Inscryption

Inscryption

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CHOOSE ANY TOTEM OR +999 DAMAGE TO CARDS WITHOUT MODS
By ZAVAS
If you didn't like what the Woodcarver gave you, or if you want to defeat the Leshy with a single blow without using mods, then this is the place for you.
   
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♥♠♣♦!!!_ATTENTION_!!!♦♣♠♥
ANY MODIFICATION CAN RUIN YOUR GENERAL EXPERIENCE OF THE GAME, I RECOMMEND THAT YOU COMPLETE THE GAME FULLY AND THEN TRY DIFFERENT COMBINATIONS THAT WERE NOT AVAILABLE IN THE GAME BEFORE.

Any changes to the game's internal files may cause complete or partial damage, and it is recommended to create a backup of the game before making any modifications to protect your saves and nerves.
Chapter Ⅰ. File path
PATH TO GAME FILES C:\SteamLibrary\steamapps\common\Inscryption\SaveFile.gwsave
You can also open game files through the steam client. All manipulations are performed with the SaveFile.gwsave file.
Chapter ⅠⅠ. Getting to know the game code.
To open and modify the game code, we will use the pre-installed program Notepad++ on Windows 10. If you do not have it, do not despair, the code is easily opened by a regular text notepad.

For the example of internal changes, we will use the game mode "Casey Mod".

Launching and in our hands we have the initial deck of cards. In my case, the deck for ants.
In the text document, we need to find the line "currentStarterDeck": "Ants". This line lists all the items we have in our possession.Now we need to go down below to find the totem section.
There are three items:
1. "totems" - the totem itself, which is collected on the right side of the table.
2. "totemTops" - the head of the totem, which determines which animal the effect works on.
3. "totemBottoms" - the base of the totem, which gives us the effect.

"totemTops" and "totemBottoms" are the components of the totems that appear in our inventory, and we can enter the numbers of these items that we want to receive, but we can only collect them when we meet the carver!
Chapter ⅠⅠⅠ. List of numbers and modifiers.
To give yourself a totem at the very beginning, you need to replace "$rlength": 0 with "$rlength": 1.
Then, before "$rcontent": [ ], you should enter the following code in empty square brackets:
The code we need:
{
"$id": 341,
"$type": "56|DiskCardGame.TotemDefinition, Assembly-CSharp",
"tribe": 1,
"ability": 1
}
It should look like this:
We save and check it.
At the very beginning, a totem appeared on the table. To select the parameters you need, look at the table:
There are many more options for the stand. Enter the numbers before "ability" as listed below:
NOTE: Abilities that do not appear in the game will be marked with ♣, while abilities required for the POZ chapter will be marked with ♥.
1 - Rabbit Hole;
2 - Full Hive;
3 - Runner;
4 - Touch of Death;
5 - Cub;
6 - Dam Master;
7 - Used Car Dealer;
8 - digger;
9 - fertility;
10 - tail cut off;
11 - carrion;
12 - bone king;
13 - amphibian;
14 - invulnerability;
15 - prickly needles;
16 - big guy;
17 - anthill;
18 - guardian;
19 - flyer;
20 - many lives;
21 - disgust;
22 - a worthy sacrifice;
23 - a powerful jump;
24 - a split-handed blow;
25 - a forked blow;
26 - ♣ defrosting;
27 - ♣ (considered a skinning knife) gives nothing;
28 - a bone-crusher;
29 - a trinket lover;
30 - steel trap;
31 - amorphous;
32 - ♣ synchronous rotation (MOON ABILITIES);
33 - ♣ ubiquitous blow (MOON ABILITIES);
34 - leader;
35 - ♣ infirmity;
36 - ♣ (considered a skinning knife) gives nothing;
37 - ♥ crystal triangle is meaningless for this mode;
38 - ♥ crystal diamond is meaningless for this mode;
39 - ♥ crystal sphere is meaningless for this mode;
40 - ♥ crystal sphere is meaningless for this mode;
41 - ♥ crystal cube (meaningless for this mode);
42 - ♥ crystal modifier (meaningless for this mode);
43 - ♥ crystal modifier (meaningless for this mode);
44 - ♥ crystal modifier (meaningless for this mode).
Continuation of Chapter ⅠⅠⅠ
We've figured out how to add a totem at the very beginning of the game, but if you encounter a carver, you'll notice that it disappears. How can we avoid this?
It's easy. We need to give ourselves the very elements from which it is assembled. You see, we have created a totem out of thin air, and we don't have anything in our inventory, so we go back to Chapter ⅠⅠ. I mentioned:
2. "totemTops" - the head of the totem, which determines which beast the effect works on.
3. "totemBottoms" - the base of the totem, which gives us the effect.
To give yourself these elements, enter the number of elements you want in the "$rlength": 0 line (I want 4, so I change 0 to 4), then look at the tables and enter the numbers after "$rcontent":
BEFORE:










AFTER:




















Saving and checking:
We did it, but don't get carried away with the quantity, you might get a softlock!!!
+ add. information.Abilities (999 damage and 999 health)
Come to the campfire with that card, and improve it by one value. This will open access to the card modifications in the script, save and exit, and also go to the text document.We open it in the same way, but our task is to find the card that we have upgraded, in my case it is a black goat. We are interested in:
"attackAdjustment": 1, - improving attack
"healthAdjustment": 0, - improving health
We change the values to the ones we want.
Congratulations, you have the most powerful card in the game!!!!
Conclusion.
With the help of a text document, we can radically change the course of the game, of course the meaning is lost, but isn't it interesting to try to make combinations that are very difficult to achieve in the game, here is the opportunity to try everything.

I will write a more detailed guide on changes to card modifiers, only as I will deal with them myself, they are rigidly tied to the id resources of the game and because of this it is easy to catch softlock.
Support this guide with a like or comment, it is possible and a community award, I will be very grateful. All the best.
1 Comments
riamdpmesas 18 Jul @ 9:42pm 
Muito daora você mostrar a parte do código