not sure if its a good place to ask such a question, maybe you can try to pm in private to someone who made a mod before?
CubeWorld Cheat Engine Item Hacking Guide
Sorry by Mod I meant a Trainer, completely different I know. Basically the goal, to make it less of a cheat and allowed to be posted in forums and used on multiplayer, is that it would require the bottom two slots of the inventory to contain your hang glider, and your boat. Then if you are in water, it'd autoequip the boat, if not, it'd autoequip the glider. But this mechanic can wait until I figure out the basics of scripting.
I simply am trying to bypass the need to manually open the inventory, find the boat/glider, and swap them manually all the time depending on your location. For now Id be happy if someone could show me how to make a script for:
if one boolean value is true (the value for "IsInWater") then it'd set the address for the special item slot to 279 (boat) and if it is not true, then it'd set the value of the slot to 23, a glider.
I am new to LUA, so even this simple if this then that, else that, sorta setup is boggling me. I have the values for all of these things, the readonly IsInWater character flag, and the special item slot, and the values for boat and glider, just no idea how to string them together.
I simply am trying to bypass the need to manually open the inventory, find the boat/glider, and swap them manually all the time depending on your location. For now Id be happy if someone could show me how to make a script for:
if one boolean value is true (the value for "IsInWater") then it'd set the address for the special item slot to 279 (boat) and if it is not true, then it'd set the value of the slot to 23, a glider.
I am new to LUA, so even this simple if this then that, else that, sorta setup is boggling me. I have the values for all of these things, the readonly IsInWater character flag, and the special item slot, and the values for boat and glider, just no idea how to string them together.
Is it just me or are all the codes different now, yesterday I was able to make a bunch of left overs using 14. now I put 14 in and it gives me a carrot
Thank your for this, very helpful and easy to follow.
I can't equip +101 power and more of crossbow ( i'm a ranger )
whenever I type in a value for 0120, 0128 and 012c it puts a bunch of 0's in front of the number after i hit ok to change the value to the number i pur in EX:I put in the number 128 press ok then i get the value 00000128 how do i fix this?
Just a heads up the vanilla cupcake for pet foods is actually 5652 and not 5625
Great guide, helped me quite a bit!
+rep + thanks.
+rep + thanks.
Could you explain how to spawn in spirit cubes (example Fire spirit 100) i am having trouble?
Hey dude, i have a trouble, when i change the ID (0120) to 4 (Chest) That chest is only for warrior, i want one for ranger, how i can do that?
Edit: Is the same thing with the shoulder, gloves, feet, etc.
Edit: Is the same thing with the shoulder, gloves, feet, etc.
It was in the main post but here
Armour Id's Indepth
Armor Editing In-depth
So as I said before, the 0120 address controls the type of item you're getting.
4 - chest
5 - gloves
6 - boots
7 - shoulders
8 - amulet
9 - ring
For armor, the various subtypes are handled by the 012C address. The number in parenthesis goes into the "Material" address in Xaymar's table if you're using that. The last four types require you to set the type of the address to 2 byte at the least to work.
256 - iron (warrior) (1)
1280 - obsidian (warrior) (5)
4608 - saurian (warrior) (18)
5632 - ice (warrior) (22)
4864 - parrot (ranger) (19)
6656 - linen (ranger) (26)
6400 - silk (mage) (25)
5888 - licht (mage) (23)
6912 - cotton (rogue) (27)
The following subtypes have no class restriction so anyone can use them.
512 - wood (2)
1792 - bone (7)
2560 - copper (10)
2816 - gold (11)
3072 - silver (12)
3328 - emerald (13)
3584 - sapphire (14)
3840 - ruby (15)
4096 - diamond (16)
4352 - sandstone (17)
5120 - mammoth (20)
5376 - plant (21)
6144 - glass (24)
32768 - fire (129)
33024 - unholy (130)
33280 - ice (131)
33536 - wind (132)
These values give common (white) quality. To get other qualities of gear simply add 1 for uncommon (green), 2 for rare (blue), 3 for epic (purple), 4 for legendary (yellow), or 5-255 for red items. Example below:
3840 - common ruby item
3841 - uncommon ruby item
3842 - rare ruby item
3843 - epic ruby item
3844 - legendary ruby item
3845, 3846, 3847 ... 4093, 4094, 4095 - red ruby items
Here is an example of a legendary rogue chestpiece (Shining Cotton Chest Armor of Krazzor +60):
011C - 1
0120 - 4
0124 - 1
0128 - 0
012C - 6916
0130 - 30
So as I said before, the 0120 address controls the type of item you're getting.
4 - chest
5 - gloves
6 - boots
7 - shoulders
8 - amulet
9 - ring
For armor, the various subtypes are handled by the 012C address. The number in parenthesis goes into the "Material" address in Xaymar's table if you're using that. The last four types require you to set the type of the address to 2 byte at the least to work.
256 - iron (warrior) (1)
1280 - obsidian (warrior) (5)
4608 - saurian (warrior) (18)
5632 - ice (warrior) (22)
4864 - parrot (ranger) (19)
6656 - linen (ranger) (26)
6400 - silk (mage) (25)
5888 - licht (mage) (23)
6912 - cotton (rogue) (27)
The following subtypes have no class restriction so anyone can use them.
512 - wood (2)
1792 - bone (7)
2560 - copper (10)
2816 - gold (11)
3072 - silver (12)
3328 - emerald (13)
3584 - sapphire (14)
3840 - ruby (15)
4096 - diamond (16)
4352 - sandstone (17)
5120 - mammoth (20)
5376 - plant (21)
6144 - glass (24)
32768 - fire (129)
33024 - unholy (130)
33280 - ice (131)
33536 - wind (132)
These values give common (white) quality. To get other qualities of gear simply add 1 for uncommon (green), 2 for rare (blue), 3 for epic (purple), 4 for legendary (yellow), or 5-255 for red items. Example below:
3840 - common ruby item
3841 - uncommon ruby item
3842 - rare ruby item
3843 - epic ruby item
3844 - legendary ruby item
3845, 3846, 3847 ... 4093, 4094, 4095 - red ruby items
Here is an example of a legendary rogue chestpiece (Shining Cotton Chest Armor of Krazzor +60):
011C - 1
0120 - 4
0124 - 1
0128 - 0
012C - 6916
0130 - 30
I'd like to give you a few tipps because i have also spent much time for observing cubeworld classes.
all those id are not shorts (Int16) they are all bytes!
this is the mainpart of the itemstructure:
BYTE MainID; //0x0000
BYTE SubID; //0x0001
WORD NeedlessID1; //0x0002
WORD XP; //0x0004
WORD Attribute; //0x0006
WORD N02527EE7; //0x0008
WORD N02642B21; //0x000A
BYTE Rarity; //0x000C
BYTE Material; //0x000D
BYTE Adapted; //0x000E
BYTE NeedlessID2; //0x000F
WORD Level; //0x0010
WORD NeedlessID3; //0x0012
Spirit Spirits[32]; //0x0014 Spirit-Class is 8 bytes long
DWORD actSpiritCount; //0x0114
all those id are not shorts (Int16) they are all bytes!
this is the mainpart of the itemstructure:
BYTE MainID; //0x0000
BYTE SubID; //0x0001
WORD NeedlessID1; //0x0002
WORD XP; //0x0004
WORD Attribute; //0x0006
WORD N02527EE7; //0x0008
WORD N02642B21; //0x000A
BYTE Rarity; //0x000C
BYTE Material; //0x000D
BYTE Adapted; //0x000E
BYTE NeedlessID2; //0x000F
WORD Level; //0x0010
WORD NeedlessID3; //0x0012
Spirit Spirits[32]; //0x0014 Spirit-Class is 8 bytes long
DWORD actSpiritCount; //0x0114
allclasses
class EqipSlot
{
public:
BYTE ItemTyp; //0x0000
BYTE Spec; //0x0001
WORD ID1; //0x0002
WORD XP; //0x0004
WORD Attribute; //0x0006
WORD N02527EE7; //0x0008
WORD N02642B21; //0x000A
BYTE Rarity; //0x000C
BYTE Material; //0x000D
BYTE Adapted; //0x000E
BYTE ID2; //0x000F
WORD Level; //0x0010
WORD ID3; //0x0012
Spirit Spirits[32]; //0x0014
DWORD actSpiritCount; //0x0114
};//Size=0x0118
class Player
{
public:
char _0x0000[16];
__int64 posX; //0x0010
__int64 posY; //0x0018
__int64 posZ; //0x0020
char _0x0028[4];
float neigung; //0x002C
float blickrichtung; //0x0030
float speedZ; //0x0034
float speedY; //0x0038
float speedY; //0x003C
float someZ; //0x0040
float someX; //0x0044
char _0x0048[16];
float UpBodyXYrot; //0x0058
char _0x005C[8];
BYTE N025535A0; //0x0064
BYTE N00153224; //0x0065
char _0x0066[20];
BYTE HairR; //0x007A
BYTE HairG; //0x007B
BYTE HairB; //0x007C
BYTE HairAlpha; //0x007D
char _0x007E[2];
float overallscale; //0x0080
float OO; //0x0084
float ground; //0x0088
WORD head; //0x008C
WORD haicut; //0x008E
WORD hands; //0x0090
WORD feet; //0x0092
WORD body; //0x0094
WORD backpack; //0x0096
WORD shoulderExt; //0x0098
WORD hairExtension; //0x009A
float scaleHead; //0x009C
float scaleChest; //0x00A0
float schaleHands; //0x00A4
float scaleFeet; //0x00A8
float scaleShoulderExt; //0x00AC
float scaleWeapons; //0x00B0
float scaleBackpack; //0x00B4
float scaleShoulder; //0x00B8
float scaleHairExt; //0x00BC
char _0x00C0[100];
BYTE attackstat; //0x0124
BYTE N0274742A; //0x0125
BYTE N02747D23; //0x0126
BYTE N0274742B; //0x0127
char _0x0128[4];
WORD N025535D2; //0x012C
BYTE N026F5F16; //0x012E
BYTE stunned; //0x012F
char _0x0130[60];
float actHP; //0x016C
float actMP; //0x0170
float blockpower; //0x0174
float hpmult; //0x0178
float OO; //0x017C
float OO; //0x0180
float amorMult; //0x0184
float resiMult; //0x0188
float OO; //0x018C
DWORD actLVL; //0x0190
DWORD actXP; //0x0194
char _0x0198[80];
EqipSlot empty1; //0x01E8
EqipSlot empty2; //0x0300
EqipSlot Neck; //0x0418
EqipSlot Chest; //0x0530
EqipSlot Feet; //0x0648
EqipSlot Hands; //0x0760
EqipSlot Shoulder; //0x0878
EqipSlot Left Weapon; //0x0990
EqipSlot Right Weapon; //0x0AA8
EqipSlot Left Ring; //0x0BC0
EqipSlot Right Ring; //0x0CD8
EqipSlot Light; //0x0DF0
EqipSlot Special; //0x0F08
EqipSlot Pet; //0x1020
DWORD PetHP; //0x1138
DWORD Riding; //0x113C
DWORD Climbing; //0x1140
DWORD Gliding; //0x1144
DWORD Swimming; //0x1148
DWORD Sailing; //0x114C
DWORD Char Skill 1; //0x1150
DWORD Char Skill 2; //0x1154
DWORD Char Skill 3; //0x1158
char _0x115C[12];
char Name[16]; //0x1168
newstuff* somptr; //0x1178
char _0x117C[4];
float step; //0x1180
char _0x1184[4];
float movement; //0x1188
float tslj; //0x118C
float stealth; //0x1190
float stamina; //0x1194
char _0x1198[80];
DWORD amount; //0x11E8
EqipSlot actHeld; //0x11EC
char _0x1304[416];
float LHandX; //0x14A4
float LHandY; //0x14A8
float LHandZ; //0x14AC
float RHandX; //0x14B0
float RHandY; //0x14B4
float RHandZ; //0x14B8
float LHandXY; //0x14BC
float LHandYZ; //0x14C0
float LHandXZ; //0x14C4
float RHandXY; //0x14C8
float RHandYZ; //0x14CC
float LHandXZ; //0x14D0
char _0x14D4[24];
float UpBodyXYrot; //0x14EC
float UpBodyYZrot; //0x14F0
float UpBodyXZrot; //0x14F4
float BodyXYrot; //0x14F8
float BodyYZrot; //0x14FC
float BodyXZrot; //0x1500
char _0x1504[40];
__int32 money; //0x152C
__int32 platinum; //0x1530
char _0x1534[252];
};//Size=0x1630
class Spirit
{
public:
char _0x0000[8];
};//Size=0x0008
{
public:
BYTE ItemTyp; //0x0000
BYTE Spec; //0x0001
WORD ID1; //0x0002
WORD XP; //0x0004
WORD Attribute; //0x0006
WORD N02527EE7; //0x0008
WORD N02642B21; //0x000A
BYTE Rarity; //0x000C
BYTE Material; //0x000D
BYTE Adapted; //0x000E
BYTE ID2; //0x000F
WORD Level; //0x0010
WORD ID3; //0x0012
Spirit Spirits[32]; //0x0014
DWORD actSpiritCount; //0x0114
};//Size=0x0118
class Player
{
public:
char _0x0000[16];
__int64 posX; //0x0010
__int64 posY; //0x0018
__int64 posZ; //0x0020
char _0x0028[4];
float neigung; //0x002C
float blickrichtung; //0x0030
float speedZ; //0x0034
float speedY; //0x0038
float speedY; //0x003C
float someZ; //0x0040
float someX; //0x0044
char _0x0048[16];
float UpBodyXYrot; //0x0058
char _0x005C[8];
BYTE N025535A0; //0x0064
BYTE N00153224; //0x0065
char _0x0066[20];
BYTE HairR; //0x007A
BYTE HairG; //0x007B
BYTE HairB; //0x007C
BYTE HairAlpha; //0x007D
char _0x007E[2];
float overallscale; //0x0080
float OO; //0x0084
float ground; //0x0088
WORD head; //0x008C
WORD haicut; //0x008E
WORD hands; //0x0090
WORD feet; //0x0092
WORD body; //0x0094
WORD backpack; //0x0096
WORD shoulderExt; //0x0098
WORD hairExtension; //0x009A
float scaleHead; //0x009C
float scaleChest; //0x00A0
float schaleHands; //0x00A4
float scaleFeet; //0x00A8
float scaleShoulderExt; //0x00AC
float scaleWeapons; //0x00B0
float scaleBackpack; //0x00B4
float scaleShoulder; //0x00B8
float scaleHairExt; //0x00BC
char _0x00C0[100];
BYTE attackstat; //0x0124
BYTE N0274742A; //0x0125
BYTE N02747D23; //0x0126
BYTE N0274742B; //0x0127
char _0x0128[4];
WORD N025535D2; //0x012C
BYTE N026F5F16; //0x012E
BYTE stunned; //0x012F
char _0x0130[60];
float actHP; //0x016C
float actMP; //0x0170
float blockpower; //0x0174
float hpmult; //0x0178
float OO; //0x017C
float OO; //0x0180
float amorMult; //0x0184
float resiMult; //0x0188
float OO; //0x018C
DWORD actLVL; //0x0190
DWORD actXP; //0x0194
char _0x0198[80];
EqipSlot empty1; //0x01E8
EqipSlot empty2; //0x0300
EqipSlot Neck; //0x0418
EqipSlot Chest; //0x0530
EqipSlot Feet; //0x0648
EqipSlot Hands; //0x0760
EqipSlot Shoulder; //0x0878
EqipSlot Left Weapon; //0x0990
EqipSlot Right Weapon; //0x0AA8
EqipSlot Left Ring; //0x0BC0
EqipSlot Right Ring; //0x0CD8
EqipSlot Light; //0x0DF0
EqipSlot Special; //0x0F08
EqipSlot Pet; //0x1020
DWORD PetHP; //0x1138
DWORD Riding; //0x113C
DWORD Climbing; //0x1140
DWORD Gliding; //0x1144
DWORD Swimming; //0x1148
DWORD Sailing; //0x114C
DWORD Char Skill 1; //0x1150
DWORD Char Skill 2; //0x1154
DWORD Char Skill 3; //0x1158
char _0x115C[12];
char Name[16]; //0x1168
newstuff* somptr; //0x1178
char _0x117C[4];
float step; //0x1180
char _0x1184[4];
float movement; //0x1188
float tslj; //0x118C
float stealth; //0x1190
float stamina; //0x1194
char _0x1198[80];
DWORD amount; //0x11E8
EqipSlot actHeld; //0x11EC
char _0x1304[416];
float LHandX; //0x14A4
float LHandY; //0x14A8
float LHandZ; //0x14AC
float RHandX; //0x14B0
float RHandY; //0x14B4
float RHandZ; //0x14B8
float LHandXY; //0x14BC
float LHandYZ; //0x14C0
float LHandXZ; //0x14C4
float RHandXY; //0x14C8
float RHandYZ; //0x14CC
float LHandXZ; //0x14D0
char _0x14D4[24];
float UpBodyXYrot; //0x14EC
float UpBodyYZrot; //0x14F0
float UpBodyXZrot; //0x14F4
float BodyXYrot; //0x14F8
float BodyYZrot; //0x14FC
float BodyXZrot; //0x1500
char _0x1504[40];
__int32 money; //0x152C
__int32 platinum; //0x1530
char _0x1534[252];
};//Size=0x1630
class Spirit
{
public:
char _0x0000[8];
};//Size=0x0008
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