" value="#"/> <u8 name="mBustScale" value="#"/> - Booby Size <u8 name="mHumanBodyAll" value="#"/> <u8 name="mHumanHead" value="#"/> <u8 name="mHumanBody" value="#"/> <u8 name="mHumanArm" value="#"/> <u8 name="mHumanLeg" value="#"/> <u8 name="mMovement" value="#"/> <u8 name="mPosture" value="#"/> <u8 name="mWrinkleFace" value="#"/> <u8 name="mMakeupFace" value="#"/> <u8 name="mScarNo" value="#"/> <u8 name="mColorHair" value="#"/> <u8 name="mColorEyeR" value="#"/> <u8 name="mColorEyeL" value="#"/> <u8 name="mColorBody" value="#"/> <u8 name="mColorBeard" value="#"/> <u8 name="mColorEyebrow" value="#"/> <u8 name="mColorMakeup" value="#"/> <u8 name="mHairNo" value="#"/> <u8 name="mBeardNo" value="#"/> </class>
Extra Appearance Options:
Code:<s32 name="mSurgeryTicket" value="#"/> - Number of times you can access the "Edit Character" Screen from Main Menu <array name="mHariColor" type="bool" count="7"> - Extra Hair Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array> <array name="mSkinColor" type="bool" count="7"> - Extra Skin Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array> <array name="mMakeupColor" type="bool" count="7"> - Extra Makeup Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array>
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