Bloodstained: Ritual of the Night +11+1 (table Update7.2)

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KS212
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Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Post by KS212 » Thu Jun 20, 2019 3:04 am

shadowfang82 wrote:
Thu Jun 20, 2019 2:32 am
can any add a option to edit how high you can jump thanks
Not needed. There's a shard in game that gives you the flying/super high jump that's in every Igavania (called High Jump) which can be used infinitely even in the air to effectively 'fly'. Use Cielos' ignore ingredients to craft it and you're done.

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Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Post by chaosjr7 » Thu Jun 20, 2019 3:14 am

Hey, I found out something interesting, one of the BAD endings is Linked to The Shard Completion Percent Variable, maybe someone could help find the variable, Please...? To find the onscreen value for the variable Get in the game, access the menu and goto archives, then either demons or check the percentage by Shards, both seem to be the same, for bound Shards. I know this because I've been to a final BOSS Battle with Low Timer and still 88% Bound Shards and Still get gameover and The voice of an evil Demoness, that I shall not name at this time, mentions the High Shard Bond Rate, and then it's gameover.

I will still try to find the variable myself, but some help would be nice. Maybe a Offset from one of the main areas of existing knowledge or Just the data type would be stellar. Thanks again.. Bye for Now.

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Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Post by NewMember » Thu Jun 20, 2019 3:31 am

anjinggila wrote:
Wed Jun 19, 2019 3:46 am
Mine:
- Godmode
So... what does this Godmode actually do? :shock: I tried this option in normal difficulty and my character died immediately on the first monster I encountered. :o

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Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Post by shadowfang82 » Thu Jun 20, 2019 3:34 am

thanks for the info KS212 not very far in game will look that up

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Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Post by Sauce » Thu Jun 20, 2019 5:53 am

chaosjr7 wrote:
Thu Jun 20, 2019 3:14 am
Hey, I found out something interesting, one of the BAD endings is Linked to The Shard Completion Percent Variable, maybe someone could help find the variable, Please...? To find the onscreen value for the variable Get in the game, access the menu and goto archives, then either demons or check the percentage by Shards, both seem to be the same, for bound Shards. I know this because I've been to a final BOSS Battle with Low Timer and still 88% Bound Shards and Still get gameover and The voice of an evil Demoness, that I shall not name at this time, mentions the High Shard Bond Rate, and then it's gameover.

I will still try to find the variable myself, but some help would be nice. Maybe a Offset from one of the main areas of existing knowledge or Just the data type would be stellar. Thanks again.. Bye for Now.
They warn you the entire game about having too many shards. Just out of curiosity, have you tried going to the shop and selling all or most of your shards and seeing if that has any effect?

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Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Post by bloodaxis » Thu Jun 20, 2019 9:04 am

KS212 wrote:
Wed Jun 19, 2019 11:44 pm
Changing the Grade only ups 'damage' and increases the effectiveness of passives. The bigger increases are all via Rank. So yeah, its working as intended. Grade ups are tiny.
I tested this out with the dragon claw shard and the grade 1 version did around 200 damage or so on a mimic chair, so I changed it to grade 9, and it did the exact same damage even after a save and load. I tried to have the dragon mob drop another shard to see if anything changed and it didn't, however, changing the grade to 8, and then getting a shard drop boosted the damage to 440 or so. It seems as if changing the grade manually doesn't actually update the damage code but changing it to 8 and then getting one upgrade normally seems to fix it, it's the same way with the passive shards that give you resistances.

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Re: Bloodstained: Ritual of the Night +6 (table Update3.2)

Post by bachou » Thu Jun 20, 2019 9:47 am

everything works except but exp multiplier crashed game

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Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Post by KS212 » Thu Jun 20, 2019 9:52 am

bloodaxis wrote:
Thu Jun 20, 2019 9:04 am

I tested this out with the dragon claw shard and the grade 1 version did around 200 damage or so on a mimic chair, so I changed it to grade 9, and it did the exact same damage even after a save and load. I tried to have the dragon mob drop another shard to see if anything changed and it didn't, however, changing the grade to 8, and then getting a shard drop boosted the damage to 440 or so. It seems as if changing the grade manually doesn't actually update the damage code but changing it to 8 and then getting one upgrade normally seems to fix it, it's the same way with the passive shards that give you resistances.
Hmmm, ok, good to know, thanks!

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Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Post by GamerCare » Thu Jun 20, 2019 10:44 am

NewMember wrote:
Thu Jun 20, 2019 3:31 am
anjinggila wrote:
Wed Jun 19, 2019 3:46 am
Mine:
- Godmode
So... what does this Godmode actually do? :shock: I tried this option in normal difficulty and my character died immediately on the first monster I encountered. :o
It worked fine here:

you have to hit/kill a monster first then you will be invulnerable to any attack.

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Re: Bloodstained: Ritual of the Night +7 (table Update4)

Post by Cielos » Thu Jun 20, 2019 11:16 am

in case anyone is interesting in the shard stats pointer.
modifier 2 can be the attack speed modifier for the passive shards. e.g., Sword Expertise, Dagger Expertise, etc.
remember to re-equip, or equip another shard, then re-equip the shard that you just edited, for the changes to take effect.

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Re: Bloodstained: Ritual of the Night +4 (table Update1.1)

Post by Disillusioned » Thu Jun 20, 2019 11:37 am

KS212 wrote:
Wed Jun 19, 2019 11:44 pm
Disillusioned wrote:
Wed Jun 19, 2019 3:32 pm


I'm not sure if changing the quantity actually works -- it shows the higher grade in the stat sheet, but so far from testing with a few different passives and actives, it didn't actually seem to affect their effectiveness in any way.

Edit: Yup, just manually grinded a level for a passive and an active, and the difference is there, but not by just increasing the quantity, sadly. So still need a drop rate increase or another way to improve shards!
Changing the Grade only ups 'damage' and increases the effectiveness of passives. The bigger increases are all via Rank. So yeah, its working as intended. Grade ups are tiny.
Unfortunately this is not correct. You can very easily see this by taking a passive that directly increases a stat. You will see that increasing the quantity through the cheat table will not improve that stat at all, even going from 1 to 9, whereas naturally picking up a shard to go up a level will immediately increase that stat by 1 point.

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Re: Bloodstained: Ritual of the Night +7 (table Update4)

Post by LoreDood » Thu Jun 20, 2019 12:59 pm

Guys, you're doing it the hard way.

If you want to modify the Grade/Stock/Amount of a shard, you can do so, but the game only recalculates if an event causes the amount of shards to change. Examples of such events would be acquiring a shard or selling it, and the game is programmed well enough that even if you were to have more shards than the cap, it won't crash of glitch.

So all you gotta do for most shards is set the value to 10 and sell 1 in the shop, boom, instant Grade 9 with proper calculation.

Some shards cannot be sold, so unfortunately there is nothing to be done about these unless someone manages to create a script to modify which shard we obtain when killing a monster or can trip the trigger that makes the game recalculate. That is the case with most shards obtained from beating bosses, however if you must have a grade 9 version of it, you can get another in NG+. So you'll have to set it to 8 and play again.

There is one exception to the natural rule of Grade 9 and that is Shortcut, that is the only white shard with an actual grade, but you can set it to OFF then adjust the grade to 7 and turn it to ON in order to immediately unlock all shortcuts.

One other thing you might want to watch out for is passive/yellow shards, when they go up to Rank 9 they turn into skills, which means you can benefit from them without even equipping them, however should you still equip the yellow version of the shard, you will benefit from double the effect, at least in the case of stat shards, some of them do not stack however.

Hope this info helps, and thanks for the tables.

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Re: Bloodstained: Ritual of the Night +7 (table Update4)

Post by chaosjr7 » Thu Jun 20, 2019 1:01 pm

Yes, I have tried selling all not important shards, but the Completion LVL Remains so, that Ending always plays at the end of the save.

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Re: Bloodstained: Ritual of the Night +7 (table Update4)

Post by KS212 » Thu Jun 20, 2019 2:11 pm

LoreDood wrote:
Thu Jun 20, 2019 12:59 pm
Guys, you're doing it the hard way.

If you want to modify the Grade/Stock/Amount of a shard, you can do so, but the game only recalculates if an event causes the amount of shards to change. Examples of such events would be acquiring a shard or selling it, and the game is programmed well enough that even if you were to have more shards than the cap, it won't crash of glitch.

So all you gotta do for most shards is set the value to 10 and sell 1 in the shop, boom, instant Grade 9 with proper calculation.

Some shards cannot be sold, so unfortunately there is nothing to be done about these unless someone manages to create a script to modify which shard we obtain when killing a monster or can trip the trigger that makes the game recalculate. That is the case with most shards obtained from beating bosses, however if you must have a grade 9 version of it, you can get another in NG+. So you'll have to set it to 8 and play again.

There is one exception to the natural rule of Grade 9 and that is Shortcut, that is the only white shard with an actual grade, but you can set it to OFF then adjust the grade to 7 and turn it to ON in order to immediately unlock all shortcuts.

One other thing you might want to watch out for is passive/yellow shards, when they go up to Rank 9 they turn into skills, which means you can benefit from them without even equipping them, however should you still equip the yellow version of the shard, you will benefit from double the effect, at least in the case of stat shards, some of them do not stack however.

Hope this info helps, and thanks for the tables.
Yup, found this out the hard way, heh. The game needs an internal 'refresh' of some sort. I wound up setting everything to 10 and then selling 1 of each to Dominique.

Miriam really truly becomes BROKEN OVERPOWERED once all the Passive shards are mastered. Clearly it was never intended to be easily reached as this game w/o any cheats is Dawn of Sorrow tier grinding to 100% all.

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Re: Bloodstained: Ritual of the Night +7 (table Update4)

Post by bloodaxis » Thu Jun 20, 2019 3:13 pm

LoreDood wrote:
Thu Jun 20, 2019 12:59 pm
Guys, you're doing it the hard way.
Haha, I had completely forgotten the sell shard feature was even there. This does indeed make it a lot easier/faster. :D

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