![]() The absolute addresses won't be correct anymore in the save file, obviously, but the relative addresses should still be valid. CHR files are only used to add characters to a new game (or perhaps when a character is added to a game for the first time). If you want to edit characters in-game, you'll have to edit the save file instead, which includes the information from the. CHR file will function as the inventory in the save file). CHR files, but I assume a lot of the empty space in the. CHR files because my goal was to remove the annoyance of character creation (as such, I have not included equipment/inventory, which is not used in the. Other values you'll have to change manually are the AT/PA values and the God Bonus. CHR files instead of hours of generating random values (now I spent hours staring at hex values :p), but base attack values and MR aren't calculated dynamically, so changing the attribute values would not change these. I wanted to figure this out because I wanted to create most of my characters by giving them an interesting/balanced attribute spread by hex editing the. The formula is (((CR-1)+(WD-1))/3+1)-(2*SN)+class modifier (+3 for elves,+0 for hunters and warriors, -2 for thorwelians, +2 for the rest). Magic resistance has a similar mechanism. Well, RoA1 uses only one value for AT/PA, and it's based on IN/AG/ST. Much of this probably already has been documented by others, but I wasted a lot of time on this (I never actually looked at hex editing before this, I got the idea because it was mentioned here somewhere as a fix for the baby faces bug in RoA2) so I thought I'd share the result :)įirst of all, always wondered how the base AT/PA value is calculated? The manual says it depends on CR/AG/ST for AT and IN/AG/ST for PA. While investigating I also figured out some mechanisms which were not entirely clear to me before. I positively hate the way characters are generated in RoA1, so I decided to try to hex edit my characters.
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