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  #1  
Old 10-21-2008, 09:00 PM
aceshigh23 aceshigh23 is offline
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Changing Runes=7-7 has no affect on the spendable runes you get each level. I've been testing out a save right before a level-up and no changes I make to that Runes field do anything. I know the hero.txt file is being changed, because I can change how much attack, defense, or intellect I'm going to get on the level-up, but can't change how many runes I get.

I've tried 10-10 and 10-8 and no change. I'll also try 20-20, but I don't think this is the right field.

edit - Also tried 14-14 and no change.

Last edited by aceshigh23; 10-21-2008 at 09:05 PM.
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  #2  
Old 11-03-2008, 03:21 AM
bman654 bman654 is offline
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Quote:
Originally Posted by aceshigh23 View Post
Changing Runes=7-7 has no affect on the spendable runes you get each level. I've been testing out a save right before a level-up and no changes I make to that Runes field do anything. I know the hero.txt file is being changed, because I can change how much attack, defense, or intellect I'm going to get on the level-up, but can't change how many runes I get.

I've tried 10-10 and 10-8 and no change. I'll also try 20-20, but I don't think this is the right field.

edit - Also tried 14-14 and no change.
I'm pretty sure all your runes are allocated when you start a new game so changing that line will have no effect unless you start a new game. This is why the interface mod is able to show you what all your runes will be for all your future level-ups.
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  #3  
Old 11-03-2008, 05:14 PM
BrianD BrianD is offline
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Hello,

I've tried the mod but it didn't work. Game version is 1.6.4.
Any advice?

*note:
I also tried editing the hero.txt but the game crashes.
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  #4  
Old 11-15-2008, 02:52 PM
xerxes xerxes is offline
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Quote:
Originally Posted by BrianD View Post
Hello,

I've tried the mod but it didn't work. Game version is 1.6.4.
Any advice?

*note:
I also tried editing the hero.txt but the game crashes.
this is what i did to create my own 1.6.4 version...

extract hero.txt from base/ses.ksf using 7zip
edit it as you please
replace the one in the 16b7mod.ksf with that one. i couldn't do this with 7zip so i renamed to .7z opened with winrar and then replaced it. then renamed back to .ksf

and it worked

in my version i made the paladin a bit powerful
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  #5  
Old 11-29-2008, 05:00 AM
aceshigh23 aceshigh23 is offline
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Thanks Marlow, great catch!
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  #6  
Old 11-29-2008, 03:55 PM
ender ender is offline
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Default remove max level

where are those functions (LOGIC.)?

local learn, skill_need = Logic.hero_lu_skill_upg()
local max_level=Logic.skill()

i want to remove level cap from spirits and hero
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  #7  
Old 11-29-2008, 04:16 PM
Keneth Keneth is offline
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I would guess core logic and game functions are defined in their respective libraries which are hardcoded inside the executable and dynamic link libraries. Although increasing the level cap might be something as simple as expanding the XP array found in hero.txt. You shouldn't bother though, you'll only reach around lvl30 by the end of the game not to mention that even if you increased the XP gain, the game would become incredibly imbalanced.
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  #8  
Old 11-29-2008, 05:25 PM
Keneth Keneth is offline
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Well if you buff both yourself and the enemy then you really haven't changed anything, now have you? Might as well leave things as they were.
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  #9  
Old 03-29-2009, 03:25 AM
Boar Boar is offline
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Thanks for this tip! I couldn't unzip the mod either, but with 7zip and Winrar was able to do just what you said. Now I'm having a blast with a slightly modified Warrior who can get to higher magic!


Quote:
Originally Posted by xerxes View Post
this is what i did to create my own 1.6.4 version...

extract hero.txt from base/ses.ksf using 7zip
edit it as you please
replace the one in the 16b7mod.ksf with that one. i couldn't do this with 7zip so i renamed to .7z opened with winrar and then replaced it. then renamed back to .ksf

and it worked

in my version i made the paladin a bit powerful
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