readme.txt

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ff13invedit or FF13 Inventory Editor by extra2000

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BEFORE YOU READ THE HOW-TO PART, IT IS IMPORTANT YOU READ THE STUFF BELOW

OK, first off. This tool is not promised. I am just sharing this tool in case
anyone wants to have complete control of their inventory in FFXIII for Xbox360.
That being said, I offer no support for this tool. If you can't figure out how
to use it, don't ask me how. I will just guide you through how to use this tool
IN THIS README. Nothing more, nothing less. If you're lucky, other people may
be able to help you out. Again, I will not give any support of any form. If you
read this whole README and still having troubles, then move on and forget about
this tool or wait for some other more user-friendly ones.
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Now for the how to part.

Before we begin, I suggest you learn how to open up your shell or command prompt
. Learn how to use it and familiarize yourself with it. Below are the checklist
you must do for this tool to work:

1. Extract your ff13-xx.dat save file from the CON package.
2. Decrypt that save file with ff13crypt by unknown v2.
3. Make a back up of that save somewhere anywhere.

Now that's out of the way, to use the tool, enter in command prompt:

  ff13-invedit.exe -e ff13-xx.dat

Remember that you have to replace ff13-xx.dat with whatever save file you have.
The command above will extract all your inventory listing to an inventory.txt
file. This is the file that you must edit to edit your inventory. Once you open
this file you will see the following file structure:

[ITEMS]
<item_id>:<quantity>
[WEAPONS]
<weapon_id>:<equipped>:<level>:<multiplier>:<experience>:<tail>
[ACCESSORIES]
<accessory_id>:<equipped>:<level>:<multiplier>:<experience>:<tail>
[COMPONENTS]
<component_id>:<quantity>
[KEYITEMS]
<keyitem_id>
[END]

Explanation of each field:

[ITEMS], [WEAPONS], [ACCESSORIES], [COMPONENTS], [KEYITEMS], [END]
These are section headings. Do not modify these or you will not be able to
inject your inventory.txt back to your savefile.

<item_id>, <weapon_id>, <accessory_id>, <component_id>, <keyitem_id>
These are game ID's of the items. You can look it up at xbox360-content.com.

<quantity>
This is the number of the specified item you have in your inventory. I think
you can add up to 65535, but to be on the safe side, I suggest not going over
99.

<equipped> ===>>> DO NOT EDIT THIS VALUE!!! UPDATE: DO NOT BOTHER WITH THIS TOO!
This indicates whether the item is equipped or not. This will be '1' if equipped
or '0' if not. As I point out, DO NOT EDIT THIS VALUE! The purpose of this is
to let you know if you have that item equipped. If it is equipped, I suggest
not taking it out of your inventory. If you do, then I think your game will
crash. You can still modify the level, experience, and multiplier of any
equipped item just make sure to not delete them.
UPDATE: After bugs, errors, etc. This thing is bugged so the newer version of
this just ignores this part and sets it 0. The side effect of this is that
your equipped items are jumbled. But don't worry though, you can fix it by
re-equipping your characters with appropriate items. Make sure you see the
check mark in the "Inventory" menu before moving on. If the check mark is not
beside the weapon, try another until it checks then it will fix itself with
previous ones that does not check. In a sense this number (0 or 1) simply
indicates a "lock" to that item so you cannot sell it. That's it.

<level>
The level of the item. Not sure if it can go above 100. But when I tried to
set a maxxed Omega Weapon to level 1, it actually went to level 30+ -which is
its supposedly lowest level.

<multiplier> ===>>> ONLY SET TO EITHER: 1.0, 1.5, 1.75, 2.0, 3.0
As mentioned in the warning, only set to the above numbers or the tool will
crash? Or so I think... I can fix this, but I am lazy.

<experience>
I am not sure how this affects the game. But you can set it at most 4 bytes.
So max experience is 4294967295.

<tail> ===>>> DO NOT EDIT THIS VALUE!!! ADD "0x00000000" for new items.
These are four extra tailing bytes that are found in the database. These bytes
are yet to be analyzed, but it is assumed to be related with status modifier of
the matching weapon or accessory. Until further analysis is performed, I suggest
sticking away from this value. The value is in CAPITALIZED HEXADECIMAL format
pre-pended with "0x". So if you wish to add a new item, you add 0xHHHHHHHH,
where 0x is the pre-fix, and HHHHHHHH is the hexadecimal value in upper case. It
is necessary to add the "0x" at the beginning or you will get unwanted side
effects.

Now that you are done editing your inventory.txt, it's time to put it back
to your savefile. To do so, enter:

  ff13-invedit.exe -i ff13-xx.dat

Before doing the above command, make sure your inventory.txt is in the same
folder or the tool will crash.

There! All done. Now encrypt your savefile with ff13crypt and inject the
savefile back to the CON package. Re-hash, then put back to HDD/MU.

If you can't run the tool, the source is included. I always write using
standardized C/C++ so it will compile across any compilers.

Thanks to people at xbox360-content.com. I don't need to name each and
everyone, but the community there is awesome! Thanks to my brother for
compiling the source for me in Windows. I will get a Windows PC soon when
I saved enough money.
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