Nelke & The Legendary Alchemists

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tontsa00
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Re: Nelke & The Legendary Alchemists

Post by tontsa00 »

Character Editor's "Visit Flag" doesn't work, set to alchemist's visit flag's to 1, and i can't see either of them in visit list, and after i visited everyone i can't visit anyone else even though i change those 2 alchemist's "visit flag" to 1.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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gvargas
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Re: Nelke & The Legendary Alchemists

Post by gvargas »

tontsa00 wrote:
Sat Mar 30, 2019 3:30 pm
Character Editor's "Visit Flag" doesn't work, set to alchemist's visit flag's to 1, and i can't see either of them in visit list, and after i visited everyone i can't visit anyone else even though i change those 2 alchemist's "visit flag" to 1.
For me it works fine, I just keep setting it to 1 until I see them with the request icon (the scroll one), that's my cue that no more events are there for them until next holiday.

Note: Just in case please change the data type to "Byte" instead of "2 Bytes" so we don't overwrite any other value... ;)

Note2: Are you sure you're selecting the right character? Remember that script doesn't work with all right now, we need to wait for zacillios to fix it so it works on the characters screen, right now the only way the see them all is in the achievements section as I posted before... :)

tontsa00
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Re: Nelke & The Legendary Alchemists

Post by tontsa00 »

Ah my bad, i thought you could keep visiting characters as many times you want, with flag set to 1 value.

Sudo
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Re: Nelke & The Legendary Alchemists

Post by Sudo »

zachillios wrote:
Sat Mar 30, 2019 3:59 am
You added a bugged item, you can resolve it by turning all of the have a lot of items options on and it should fix it, unless you edited outside of that area's parameters. You can't edit items blindly in this game, which is why the that option was so hard to make.
Still doesn't load, unfortunately. I'm not sure how I messed it up so badly since all I did was edit the amount of some of the items I already had, didn't use any of the other codes.

zachillios
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Re: Nelke & The Legendary Alchemists

Post by zachillios »

Sudo wrote:
Sat Mar 30, 2019 7:36 pm
zachillios wrote:
Sat Mar 30, 2019 3:59 am
You added a bugged item, you can resolve it by turning all of the have a lot of items options on and it should fix it, unless you edited outside of that area's parameters. You can't edit items blindly in this game, which is why the that option was so hard to make.
Still doesn't load, unfortunately. I'm not sure how I messed it up so badly since all I did was edit the amount of some of the items I already had, didn't use any of the other codes.
If you want to salvage your save, right click on the first have a ton of items and do browse memory region, then hold down the 0 key and just keep going until all all of the values in the next probably 100 rows are gone. From what I can tell, items outside of the elemental shards are all 2 byte values so 2 chunks of code ie: FF FF. If you just sit there and hold FF to max out all the quantities, you're effectively adding items that do not exist into your inventory, which is what causes the crashes. By typing 0 for all those rows, you're going to get rid of all your items. Once you do that, check and see if you can manage to load your storage, if so, then use the have a ton of items options to replace most of what you lost, and just be careful in the future.

Here's the updated character script, I think I'm done playing the game for the now:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>177</ID>
      <Description>"Highlighted Character Stats"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Nelke_and_the_Legendary_Alchemists.exe
  Version: 
  Date   : 2019-03-29
  Author : Zachillios

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Character_Pointer,Nelke_and_the_Legendary_Alchemists.exe,0F BF 59 02 E8 31 FC FF FF) // should be unique
alloc(newmem,$1000,Character_Pointer)
globalalloc(CharacterPointer,4)
label(code)
label(return)

newmem:
mov [CharacterPointer],rcx
code:
  movsx ebx,word ptr [rcx+02]
  call Nelke_and_the_Legendary_Alchemists.exe+241FE0
  jmp return

Character_Pointer:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(Character_Pointer)

[DISABLE]

Character_Pointer:
  db 0F BF 59 02 E8 31 FC FF FF

unregistersymbol(Character_Pointer)
dealloc(newmem)
dealloc(CharacterPointer)
{
// ORIGINAL CODE - INJECTION POINT: "Nelke_and_the_Legendary_Alchemists.exe"+2423A6

"Nelke_and_the_Legendary_Alchemists.exe"+242398: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+242399: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239A: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239B: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239C: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239D: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239E: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239F: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+2423A0: 40 53                    -  push rbx
"Nelke_and_the_Legendary_Alchemists.exe"+2423A2: 48 83 EC 20              -  sub rsp,20
// ---------- INJECTING HERE ----------
"Nelke_and_the_Legendary_Alchemists.exe"+2423A6: 0F BF 59 02              -  movsx ebx,word ptr [rcx+02]
"Nelke_and_the_Legendary_Alchemists.exe"+2423AA: E8 31 FC FF FF           -  call Nelke_and_the_Legendary_Alchemists.exe+241FE0
// ---------- DONE INJECTING  ----------
"Nelke_and_the_Legendary_Alchemists.exe"+2423AF: 8D 0C 03                 -  lea ecx,[rbx+rax]
"Nelke_and_the_Legendary_Alchemists.exe"+2423B2: B8 E7 03 00 00           -  mov eax,000003E7
"Nelke_and_the_Legendary_Alchemists.exe"+2423B7: 3B C8                    -  cmp ecx,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423B9: 0F 4F C8                 -  cmovg ecx,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423BC: 33 C0                    -  xor eax,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423BE: 85 C9                    -  test ecx,ecx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C0: 0F 49 C1                 -  cmovns eax,ecx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C3: 48 83 C4 20              -  add rsp,20
"Nelke_and_the_Legendary_Alchemists.exe"+2423C7: 5B                       -  pop rbx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C8: C3                       -  ret 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>178</ID>
          <Description>"Base"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>179</ID>
          <Description>"EXP"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>3C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>180</ID>
          <Description>"STR/Orchard/Weapon"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>2</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>181</ID>
          <Description>"CON/Ranch/Grocery"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>4</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>182</ID>
          <Description>"INT/Boutique/Orchard"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>6</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>183</ID>
          <Description>"DEX/Store/Flower"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>184</ID>
          <Description>"SPD"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>185</ID>
          <Description>"LUC"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>A</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>186</ID>
          <Description>"Capacity"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>20</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>187</ID>
          <Description>"Speed"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>22</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>188</ID>
          <Description>"Gather"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>24</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>161</ID>
          <Description>"Friendship"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>28</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>163</ID>
          <Description>"Visit Flag (Set to 1)"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>48</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

User avatar
gvargas
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Re: Nelke & The Legendary Alchemists

Post by gvargas »

zachillios wrote:
Sat Mar 30, 2019 8:21 pm
Here's the updated character script, I think I'm done playing the game for the now:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>177</ID>
      <Description>"Highlighted Character Stats"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Nelke_and_the_Legendary_Alchemists.exe
  Version: 
  Date   : 2019-03-29
  Author : Zachillios

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Character_Pointer,Nelke_and_the_Legendary_Alchemists.exe,0F BF 59 02 E8 31 FC FF FF) // should be unique
alloc(newmem,$1000,Character_Pointer)
globalalloc(CharacterPointer,4)
label(code)
label(return)

newmem:
mov [CharacterPointer],rcx
code:
  movsx ebx,word ptr [rcx+02]
  call Nelke_and_the_Legendary_Alchemists.exe+241FE0
  jmp return

Character_Pointer:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(Character_Pointer)

[DISABLE]

Character_Pointer:
  db 0F BF 59 02 E8 31 FC FF FF

unregistersymbol(Character_Pointer)
dealloc(newmem)
dealloc(CharacterPointer)
{
// ORIGINAL CODE - INJECTION POINT: "Nelke_and_the_Legendary_Alchemists.exe"+2423A6

"Nelke_and_the_Legendary_Alchemists.exe"+242398: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+242399: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239A: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239B: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239C: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239D: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239E: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+24239F: CC                       -  int 3 
"Nelke_and_the_Legendary_Alchemists.exe"+2423A0: 40 53                    -  push rbx
"Nelke_and_the_Legendary_Alchemists.exe"+2423A2: 48 83 EC 20              -  sub rsp,20
// ---------- INJECTING HERE ----------
"Nelke_and_the_Legendary_Alchemists.exe"+2423A6: 0F BF 59 02              -  movsx ebx,word ptr [rcx+02]
"Nelke_and_the_Legendary_Alchemists.exe"+2423AA: E8 31 FC FF FF           -  call Nelke_and_the_Legendary_Alchemists.exe+241FE0
// ---------- DONE INJECTING  ----------
"Nelke_and_the_Legendary_Alchemists.exe"+2423AF: 8D 0C 03                 -  lea ecx,[rbx+rax]
"Nelke_and_the_Legendary_Alchemists.exe"+2423B2: B8 E7 03 00 00           -  mov eax,000003E7
"Nelke_and_the_Legendary_Alchemists.exe"+2423B7: 3B C8                    -  cmp ecx,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423B9: 0F 4F C8                 -  cmovg ecx,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423BC: 33 C0                    -  xor eax,eax
"Nelke_and_the_Legendary_Alchemists.exe"+2423BE: 85 C9                    -  test ecx,ecx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C0: 0F 49 C1                 -  cmovns eax,ecx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C3: 48 83 C4 20              -  add rsp,20
"Nelke_and_the_Legendary_Alchemists.exe"+2423C7: 5B                       -  pop rbx
"Nelke_and_the_Legendary_Alchemists.exe"+2423C8: C3                       -  ret 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>178</ID>
          <Description>"Base"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>179</ID>
          <Description>"EXP"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>3C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>180</ID>
          <Description>"STR/Orchard/Weapon"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>2</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>181</ID>
          <Description>"CON/Ranch/Grocery"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>4</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>182</ID>
          <Description>"INT/Boutique/Orchard"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>6</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>183</ID>
          <Description>"DEX/Store/Flower"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>184</ID>
          <Description>"SPD"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>185</ID>
          <Description>"LUC"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>A</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>186</ID>
          <Description>"Capacity"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>20</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>187</ID>
          <Description>"Speed"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>22</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>188</ID>
          <Description>"Gather"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>24</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>161</ID>
          <Description>"Friendship"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>28</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>163</ID>
          <Description>"Visit Flag (Set to 1)"</Description>
          <VariableType>2 Bytes</VariableType>
          <Address>CharacterPointer</Address>
          <Offsets>
            <Offset>48</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks Zachillios! Escha, Rorona and all the gang just joined me so you saved me a lot of time... :lol:

Sudo
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Re: Nelke & The Legendary Alchemists

Post by Sudo »

zachillios wrote:
Sat Mar 30, 2019 8:21 pm
If you want to salvage your save, right click on the first have a ton of items and do browse memory region, then hold down the 0 key and just keep going until all all of the values in the next probably 100 rows are gone. From what I can tell, items outside of the elemental shards are all 2 byte values so 2 chunks of code ie: FF FF. If you just sit there and hold FF to max out all the quantities, you're effectively adding items that do not exist into your inventory, which is what causes the crashes. By typing 0 for all those rows, you're going to get rid of all your items. Once you do that, check and see if you can manage to load your storage, if so, then use the have a ton of items options to replace most of what you lost, and just be careful in the future.
Thanks, I managed to get the items deleted and my storage loads now. The only problem left is that I tried using the "Have lots of items" codes but they're not doing anything at all.

KyraAltair
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Re: Nelke & The Legendary Alchemists

Post by KyraAltair »

OP
could you add menu for unlimited materials and synthesized items? this game kinda repetitive, i don't want to explore same place over and over again or wait several turns to create one type of good let's say it's Z, because that item need X and X need Y but Z also need Y.

i used Max Items pointer to made everything 9999, but somehow some materials will lost to 0 if used for synthesized, and if some synthesized items also used to synthesized materials to create more advanced synthesized items, it reduced to 0. Even if i just create 1 QTY, this doesn't make sense, i just create 1 QTY of Z, then why my X and Y reduced to 0 if both of X and Y are 9999

that's why if possible, please create unlimited gathering materials/synthesized materials, or just ignore requirements for synthesizing items

thank you

texasheat
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Re: Nelke & The Legendary Alchemists

Post by texasheat »

First of all, bless all scripters who work with CE, they are a god send...

My problem is I don't understand the Turn script. I've locked it in place but my quest turns keep counting down. The day says "7" but at the end of the week is turns over to 15, then 16 then 17. I'm clearly doing something wrong. Can anyone give me some guidance?

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saihamaru
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Re: Nelke & The Legendary Alchemists

Post by saihamaru »

i think i found out why the "max item" cheat tend to make some item qty to 0
i read somewhere in steam discussion that the game have a soft cap of around 90,000 total items (excluding elements)
if you go beyond that, the game discards your oldest items

tontsa00
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Re: Nelke & The Legendary Alchemists

Post by tontsa00 »

Is that so ? I was able to edit every item i have to 9999, and everything i synthesize, is take from my storage, and not dropping to 0, so if i synthesize one item, i seem like 10-20 less of certain items. Say if i have it at 9999 in storage, on next turn i have 9979 in storage. Never dropping to 0.

Oh, using only "highlighted item editor"

zachillios
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Re: Nelke & The Legendary Alchemists

Post by zachillios »

I started a new job, and this game started crashing frequently so I put it down for the time being.

For all the people asking about item scripts, just use the highlighted item one. It works in most menus so you can freely add as many items as you want.
texasheat wrote:
Sun Mar 31, 2019 10:59 pm
First of all, bless all scripters who work with CE, they are a god send...

My problem is I don't understand the Turn script. I've locked it in place but my quest turns keep counting down. The day says "7" but at the end of the week is turns over to 15, then 16 then 17. I'm clearly doing something wrong. Can anyone give me some guidance?
Days are hard coded to pass no matter what. That script was made to prevent tasks from being due. You're going to alternate Weekday>Holiday no matter what. Try freezing your turn value and see if that prevents it. If even that doesn't work, then it's above my pay grade and you'll have to hope someone else does it.

KyraAltair
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Re: Nelke & The Legendary Alchemists

Post by KyraAltair »

saihamaru wrote:
Tue Apr 02, 2019 12:09 pm
i think i found out why the "max item" cheat tend to make some item qty to 0
i read somewhere in steam discussion that the game have a soft cap of around 90,000 total items (excluding elements)
if you go beyond that, the game discards your oldest items
yes, this is what happened to me
everytime items reduced, either by synthesized or sold in stores, it will reduced to 0
tontsa00 wrote:
Tue Apr 02, 2019 12:58 pm
Is that so ? I was able to edit every item i have to 9999, and everything i synthesize, is take from my storage, and not dropping to 0, so if i synthesize one item, i seem like 10-20 less of certain items. Say if i have it at 9999 in storage, on next turn i have 9979 in storage. Never dropping to 0.

Oh, using only "highlighted item editor"
how to make it work? i used the Highlighted Item to edit QTY of my storage items, but as soon as i change the QTY, it will return to it's original QTY like it's locked. Even if i locked first then change the QTY it still won't change the QTY in game

what to do beforehand to make it work?

zachillios
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Re: Nelke & The Legendary Alchemists

Post by zachillios »

So OP updated with a new table (and hopefully the last one.) I've added a Materials Not Consumed script which should effectively still allow you to acquire new items, but also not have any taken away during each day. I've also added a Synthesis Cost script so you won't have restrictions on how much stuff you can make. Unfortunately some other things did come to light, Max Items definitely isn't working right so I got rid of that. Just use the above script in tangent with using the highlighted item script to give yourself lots of items. Also the Turns Don't Pass script isn't working, and I just can't seem to get a time freeze script to work. That's about it though, all the older scripts are still working and if they're not working for you, you're doing something wrong.

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Re: Nelke & The Legendary Alchemists

Post by KyraAltair »

zachillios wrote:
Sat Apr 06, 2019 3:55 am
So OP updated with a new table (and hopefully the last one.) I've added a Materials Not Consumed script which should effectively still allow you to acquire new items, but also not have any taken away during each day. I've also added a Synthesis Cost script so you won't have restrictions on how much stuff you can make. Unfortunately some other things did come to light, Max Items definitely isn't working right so I got rid of that. Just use the above script in tangent with using the highlighted item script to give yourself lots of items. Also the Turns Don't Pass script isn't working, and I just can't seem to get a time freeze script to work. That's about it though, all the older scripts are still working and if they're not working for you, you're doing something wrong.
thank you for the update. As for your hope for the last one, i hope i don't kill your joy by asking if it's possible to add friendship level editor? there are no Friendship level editor in Character Stats, and there is Base point, i dunno what is this Base point for it's not Character Level too, care to explain?

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