I tried this and it didn't work. Wanted to try and give myself more psychic eggs to speed up my time.
[REQUEST] Moonstone Island
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Re: [REQUEST] Moonstone Island
I have tried to modify my time speed and stamina by modifying the c3runtine.js and nothing seems to be happening.
Re: [REQUEST] Moonstone Island
anyone find a way to increase the chance of shiny holo spirits?
Re: [REQUEST] Moonstone Island
If you see no change at all in the game then maybe the original package.nw file is still there? You need to rename it to something else so when the game looks for 'package.nw' it should only find the folder you modified.tripledj21 wrote: ↑Thu Oct 05, 2023 7:43 amI have tried to modify my time speed and stamina by modifying the c3runtine.js and nothing seems to be happening.
Re: [REQUEST] Moonstone Island
It turns out there was another structure that actually tracked the inventory (the one I saw was only used to render the Inventory Container slots' UI)
Here's one that sets the last item in your inventory (index 38) to 99 moonstones
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) {
if (i._objectType._jsPropName == "inventoryArray"
&& i._sdkInst._arr
&& i._sdkInst._arr.length > 0) {
i._sdkInst._arr[38][0][0] = 99; // count of items
i._sdkInst._arr[38][1][0] = "moonstone"; // type of item, check out itemArray.json
break;
}
}
If you remove the "moonstone" part (and maybe do a check for i._sdkInst._arr[38][0][0] > 0), you can also use this to easily 99x any item (by just putting it in the last slot of your inventory)
Note that I'm also on `1.0.1674.1` (I think this might be an older version now). That said, the main state variables (e.g. runtime$jscomp$1) shouldn't change
Re: [REQUEST] Moonstone Island
now THIS one works just right. Thanks =3leegao wrote: ↑Thu Oct 05, 2023 3:35 amCode: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "inventoryArray" && i._sdkInst._arr && i._sdkInst._arr.length > 0) { i._sdkInst._arr[38][0][0] = 99; // count of items i._sdkInst._arr[38][1][0] = "moonstone"; // type of item, check out itemArray.json break; } }
now if only we can find a way to force holographic spirits, or change ones we have holographic.
Re: [REQUEST] Moonstone Island
Is there a way to freeze the fight energy you have so that you can do all of your cards until you decide to end turn? or better yet is there a way to freeze your spirits hp so they just dont die? finding it impossible on some of these dungeons to get by some of these guardians.
Re: [REQUEST] Moonstone Island
Unfortunately I'm out for a bit on vacation. Here's what I remember to change all energy requirements for every card to 0:fostot wrote: ↑Fri Oct 06, 2023 7:49 pmIs there a way to freeze the fight energy you have so that you can do all of your cards until you decide to end turn? or better yet is there a way to freeze your spirits hp so they just dont die? finding it impossible on some of these dungeons to get by some of these guardians.
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) {
if (i._objectType._jsPropName == "card") {
i._instVarValues[4] = 0; // 4 or maybe 5 corresponds to the energy spend of the card
}
}
You can try adding console.log to a couple of the functions that just return a single constant string related to battle/cards using the Chrome dev console.
Similarly, you can also pause here and look for instances (in runtime$jscomp$1._instancesByUid.values()) that correspond to your spirits and change the associated HP or status values. The _objectType._instVars array contains plaintext descriptions of all of the _instVarValues, so that'll be helpful to figure out what you need to change.
I did a quick attempt before I had to go pack last night and couldn't zero in on what needs to be changed to boost holographic chances, I'll take another look when I'm back.
BUT I think changing spirits to be holographic may be easier to do/search for. Here's how I would do it:
1. Go into your spirit medallion (so your spirits are loaded), if this doesn't work, maybe try going into their stats
2. In the dev console, pause the thread for the Runtime thread
3. Do a search of all loaded instances (see below)
4. Check out all of the logged instances (including their _objectType.instVars to see what the var values correspond to) and see if you can find something that's related to the spirit stats
5. Change a couple of them, until you get the desired results
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) {
console.log(i._objectType._jsPropName, i._instVarValues, i);
}
Re: [REQUEST] Moonstone Island
Thank you for figuring this out, I was going to mess around with my in-game time speed but I noticed all the sprites are also sitting right there. I started modding my game to get rid of the eye design on all the characters dialogue portraits, game is already starting to look so much better. The game happily takes new sprites if you put an edited sheet back, here's me testing a line on a random sprite to check if it was working. Appreciate it!
This also appears to be an easy way to change all your in-game music if you want different background music. Haven't tested that yet though.
Re: [REQUEST] Moonstone Island
Ooooh, making game mods w/ custom characters/dialogues would be really cool!
Re: [REQUEST] Moonstone Island
So I am inputting the code via DevTools, it is replenishing my Stamina, but it is not Pinning it (Stopping it from depleting?)leegao wrote: ↑Thu Oct 05, 2023 3:35 amAnd to pin your stamina, do the same thing with c3runtime.js
Search for this string (it may have changed in an update)
and replace it withCode: Select all
a=>{const b=a._GetNode(0),c=a._GetNode(1),d=a._GetNode(2),e=a._GetNode(3);return()=>and(and(Math.round(b.ExpInstVar()*(c.ExpObject()/(d.ExpObject()-16))),"/"),e.ExpInstVar())}
If you'd rather do this directly in the dev console, then here's what you can do:Code: Select all
a=> { const b = a._GetNode(0) , c = a._GetNode(1) , d = a._GetNode(2) , e = a._GetNode(3); return ()=> { for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "Moon") { i._instVarValues[15] = i._instVarValues[14]; // 15 = current stamina, 14 = max? stamina break; } } return and(and(Math.round(b.ExpInstVar() * (c.ExpObject() / (d.ExpObject() - 16))), "/"), e.ExpInstVar()); }; }
1. Open the dev console
2. Go to sources
3. In the Threads tab (on the right side), click on the "Runtime" thread and suspend it's execution (pause button)
4. Go to console, and type in the following code
5. Continue
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "Moon") { i._instVarValues[15] = i._instVarValues[14]; // 15 = current stamina, 14 = max? stamina break; } }
I also added this code and it doesn't seem to loop, I get 1 stack of 99 once then I have to input the code again whilst the RunTime is Paused.leegao wrote: ↑Fri Oct 06, 2023 2:07 amIt turns out there was another structure that actually tracked the inventory (the one I saw was only used to render the Inventory Container slots' UI)
Here's one that sets the last item in your inventory (index 38) to 99 moonstones
you can add this loop to the same function I posted above, and it'll perpetually set the last item in the inventory to 99 moonstones (even if you move the stack away, it'll immediately give you more).Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { if (i._objectType._jsPropName == "inventoryArray" && i._sdkInst._arr && i._sdkInst._arr.length > 0) { i._sdkInst._arr[38][0][0] = 99; // count of items i._sdkInst._arr[38][1][0] = "moonstone"; // type of item, check out itemArray.json break; } }
If you remove the "moonstone" part (and maybe do a check for i._sdkInst._arr[38][0][0] > 0), you can also use this to easily 99x any item (by just putting it in the last slot of your inventory)
Note that I'm also on `1.0.1674.1` (I think this might be an older version now). That said, the main state variables (e.g. runtime$jscomp$1) shouldn't change
Re: [REQUEST] Moonstone Island
I'm not sure what i'm looking for, so this can wait a bit for a while till you're back from vacay.leegao wrote: ↑Sat Oct 07, 2023 12:36 amI did a quick attempt before I had to go pack last night and couldn't zero in on what needs to be changed to boost holographic chances, I'll take another look when I'm back.
BUT I think changing spirits to be holographic may be easier to do/search for. Here's how I would do it:
1. Go into your spirit medallion (so your spirits are loaded), if this doesn't work, maybe try going into their stats
2. In the dev console, pause the thread for the Runtime thread
3. Do a search of all loaded instances (see below)
4. Check out all of the logged instances (including their _objectType.instVars to see what the var values correspond to) and see if you can find something that's related to the spirit stats
5. Change a couple of them, until you get the desired results
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) { console.log(i._objectType._jsPropName, i._instVarValues, i); }
Re: [REQUEST] Moonstone Island
So I noticed something when injecting items, if you do food/crops, you wont get the effect of the item, for example Stonefruits', +50 Stamina, or Magic Mushrooms' +100 Stamina
Anyone else had the same issue, if so anyone found a workaround/solve?
Anyone else had the same issue, if so anyone found a workaround/solve?
Re: [REQUEST] Moonstone Island
So to create new items, you actually have to/get to specify the effects you get from the consumable.
To do this, you'll need to change the 3rd (index 2) item in the sdkInst arr.
For example, here's a way to turn your stack of stoneFruitCrops to be extra OP - not only will it grant you 500 stamina when consumed, but it'll give your spirit +20 of each stat, as well as heal them +100.
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) {
if (i._objectType._jsPropName == "inventoryArray"
&& i._sdkInst._arr
&& i._sdkInst._arr.length > 0) {
i._sdkInst._arr[38][0][0] = 99;
i._sdkInst._arr[38][1][0] = 'stoneFruitCrop';
i._sdkInst._arr[38][2][0] = 'Stamina:500,Speed:20,Vitality:20,Power:20,Armor:20,Hp:100';
break;
}
}
Code: Select all
for (let i of runtime$jscomp$1._instancesByUid.values()) {
if (i._objectType._jsPropName == "inventoryArray"
&& i._sdkInst._arr
&& i._sdkInst._arr.length > 0) {
i._sdkInst._arr[38][0][0] = 99;
i._sdkInst._arr[38][1][0] = 'flaxCrop';
i._sdkInst._arr[38][2][0] = 'Stamina:500,Speed:-20,Vitality:-20,Power:-20,Armor:-20,Tame:200';
break;
}
}
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