Bloodstained: Ritual of the Night - item/shard hacking info (All Backer Items on one file)
Posted: Tue Nov 17, 2020 8:06 am
This is for advance mode. Inventory on this file starts around address 7000. It will always be a weapon. For me starting with Dominus (EvilTheSword) and then Knife and KungFuShoes (what you'll probably see if not using a backer weapon)
List of Item IDs. I didn't datamine this list, but you'll see these are the item IDs that represent everything in your inventory.
https://www.nexusmods.com/bloodstainedr ... articles/2
Number of characters in Item/Shard ID name +1 (to add the 00 or . at the end)
06 00 00 00 (this is number of characters in "Knife.")
(item/shard name ending in .) - Length of this is dependent on the length of the Item ID
K n i f e .
4B 6E 69 66 65 00
K u n g F u S h o e s .
4B 75 6E 67 46 75 53 68 6F 65 73 00
C e r u l e a n s p l a s h .
43 65 72 75 6C 65 61 6E 73 70 6C 61 73 68 00
Quanity/Rank (9 in this case)
09 00
(E7 03 will give you 999) (63 00 will give you 99)
N/A (but required)
00 00 00
Item List Position (Weapon List Position 2 for me)
01
19 offsets of 00 before the next item/shard starts back at that Unknown value
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Items appear in the code in the order you first picked it up in and sorted into the proper category list. So for List Position 1 always starts at 00. 2 is 01. 11 is 0A. So you can have both a weapon and an armor at position 2 (01)
Categories in order: (Most of these should be be accurate, but may have made some mistakes, it's an early save on the Galleon I'm testing on so actually have no foods, key items, blue/yellow/green/white shards)
Weapons, Ammo, Armor, Headgear, Accessories, Scarfs, Items, Food, Ingredients, Materials, Key Items, Red Shard, Blue Shard, Purple Shard, Yellow Shard, Green Shard, White Shard
*Note, so far this info can't be used to add items to your save. It can only be used to swap items for other items if it's in the same category and has the exact amount of characters in the item ID as another item (cause you'd have to move everything down the addresses to compensate otherwise, and inserting lines to shift code downward isn't something you can do in advance mode). Example: Baselard for Claymore or Knife for Awhip (Whip) but not EvilTheSword (Dominus) What it can do is edit the quantity of items/shards from 0 to 999. The quick codes on savewizard won't always work, and may corrupt your save, because your save file is constantly changing, so advance mode is the safest for editing this.
Having 9 knifes in your 2nd weapon slot is going to look like this
06 00 00 00 4B 6E 69 66 65 00 09 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 (start next item)
For White shards, increasing the rank of a Grade 9 yellow shard to 9 or even 999 or anything else, if you turn the white shard off and back on again, it will refresh with the new stats equal to the rank of your yellow shard. This is how you get permanent stats.
If an item or shard is above it's natural max value, obtaining another one will revert it to it's natural max. Usually 99 for items and 9 for shards.
If you had 999 or another number of a Grade 9 yellow shard and it returns to 9 because you obtained another, as long as you don't turn the equivalent white shard off and on again, the stats and effects of the white shard should stick. Won't revert/refresh.
This info is for anyone wanting to test it further.
Edit: This info should allow you to swap items with other items in the same category as long as the item ID has the exact amount of characters as the item your swapping to. The purpose of this is to possibly allow having all backer items on one save file. Swap an easily obtained item that's appropriate with a backer item, replacing it in your code, then just reaquire the item you lost, which will insert some new addresses into your code in that category (example: weapons)
The main purpose of learning how the inventory coding works is to add all the backer items at once. Increasing Quantities and Ranks is just a bonus.
List of Item IDs. I didn't datamine this list, but you'll see these are the item IDs that represent everything in your inventory.
https://www.nexusmods.com/bloodstainedr ... articles/2
Number of characters in Item/Shard ID name +1 (to add the 00 or . at the end)
06 00 00 00 (this is number of characters in "Knife.")
(item/shard name ending in .) - Length of this is dependent on the length of the Item ID
K n i f e .
4B 6E 69 66 65 00
K u n g F u S h o e s .
4B 75 6E 67 46 75 53 68 6F 65 73 00
C e r u l e a n s p l a s h .
43 65 72 75 6C 65 61 6E 73 70 6C 61 73 68 00
Quanity/Rank (9 in this case)
09 00
(E7 03 will give you 999) (63 00 will give you 99)
N/A (but required)
00 00 00
Item List Position (Weapon List Position 2 for me)
01
19 offsets of 00 before the next item/shard starts back at that Unknown value
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Items appear in the code in the order you first picked it up in and sorted into the proper category list. So for List Position 1 always starts at 00. 2 is 01. 11 is 0A. So you can have both a weapon and an armor at position 2 (01)
Categories in order: (Most of these should be be accurate, but may have made some mistakes, it's an early save on the Galleon I'm testing on so actually have no foods, key items, blue/yellow/green/white shards)
Weapons, Ammo, Armor, Headgear, Accessories, Scarfs, Items, Food, Ingredients, Materials, Key Items, Red Shard, Blue Shard, Purple Shard, Yellow Shard, Green Shard, White Shard
*Note, so far this info can't be used to add items to your save. It can only be used to swap items for other items if it's in the same category and has the exact amount of characters in the item ID as another item (cause you'd have to move everything down the addresses to compensate otherwise, and inserting lines to shift code downward isn't something you can do in advance mode). Example: Baselard for Claymore or Knife for Awhip (Whip) but not EvilTheSword (Dominus) What it can do is edit the quantity of items/shards from 0 to 999. The quick codes on savewizard won't always work, and may corrupt your save, because your save file is constantly changing, so advance mode is the safest for editing this.
Having 9 knifes in your 2nd weapon slot is going to look like this
06 00 00 00 4B 6E 69 66 65 00 09 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 (start next item)
For White shards, increasing the rank of a Grade 9 yellow shard to 9 or even 999 or anything else, if you turn the white shard off and back on again, it will refresh with the new stats equal to the rank of your yellow shard. This is how you get permanent stats.
If an item or shard is above it's natural max value, obtaining another one will revert it to it's natural max. Usually 99 for items and 9 for shards.
If you had 999 or another number of a Grade 9 yellow shard and it returns to 9 because you obtained another, as long as you don't turn the equivalent white shard off and on again, the stats and effects of the white shard should stick. Won't revert/refresh.
This info is for anyone wanting to test it further.
Edit: This info should allow you to swap items with other items in the same category as long as the item ID has the exact amount of characters as the item your swapping to. The purpose of this is to possibly allow having all backer items on one save file. Swap an easily obtained item that's appropriate with a backer item, replacing it in your code, then just reaquire the item you lost, which will insert some new addresses into your code in that category (example: weapons)
The main purpose of learning how the inventory coding works is to add all the backer items at once. Increasing Quantities and Ranks is just a bonus.