Legends of Idleon

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Mistafreez
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Re: Legends of Idleon

Post by Mistafreez »

Hey so i have a little bit of a problem and i have no idea how it happened but my catching and trapping skill just keeps leveling up even if i set it back to lvl 1 the main exp value is like 15+150e so it will never stop is there a way to edit it back to a lower value so it does not keep leveling to the thousands even when it passes the required exp amount to lvl up it just keeps going


Edit - I was able to fix this kinda by editing the Exp0 to 1 exp and ExpReq0 to 19e+41 so it will never level up again i also changed my Lv0 to 120 the normal max but if there is any other way to fix this so i can put it back and level up normally that would be great i did adjust my lvls when i had zero exp in the skill but i did that for most of my characters and ony 3 of them where bugged out not quite sure
Last edited by Mistafreez on Wed Nov 13, 2024 1:15 pm, edited 1 time in total.

itsuadman
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Re: Legends of Idleon

Post by itsuadman »

Can someone post their pet matrix? So i can see what i need to do to add a pet back.

0: Array(4)
0: "none"
1: 0
2: 0
3: 0
__id__: 60331
length: 4
__proto__: Array(0)

For instance, in the above what do i need to put in to add a pet? I need any pet name idc, i have none because my account is messed up and i cant actually breed any pets so i need to add one this way. Thanks in advance!

agilebee
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Re: Legends of Idleon

Post by agilebee »

sciomachist wrote:
Tue Nov 12, 2024 3:01 am
agilebee wrote:
Mon Nov 11, 2024 11:47 pm
Disputate wrote:
Mon Nov 11, 2024 7:31 pm


Could you post your arrays of 16-18?

Here are my Values for fixing yours:

Code: Select all

16, 182,43,247,50,117,0,0,0,0,0,0,0
17, 48,51,34,55,0,0,0,0,0,0,0,0
18, 331994.45989287,140,276458.42031489295,11,21906.69713572366,5,0.1755555555555561,0
Sorry how do I do that?

I used the values you provided and it didn't work. For reference, these are the commands I put in:

chng bEngine.getGameAttribute("Holes")[16]=182
chng bEngine.getGameAttribute("Holes")[17]=48
chng bEngine.getGameAttribute("Holes")[18]=140

I also tried it with values of 0 and it didn't work either.

And it didn't really change anything. What did I do wrong?

[Link]
Here's an image of what it looks like for me.
You really should not be using the chng command if you have no idea what you are doing. Index 16-18 of Holes are each an array not a single integer. 16 (array of 12 of which 5 have any meaning currently), 17 (array of 12 of which 4 have any meaning currently), 18 (array of 8 of which all 8 have meaning). By force assigning a single integer to an array, you've deleted the index points for all of those arrays - effectively ruining everything associated with your bell.

If you want any hope of salvaging your bell, you need to go into chromedebug and revert 16-18 to the appropriate array sizes. Once debug is open, enter 'bEngine.gameAttributes.h' to gain access to all the info. Scroll to 'Holes' and individually select 16 through 18. You want to revert them back to Array(x) where x is the appropriate size (see above). So for example, when you have 16 selected - you'll see where you've force assigned 182 instead of it being an array. Double click '182' and type in 'Array(12)'. Repeat for 17 (Array(12)) and 18 (Array(8)). After converting them back to arrays, cloud save and restart. Hopefully game recognizes the index locations again and it unfucks itself. If not, someone savvier than me will need to help you out.
Thank you. I guess since I've never had an issue before I had some false confidence.

Could you point me to the post that explains how to use chromedebug? I've never used it before and it's quite difficult to find things on this website ;-;

SirKayto
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Re: Legends of Idleon

Post by SirKayto »

Is it possible for me to correct this:

Image?

zagrow
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Re: Legends of Idleon

Post by zagrow »

Does anyone know how to remove a bundle from the BundlesReceived field? I added a typo and I'd like to remove it.

*edit, you can remove the value from the bundle in chromeDebug and it gets removed.

Disputate
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Re: Legends of Idleon

Post by Disputate »

agilebee wrote:
Tue Nov 12, 2024 2:45 pm
sciomachist wrote:
Tue Nov 12, 2024 3:01 am
agilebee wrote:
Mon Nov 11, 2024 11:47 pm


Sorry how do I do that?

I used the values you provided and it didn't work. For reference, these are the commands I put in:

chng bEngine.getGameAttribute("Holes")[16]=182
chng bEngine.getGameAttribute("Holes")[17]=48
chng bEngine.getGameAttribute("Holes")[18]=140

I also tried it with values of 0 and it didn't work either.

And it didn't really change anything. What did I do wrong?

[Link]
Here's an image of what it looks like for me.
You really should not be using the chng command if you have no idea what you are doing. Index 16-18 of Holes are each an array not a single integer. 16 (array of 12 of which 5 have any meaning currently), 17 (array of 12 of which 4 have any meaning currently), 18 (array of 8 of which all 8 have meaning). By force assigning a single integer to an array, you've deleted the index points for all of those arrays - effectively ruining everything associated with your bell.

If you want any hope of salvaging your bell, you need to go into chromedebug and revert 16-18 to the appropriate array sizes. Once debug is open, enter 'bEngine.gameAttributes.h' to gain access to all the info. Scroll to 'Holes' and individually select 16 through 18. You want to revert them back to Array(x) where x is the appropriate size (see above). So for example, when you have 16 selected - you'll see where you've force assigned 182 instead of it being an array. Double click '182' and type in 'Array(12)'. Repeat for 17 (Array(12)) and 18 (Array(8)). After converting them back to arrays, cloud save and restart. Hopefully game recognizes the index locations again and it unfucks itself. If not, someone savvier than me will need to help you out.
Thank you. I guess since I've never had an issue before I had some false confidence.

Could you point me to the post that explains how to use chromedebug? I've never used it before and it's quite difficult to find things on this website ;-;
Like sciomachist already said, never change something before you know what you change. In general its much better to change things in chromedebug. You can read how to use it on valleymons original post viewtopic.php?p=268697#p268697

Try those commands. Use at your own risk.

Code: Select all

egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[16]=[182,43,247,50,117,0,0,0,0,0,0,0]
egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[17]=[48,51,34,55,0,0,0,0,0,0,0,0]
egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[18]=[331994.45989287,140,276458.42031489295,11,21906.69713572366,5,0.1755555555555561,0]

sciomachist
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Re: Legends of Idleon

Post by sciomachist »

itsuadman wrote:
Tue Nov 12, 2024 2:12 pm
Can someone post their pet matrix? So i can see what i need to do to add a pet back.

0: Array(4)
0: "none"
1: 0
2: 0
3: 0
__id__: 60331
length: 4
__proto__: Array(0)

For instance, in the above what do i need to put in to add a pet? I need any pet name idc, i have none because my account is messed up and i cant actually breed any pets so i need to add one this way. Thanks in advance!

Pets index 0-26 are for the fenceyard.
Index 27-122 are for the territories, 4 per

Example
Pets array value 27 - 1st territory, 1st pet slot
0: "bloque" - name of the pet, some pets are given their real names, some are given names like 'PetXX'
1: "17" - this is the pet's genetic (their skill) - you can use the wiki's list to see which index it should be - index numbers start at 0
2: 136178 - pet power, self explanatory
3: 0 - this is for shiny pets only, hue change

Pets array value 0 - another example for you - shiny mushroom in 1st fenceyard slot
0: "mushR"
1: 5 - breedability pets are 4, shiny pets are 5
2: 1 - shiny pets all have power 1, breedability pets can have whatever power
3: 300 - here you can see a hue shift has been coded - these are in multiples of 60 (none past 300)

I'll give you the pet names for the ones I use, in case that's helpful
Panda (converter) = Pet8 (index 27)
Wode Board (miasma) = plank (index 26)
Coconotto (forager) = coconut (index 2)
Cool Bird (burger) = Pet10 (index 33)

Hope that helps

sciomachist
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Re: Legends of Idleon

Post by sciomachist »

SirKayto wrote:
Tue Nov 12, 2024 7:33 pm
Is it possible for me to correct this:

Image?
chng bEngine.getGameAttribute("CauldronInfo")[10][6] = 1
should revert it back to a small number for you

Disputate
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Re: Legends of Idleon

Post by Disputate »

sciomachist wrote:
Tue Nov 12, 2024 3:17 am
Disputate wrote:
Mon Nov 11, 2024 4:44 pm
sciomachist wrote:
Mon Nov 11, 2024 4:27 am


A few more for ya

Array [11]
[11][29] - Pocket Divinity first link (standard god index)
[11][30] - Pocket Divinity second link (standard god index)
[11][32] - Motherlode ore mined (as referenced by Loadin' some 'Lode)

The thing that is stumping me right now is where Engineering Upgrades are being tracked. The only remaining culprits are [13] and [23]. [23] is far too small and [13] is way too erratic in index placements.

It is [13] for sure. I also can't get the sorting of the array like [13][0] is the first [13][1] is the second but [13][6] is one of the much later ones.
I guess there is something that points it out in the new functions from "this["scripts.CustomLists2"]". He added HolesInfo, LampWishes, CosmoUpgrades and HolesBuildings.

Ok, I found at least the values and text. Need to further dig into it but take a look at "this["scripts.CustomLists2"].HolesBuildings".
It would work out at first look.

this["scripts.CustomLists2"].HolesBuildings:
Spoiler

Code: Select all

function () {
    return ["Opal_Dividends 0 0 6 1 Each_opal_invested_in_a_villager_now_gives_them_125_EXP/hr,_instead_of_100_EXP/hr_@_Also_worry_not,_you_can_reset_your_opals_later_at_Cavern_7".split(" "),
    "Better_Buckets 1 0 8 1 Increases_the_base_fill_rate_of_all_Well_Buckets_from_10/hr_to_15/hr._IMPORTANT:You_can_click_on_the_buckets_for_more_info!".split(" "),
    "Cavern_'Porting 0 0 60 1 All_teleports_to_this_map_are_free!_Also,_did_you_know_you_can_double-click_a_map_instead_of_pressing_the_Teleport_button?".split(" "),
    "2nd_Bucket! 1 0 130 1 Adds_another_bucket_at_the_Well!_You'll_need_to_expand_your_Gravel_bar_to_hold_the_130_needed_to_create_this!".split(" "),
    "3rd_Bucket! 1 1 850 1 Adds_another_bucket_at_the_Well!_Remember,_click_a_bucket_to_change_what_sediment_it_collects!_That's_how_you_get_this_gold_resource!".split(" "),
    "4th_Bucket! 1 2 3000 f Adds_yet_another_bucket_at_the_Well!".split(" "),
    "Five_Nights_at_Bucket 1 2 12500 f Adds_one_more_bucket_at_the_Well!_Five_buckets!!!_WOW!_That's_worth_writing_home_about!".split(" "),
    "6th_Bucket! 1 3 75000 f Adds_another_bucket_at_the_Well!_I_guess_5_wasn't_enough_for_a_go_getter_like_yourself!".split(" "),
    "7rth_Barckot?! 1 4 1 f Adds_another_bucket_at_the_Well!_You_DO_want_more_buckets,_right?".split(" "),
    "Last_Bucket! 1 5 1 f Adds_another_bucket_at_the_Well!_And_it's_the_last_one_too,_I_hope_your_bucket_lust_is_satiated!".split(" "),
    "9th_Bucket! 1 6 1 f Adds_another_bucket_at_the_Well!_Yea_apparently_there_were_a_few_more_of_these_left!".split(" "),
    "Bucket_Finale! 1 7 1 f Adds_another_bucket_at_the_Well!_And_yea_this_one_is_actually_the_last_one,_I_don't_think_an_11th_would_fit_on_screen!".split(" "),
    "Bar_Expand-o-rama 1 0 100 1 Adds_the_'Expand_Full_Bars'_toggle_to_the_Well!_Let_me_explain..._when_a_bar_is_full_of_sediment,_you_lose_half_of_the_sediment,_but_permanently_increase_the_max_by_1.50x!".split(" "),
    "UBER_Bar_Expand-o-rama-hala 1 0 28000 1 Allow_for_UBER_Full_Bar_Expansion,_which_means_you_can_expand_Well_Bars_beyond_the_previous_limit_of_14_times.".split(" "),
    "Expander_Extravaganza 1 1 350 1 Gives_all_your_buckets_+20%_Fill_Rate_per_bar_expansion_across_all_sediment_types!_This_includes_Uber_expansions_later!_@_Total_Bonus:_+{%".split(" "),
    "Motherlode_~_Bucket_Synergy 1 0 180 1 Gives_all_your_buckets_1.10x_fill_rate_per_Motherlode_Layer_you've_destroyed!_@_Total_Bonus:_{x".split(" "),
    "Green_Amplifier 1 1 250 1 Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Pink_Amplifier 1 2 3250 1 Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Yellow_Amplifier 1 0 10000 f Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Cyan_Amplifier 1 3 10 f Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Purple_Amplifier 1 13 10 f Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "White_Amplifier 1 6 10 f Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Dark_Amplifier 1 18 10 f Adds_a_new_Amplifier_stone_to_interact_with_at_the_Dawg_Den!".split(" "),
    "Amplifier_Stackin' 1 2 10 f You_now_get_an_additional_+0.50x_Multiplier_at_the_Dawg_Den_for_every_10_total_charge_across_all_amplifiers!".split(" "),
    "The_Story_Changes_Over_Time... 1 1 600 1 Bravery_Swords_get_+1_minimum_DMG_and_+10_maximum_DMG_per_6_HR_of_AFK_time_at_the_Bravery_Monument!".split(" "),
    "First_Try,_I_swear! 1 0 10 f If_you_throw_the_LAST_bravery_sword_first,_and_it_kills_the_monster,_you_get_a_+10%_Sword_Max_DMG_bonus_for_the_rest_of_the_story._If_it_doesn't_kill,_this_bonus_resets_back_to_0%".split(" "),
    "Even_Better_Buckets 1 1 25 f Increases_the_base_fill_rate_of_all_Well_Buckets_from_15/hr_to_20/hr._Try_changing_your_bucket_to_remove_the_rocks,_once_you_remove_that_layer_you_can_collect_gold_dust!".split(" "),
    "Eee_String 2 10 10 f Permanently_unlocks_a_new_String_Type_for_the_Harp!_You_can_level_it_up_by_plucking_it,_getting_+1_EXP_per_100%_Harp_Power!".split(" "),
    "Eff_String 2 12 10 f Permanently_unlocks_a_new_String_Type_for_the_Harp!_You_can_level_it_up_by_plucking_it,_getting_+1_EXP_per_100%_Harp_Power!".split(" "),
    "Geez_String 2 14 10 f Permanently_unlocks_a_new_String_Type_for_the_Harp!_You_can_level_it_up_just_like_any_other_string,_getting_+1_EXP_per_100%_Harp_Power!".split(" "),
    "Aye_String 2 16 10 f Permanently_unlocks_a_new_String_Type_for_the_Harp!_You_can_level_it_up_just_like_any_other_string!".split(" "),
    "Bee_String 2 18 10 f Permanently_unlocks_a_new_String_Type_for_the_Harp!_You_can_level_it_up_just_like_any_other_string!".split(" "),
    "Loaded_Harp 2 10 10 f Adds_+1_more_string_to_the_Harp,_ready_to_be_strummed_until_the_end_of_(the)_time_(signature)!".split(" "),
    "Packed_Harp 2 11 10 f Adds_+1_more_string_to_the_Harp,_you'll_find_it_right_next_to_all_your_other_strings!".split(" "),
    "Hefty_Harp 2 13 10 f Adds_+1_more_string_to_the_Harp,_it_even_makes_sound_when_strummed!_The_other_ones_do_too,_but_like,_this_one_does_too!_Just_incase_you_were_worried_it_wouldn't.".split(" "),
    "Multitudinal_Harp 2 15 10 f Adds_+9999_more_strings_to_the_Harp!_Haha_nah_just_+1_string,_figured_I'd_keep_you_on_your_toes!_If_I_tricked_you,_you_must_go_pluck_the_F_string.".split(" "),
    "Sumptuous_Harp 2 17 10 f Adds_+1_more_string_to_the_Harp..._all_these_strings_really_remind_me_of_string_cheese,_I_used_to_love_it!".split(" "),
    "Domino_Effect 2 4 10 f Strings_give_+20%_more_per_string_plucked_during_a_strum..._let_me_explain._Imagine_you_have_5_strings,_this_would_mean_the_final_string_you_pluck_would_be_worth_DOUBLE!".split(" "),
    "Variety_Effect 2 6 10 f Strings_give_+30%_more_for_each_unique_string_type_on_your_harp..._I_see_you_currently_have_$_different_strings_on_your_harp,_so_your_strings_are_all_worth_#%_more!".split(" "),
    "Stringy_Effect 2 3 10 f Strings_give_+15%_more._@_More_what,_you_ask?_More_everything!_They_give_more_String_EXP,_more_notes,_higher_chance_for_opal..._so_yea,_MORE!".split(" "),
    "Reroll_Keeper 1 5 10 f Each_unused_reroll_you_have_in_a_Bravery_Story_gives_+10%_Sword_Max_DMG._So_don't_be_all_loosey_goosey_with_those_rerolls!".split(" "),
    "Fractalfly_~_Harp_Synergy 2 13 10 f Boosts_your_Harp_Note_production_by_1.10x_per_Undying_Hive_Layer_you've_destroyed!_@_Total_Bonus:_{x".split(" "),
    "Double_Dinger_Ringer 1 3 10 f Ringing_the_Bell_now_has_a_+30%_chance_of_giving_+2_LV_to_a_bonus,_instead_of_just_+1_LV".split(" "),
    "RNG_Oxidizing_Layer 1 4 10 f When_you_Clean_the_Bell_and_FAIL_to_get_a_new_Improvement_Method,_the_success_chance_for_next_time_goes_up_by_1.25x._This_happens_every_fail,_and_resets_when_you_finally_succeed!".split(" "),
    "Gloomie_Mulch 0 14 10 f Gloomie_mushrooms_respawn_+10%_faster!_In_fact,_ALL_monsters_across_all_the_worlds_of_IdleOn_respawn_+10%_faster!".split(" "),
    "Improvement_Stackin' 1 12 10 f For_every_25_LVs_across_all_Improvement_Methods_upgrades_at_the_Bell,_all_your_Improvement_Method_bonuses_are_1.10x_higher!_@_Total_bonus:_}x".split(" "),
    "Gloomie_Lootie 0 6 10 f +5%_Drop_Rate_for_each_Colony_of_Gloomie_Mushrooms_defeated!_Drop_rate_here_as_in_like,_the_one_for_stuff_outside_of_the_Caverns._@_Total_Bonus:_+{%".split(" "),
    "Gloomie_Expie 0 15 10 f +25%_Class_EXP_gain_for_each_Colony_of_Gloomie_Mushrooms_defeated!_@_Total_Bonus:_+{%".split(" "),
    "Gloomie_Opie 0 16 10 f +10%_Villager_EXP_gain_for_each_Colony_of_Gloomie_Mushrooms_successfully_romanced..._or_defeated,_whichever_is_higher._@_Total_Bonus:_+{%".split(" "),
    "Motherlode_Trickledown 0 3 10 f +15%_All_Skill_Efficiency,_and_+10%_All_Skill_EXP_gain_per_Motherlode_Layer_you've_destroyed!".split(" "),
    "Fractalfly_Trickledown 0 15 10 f +15%_All_Skill_Efficiency,_and_+10%_All_Skill_EXP_gain_per_Undying_Hive_Layer_you've_destroyed!".split(" "),
    "Rift_Guy 3 0 10 f Hey_bet_you_weren't_expecting_to_see_me_here,_huh?_Well,_that's_just_how_it_goes_with_me,_it's_in_my_blood._It's_how_I_roll._Go_ahead,_create_me._Or_don't,_I'll_keep_being_me.".split(" "),
    "DNA_Rock_Tumbler 0 0 10 f Gives_you_a_+60%_chance_to_get_an_additional_Grey_Gene_when_trashing_a_pet_for_every_Power_of_10_Gravel_you_have._@_Total_Bonus:_+{%_Chance_for_extra_Gene".split(" "),
    "Final_Ballad_of_the_Snail 0 13 10 f Gives_you_a_1.04x_higher_success_chance_when_leveling_up_Snail_for_every_Power_of_10_Trebel_Notes_you_have._@_Total_Bonus:_{x_Snail_success_chance".split(" "),
    "Noise_Reduction_Therapy 0 15 10 f Gives_you_a_multiplicative_1.20x_Stealth_bonus_for_all_ninjas_for_every_Power_of_10_Quaver_Notes_you_have._@_Total_Bonus:_{x_Stealth".split(" "),
    "Tune_of_Artifaction 0 11 10 f Gives_you_+10%_Artifact_Find_Chance_for_every_Power_of_10_Natural_Notes_you_have._@_Total_Bonus:_+{%_Artifact_Find_Chance".split(" "),
    "Heavy_Redstone_Seasoning 0 2 10 f Gives_you_a_multiplicative_1.30x_Cooking_Speed_bonus_for_every_Power_of_10_Redstone_you_have._@_Total_Bonus:_{x_Cooking_Speed".split(" "),
    "True_Golden_Edge 0 1 10 f Gives_all_your_players_+20%_Damage_for_every_Power_of_10_Golddust_you_have._@_Total_Bonus:_+{%_Damage".split(" "),
    "Loadin'_some_'Lode 1 0 12 1 Gives_+5_Bucket_Fill_Rate_per_Power_of_10_Motherlode_Ore_mined._You_have_mined_#_so_far!_@_Total_Bonus:_+{/hr_Bucket_Fill_Rate".split(" "),
    "Hiring_the_Hounds_from_Beyond 1 0 30 1 Gives_+10_B.F.R._per_100_hounds_defeated_in_best_runs_of_each_class._尬__Beginner:!,_Warrior:#,_Archer:$,_Mage:%_@_Total_Bonus:_+{/hr_Bucket_Fill_Rate".split(" "),
    "Triple_Tap_Tinkle 1 6 10 f Ringing_the_Bell_now_has_another_+30%_chance_of_giving_+2_LV_to_a_bonus_instead_of_just_+1_LV._Also,_there's_a_new_+20%_chance_of_giving_+3_LV_instead_of_+2_or_+1!".split(" ")]
}
This is it. F*ck lava. King of spaghetti code. I didn't go line by line, but the the handful I compared, checks out. The indexes in Array[13] lines up with HolesBuilding but the order is all sorts of fucked up and not at all consistent with the order that you unlock them.
Yea, typical Lava. The sorting for that is in one of the string from HolesInfo. Each index in this sequence corresponds to specific values and names from HolesBuildings.
This one:
"0 1 58 59 2 12 3 52 15 16 14 26 24 4 57 42 17 56 49 32 27 13 5 18 55 45 43 39 33 37 41 6 28 19 60 25 23 29 53 50 34 40 7 20 46 38 47 48 54 44 35 8 21 30 9 51 36 22 10 31 11"

agilebee
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Re: Legends of Idleon

Post by agilebee »

Disputate wrote:
Tue Nov 12, 2024 10:06 pm
agilebee wrote:
Tue Nov 12, 2024 2:45 pm
sciomachist wrote:
Tue Nov 12, 2024 3:01 am


You really should not be using the chng command if you have no idea what you are doing. Index 16-18 of Holes are each an array not a single integer. 16 (array of 12 of which 5 have any meaning currently), 17 (array of 12 of which 4 have any meaning currently), 18 (array of 8 of which all 8 have meaning). By force assigning a single integer to an array, you've deleted the index points for all of those arrays - effectively ruining everything associated with your bell.

If you want any hope of salvaging your bell, you need to go into chromedebug and revert 16-18 to the appropriate array sizes. Once debug is open, enter 'bEngine.gameAttributes.h' to gain access to all the info. Scroll to 'Holes' and individually select 16 through 18. You want to revert them back to Array(x) where x is the appropriate size (see above). So for example, when you have 16 selected - you'll see where you've force assigned 182 instead of it being an array. Double click '182' and type in 'Array(12)'. Repeat for 17 (Array(12)) and 18 (Array(8)). After converting them back to arrays, cloud save and restart. Hopefully game recognizes the index locations again and it unfucks itself. If not, someone savvier than me will need to help you out.
Thank you. I guess since I've never had an issue before I had some false confidence.

Could you point me to the post that explains how to use chromedebug? I've never used it before and it's quite difficult to find things on this website ;-;
Like sciomachist already said, never change something before you know what you change. In general its much better to change things in chromedebug. You can read how to use it on valleymons original post viewtopic.php?p=268697#p268697

Try those commands. Use at your own risk.

Code: Select all

egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[16]=[182,43,247,50,117,0,0,0,0,0,0,0]
egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[17]=[48,51,34,55,0,0,0,0,0,0,0,0]
egga this["com.stencyl.Engine"].engine.gameAttributes.h.Holes[18]=[331994.45989287,140,276458.42031489295,11,21906.69713572366,5,0.1755555555555561,0]
This worked, you guys saved me frfr thank you so much. Lesson learned.

var123
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Re: Legends of Idleon

Post by var123 »

var123 wrote:
Tue Nov 12, 2024 2:47 am
I don't know what happened but after i dropped a lot of coins like 1e500 it went to N coins which i managed to fix through chromedebug but now my inventory for that one character is bugged in a weird way - whenever i get more than 1 of an item picked up into my inventory and switch maps the number on that item completely disappears and it appears as if its just a singular item but IF i use that item the item count on it appears again and it repeats all over again.... any fix for this inventory bug?
Anyone know a fix for this?

SirKayto
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Re: Legends of Idleon

Post by SirKayto »

sciomachist wrote:
Tue Nov 12, 2024 10:52 pm
SirKayto wrote:
Tue Nov 12, 2024 7:33 pm
Is it possible for me to correct this:

Image?
chng bEngine.getGameAttribute("CauldronInfo")[10][6] = 1
should revert it back to a small number for you
I will check it out with chromedebug, thank you so much! :wub:
Last edited by SirKayto on Thu Nov 14, 2024 1:59 pm, edited 1 time in total.

shoii
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Re: Legends of Idleon

Post by shoii »

So Ive been using the built in commands for a while now and everything is great, but I want to do some things that aren't built in, for example changing the fertilizer cost to 0 in the gaming or change the lvl of gaming and so on. Is it possible to do this with chromedebug I tried to use it, but couldn't quite understand how to use it. I used bEngine.gameAttributes.h to try to find the values, but to no avail. Also i saw that almost everything has arrays that i don't understand how to change. I would appreciate if someone tells me how to do it myself so I don't need to ask this question again. :D

Yeah Baby
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Re: Legends of Idleon

Post by Yeah Baby »

Logged in today & "wide post" has stopped working for me. Restarted & still not working. Not sure if anything else has gone awry.

EDIT:- I restarted my PC just because, then logged back into game. Wide post still not working, HOWEVER, I only had it on for convenience as I can cover the requests easily. So I did 5 out of 6 jobs & couldn't be bothered to make a platinum axe for the last job so just used a pen to refresh it - and it asked for ZERO of the next item which means wide post is working but decided to throw a tantrum with me :lol:

Will see if ok tomorrow, may have just been something I did. ;)

EDIT2:- It all works fine now. I think I accidently clicked the console when it started up & this caused it to glitch for some reason. Must have affected the loading routine or something.
Last edited by Yeah Baby on Sat Nov 16, 2024 10:46 am, edited 1 time in total.

sciomachist
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Re: Legends of Idleon

Post by sciomachist »

Quick fix: comment out SummUpgBonus in both config.custom.js and config.js to enable endless summoning.
Last edited by sciomachist on Fri Nov 15, 2024 3:27 am, edited 2 times in total.

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