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Wizardry 5 - Heart of the Maelstrom game cheat
# a b c d e f g h i j k l m n o p q r s t u v w x y z

Wizardry 5 - Heart of the Maelstrom

Use of a good sector editor can allow one to modify selected data
to create a playable set of characters for Wizardry V, rather
than the wimps one usually starts with.  This gives a player a
chance to play with decent characters. Data resides on
sectors 92-93-94 (a disk has sectors 0-719 decimal).
It would seem as if this is meant to be done on a floppy,
so I’d suggest scanning for the name of your characters in text
to find where they are and in what file, if you have this installed
on a hard drive.  You can probably still use the offsets given,
but you may have to just eyeball it.
Conts.          Char.1 Char.2   Char.3 Char.4   Char.5   Char.6
Sector         92     92     92-93   93     93-94   94
              (All the following locations are in Hex)
#chars in name     0     F6     1EC     1D8     CE     ?
char name (15 MAX)  1-F   F7-105   1ED-1FB   E3-F1   1D9-1E7   CF-DD
#chars in passwd   10     106     1FC     F2     1E8     DE
pswd name (15 MAX)  11-1F   107-115   1FD-B   F3-101   1E9-1F7   DF-ED
race (1 to 5)    20     116     C       102     1F8     EF
class (0 to 7)    22     118     E       104     1FA     F0
alignment (1 to 3)  24     11A     10     106     1FC     F2
lockbit (boolean), status, age (integer), ability, saving throw (go here)
Gold (LO-HI bytes)  34-35   12A-12B   20-21   116-117 C-D     102-103
items held (8)    3A     130     26     11C     12     108
actual items     3C-5B   132-151   28-47   11E-3D   14-33   10A-129
(8 bytes ea)
experience (LO-HI)  5C-5F   152-155   48-4B   13E-141 34-37   12A-12D
previous level     62     158     4E     144     3A     130
current level     64     15A     50     146     3C     132
current Hit Points 66-67   15C-15D   52-53   148-149 3E-3F   134-135
maximum Hit Points 68-69   15E-15F   54-55   14A-14B 40-41   136-137
spells known, max spell available, current spell available,
fight level. armour class, regeneration, poison, autokill,
number of swings, damage (go here)
Race: 1=Human, 2=Elf, 3=Dwarf, 4=Gnome, 5=Hobbit Class: 0=Fighter, 1=Mage,
2=Priest, 3=Thief, 4=Bishop, 5=Samurai, 6=Lord, 7=Ninja
Alignment: 1=Good, 2=Neutral, 3=Evil
Good ones to change   Hex     Decimal
#Gold             5555   21845
#Experience         55555   349525
#Hit Points         C7     199
Be careful.  Putting in too large a number makes the value negative.
Note:  When this happens, never enter a number greater
than 7F FF ... FF (or FF ... FF 7F when stored in reverse) where
the number of FF’s is dependent on how big the largest value for
the number is.  So, in the above example, you could put up to 7FFF
for gold and 7FFFFF for experience, I think.  From the table, it
would seem as if Hit points can go up to 32767 decimal.





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