Here is my slightly modified version of the above CT by Made by oyyzj for the recently released GoG version of the game. Mainly I redid the infinite potion so it will work with the GoG version. It's not really infinite potions but infinite item use so I changed the name to that. I also removed the non-working code like the add stat/magic points and exp Distribute.
So the table has the following:
Stats Distribute - same as original, must have 1 point but when used points never gets removed
magic distribute - same as original, must have 1 point but when used points never gets removed
Infinite Item use - doesn't use up an usable item. If you use a potion count doesn't decrease. If you unlock a rune you will still have an unlocked rune in your inventory. When you add a rune to a weapon if you have 2 or more it will never decrease (note if you have only 1 it will disappear from inventory). WARNING - disable when loading game or infinite loop happens and will crash your game if you leave it long enough!!
Item count - added this so you can change the count in case you forget to disable on load and end up with like a million potions.
Magic Mana - unchanged - enable for infinite magic use
Stamina - unchanged - enable for infinite stamina
Testing - partial attempt to get HP pointers - incomplete
Have fun
I tried to do infinite HP but it was a pain, and decided to forget about it. If you want to give it a try you can look for the 17 memory locations storing HP and locking it and it will work. I was able to find an AOB scan that would let me get 12 of the 17 but for the remaining 5 I couldn't find any that let me find them after reloading the game.
This is a table for GOG version with different Stat pointers. In order to edit Attributes, you need to have enough SP or AP first. For everything else - change it and freeze the value.
This is a table for GOG version with different Stat pointers. In order to edit Attributes, you need to have enough SP or AP first. For everything else - change it and freeze the value.
Hope everything works.
Thank you, sometimes it is very useful for editing attributes.
But also interesting, is it possible to edit spells? I mean somehow make more than 1 magic type available for the first playthrough (as is allowed for NG+ or NG++) or activate spells of another magic type so that they are possible to use.