How to cheat

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Contents

The SWORDFISH Trick

See the character page for details. This allows you to do all of the below, and more, without hacking save files. For example, you can use the Ctrl+U menu to give yourself any item or skill, or to modify your character stats. See It's Always Swordfish for a list of references.

Hacking Saved Games

One way to cheat is to hack saved game files. On Linux, they may be found, depending on the distro, in one of these places:

  • /home/$USER/.macromedia/Flash_Player/#SharedObjects/$RANDOM/#localWithNet/WordRealms.swf/ (XBMC)
  • /home/$USER/.appdata/com.asymmetric.WordRealms/Local Store/#SharedObjects/wordgamerelease.swf/ (Mint 16)

On Windows, they're found in %AppData%\com.asymmetric.WordRealms\Local Store\#SharedObjects\wordgamerelease.swf\. There will be a file called wordgame.global.sol for game-wide data (achievements, whether The Ring is unlocked, who the players are, etc.) and a file called something like wordgame.player0.sol for each player you create.

Editors

On Windows you can a hex editor (e.g. XVI32) and on Linux you can use vi to open a player file while Word Realms is not running (it will save to these files when you exit, possibly even if nothing has changed, which may overwrite your changes.) To be safe, back up your player (and global) files first, because one wrong byte can cause the starting Word Realms screen to not show any players in the book nor even the new player option; it may also cause Word Realms to crash or hang on startup.

Lengths

There are two methods of hacking WR saves. One is changing quantities, and the other is changing names. In either case, you cannot modify the length of the data you're changing, otherwise WR won't load the file anymore.

Editing Quantities

The way you edit quantities is to search for a text identifier, and then modify the hex values of the characters just after the identifier. For example, if you want to change your vocabulary, the identifier is voc. So you search the file for voc, and just after the c in voc there are two bytes, whose hex values will be 04 and something else. The second byte, the one after the 04, is the one you want to change. If you change it to a hex value of 22, your vocabulary will be maxed out.

Some quantities use more than one byte after the 04, but only after the game has increased a value past a certain maximum. Strength (str) and intelligence (intel) work this way: you can set them to 047F, and if that value isn't high enough, you can play until you get a milestone that modifies it, after which you may notice that the save file will have an extra byte between the 04 and the next text. At that point you can change the 047F (which now may be 0481 or the like) to read 04AF, and if you do that in both intel and str, and equip a few good defense items, that should give you enough stat to beat round 255 of The Ring, and also Lord Nightmare, with three-letter words.

Inventory (search for inv or eq if it's equipped) quantities work the same way, the maximum being 20 per slot (careful for equipped items that aren't consumables.) 20 being 14 in hexadecimal, you can max out an item you have by changing its trailing 04xx to 0414.

Editing Strings

You can also edit inventory item texts to change which items you have, but you can only change between items that have the exact same number of characters, so this isn't usually as easy as just getting an item the normal way in the game (especially if you max out your stats as above.)

However, where it can help is in items generated from The Ring. They will be called things like Generated:3106:wizard:ring:45. The first number represents the style, name, and bonus of an item; the patterns for this need spading. The second number is related to the power of the item.

Because the first number can sometimes be shorter, if you're just looking for raw power (e.g. to get an always-defensive item, like a head item rather than a ring item which may not affect defense), you can shorten the first number and max out the second with an extra digit. You can also change the type, as long as the text length stays the same.

In our example above, Generated:3106:wizard:ring:45 is 29 characters. If I wanted an amazing helmet instead, I can change this to Generated:310:wizard:head:999, which is also 29 characters. With this in mind, it's possible to give warrior items to a wizard, and vice versa.

The allowed types in the third field are wizard and warrior, and the allowed gear types in the fourth field are:

  • boots
  • chest
  • gloves
  • head
  • neck
  • offhand (wizards only, always makes Orb)
  • ring
  • shield (warriors only)
  • trinket
  • weapon

Ring, neck, and trinket items have V=25P, all else are V=15P, where V is gold value, and P is the power field (the last number in the generated string.)

Obtaining Impossible Items

Want to try an item that doesn't exist, like The Jickblade?

Let's see. "The Jickblade" is 13 characters. So we go to Category:Items, copy all the text from the two pages there, and search for the regex " .\{13\}$" in, say, TextPad, and check out those items. "Very Old Beer", e.g., also has 13 characters, and is as easy as killing Can-Opener Hands. So do that, then replace the item name in the save file, and voila! You can even equip it as a Wizard:

Thejickblade.png

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