Save editing
Restored from November 15th, 2016.
Save editing
Save editing is the practice of modifying save files with an external editor. This can allow a player to change their character's stats, transformations, inventory, or even game progress more easily than can be done in the game, or in ways that are not normally possible in-game.
Note: Corruptions of Champions allows players to save their games with two different methods: 'Save' and 'Save to File'. This guide only covers editing save files generated with the 'Save' function. No easy method presently exists for editing files generated with the 'Save to File' function.
Editors
Corruption of Champions' save files are Flash local shared objects. They can be edited with any local shared object editor, but the most popular one is .minerva, which runs under the AIR environment. You must have AIR installed to use .minerva.
The CoC site also provides a CoC-specific save editor, but it is currently missing several types of statistics and is unable to recognize certain body elements (such as anemone penises) causing them to be reverted to defaults when the file is exported.
The "Play" page on Fenoxo's blog sponsors a Windows specific save editor, CoCEd, designed with a very simple, yet in-depth user interface. It allows the player to modify character appearance, stats, perks, piercings, items, and even scene occurrences and statuses. The program requires no installation, and can automatically find the offline save files for CoC. CoCEd can modify files located in the save location of the offline game, or can modify the "Save to File" (or .sol files) files of the game. Note: Keep in mind, however, that this editor is Windows only.
Save File Locations
Windows Vista & 7
To access the AppData folder, follow the instructions below. Another option is to have set hidden folders to visible, allowing for navigation directly to the AppData folder.
- Win Key + R. This will bring the Windows Run command prompt to the foreground.
- Type, or copy and paste "%AppData%" without the quotations into the Run command and hit enter.
- Roaming > Macromedia > Flash Player > #SharedObjects > [Random numbers and letters]
Full path. C:\Users\[Username]\AppData\Roaming\Macromedia\Flash Player\#SharedObjects\[Random numbers and letters]\
Users running Windows XP will find their saves located here. Full path. C:\Documents and Settings\[Username]\Application Data\Macromedia\Flash Player\#SharedObjects\[Random numbers and letters]\
For those using Google Chrome, save files can be located here. Full path. C:\Users\[Username]\AppData\Local\Google\Chrome\User Data\Default\Pepper Data\Shockwave Flash\WritableRoot\#SharedObjects\[Random numbers and letters]\lk
Mac OS X
Full path. /Users/[Username]/Library/Preferences/Macromedia/Flash Player/#SharedObjects/[Random numbers and letters]/
Those using Google Chrome will find the save games in (full path) /Users/[Username]/Library/Application\ Support/Google/Chrome/Default/Pepper\ Data/Shockwave\ Flash/WritableRoot/\#SharedObjects/[random numbers and letters]/
Linux
Full path. /home/[username]/.macromedia/Flash_Player/#SharedObjects/[Random numbers and letters]/
Other Methods
If you've downloaded Corruption of Champions onto your hard drive you'll have to go a step further to find your saves. "localhost" will contain your saves, located in the folder with randomly generated numbers and letters along the usual path for locating saves by any other means.
Example, Windows 7. Roaming > Macromedia > Flash Player > #SharedObjects > [Random numbers and letters] > localhost
Players who visit www.fenoxo.com or fenoxo.com will find their saves located in \www.fenoxo.com and \fenoxo.com folders respectively.
Anatomy of the save
A save file consists of a number of variables. Each variable is one of a number of types, which can be interacted with differently.
- Arrays are containers for a number of variables, grouped together. Arrays are represented in .minerva with a blue 'A'.
- Booleans only have two possible values: true and false. Booleans are represented in .minerva with a blue 'b'.
- Strings are sequences of characters. They are represented in .minerva with a green 'S'.
- Integers are whole numbers. The maximum value for an integer value is 2 147 483 647 (231 - 1). Integers are represented in .minerva with a red 'I'.
- Numbers are non-whole numbers or fractions. They are represented in .minerva with a yellow 'N'.
Main Variable Array
In cases where a Number variable is a whole number, it will be saved as an Integer instead. This can be problematic where you want to change a variable to a fraction. For this reason, it is generally advisable not to change variables stored as a Number to whole numbers. Adding 0.000001 to the value will make little to no difference in game, but will keep the variable as a Number for later use. Note: The above is not strictly speaking true. If the variable is an integer, it will automatically round any fractional number to the nearest whole number, true; HOWEVER, if you input a fractional number and IMMEDIATELY SAVE without selecting anything else, it will be saved as a Number variable. Therefore it is no longer really necessary to do that.
Name | Type | Description |
HP | Number | Tracks the number of hit points the character currently has.
The maximum health is calculated dynamically and equals to 50 plus +2 per point of toughness, +15 per level up to level 20, +50 if the Tank perk is enabled, and an additional +1 per toughness if the perk Tank 2 is enabled. Toughness caps at 100 points, which makes the maximum possible health 50+200+300+50+100=700HP. If a value higher than the current calculated maximum is set in HP, the game will simply reduce it down to the maximum on the next action. |
XP | Number | The character's experience points. Each level-up costs 100 XP * level.
Experience is consumed upon leveling up, so only the exp to the desired level is needed. For example, to level up just from 3 to 5 you don't need to set it to (1+2+3+4+5)*100, you only need to set it to (3+4)*100. |
a | String | A variable only used for monsters. It tracks what article should be used when referring to the monster. |
antennae | Number | PC's antennae.
0 = default 1 = unused 2 = bee antennae |
armType | Number | The PC's arms transformation.
0 = default 1 = feathery harpy arms 2 = chitinous spider arms |
armorDef | Number | Defense stat of the PC's currently equipped armor. |
armorName | String | The name of the PC's currently equipped armor. |
armorPerk | String | The perk associated with the PC's currently equipped armor. |
armorValue | Number | The value (in gems) of the PC's currently equipped armor. |
ass | Array | Tracks details about the PC's anus. For more information see the ass array section. |
autoSave | Boolean | Whether the player has elected for the game to be saved automatically every night. |
ballSize | Number | The diameter (in inches) of the character's balls. |
balls | Number | The number of balls the character has. |
beardLength | Number | Unused variable. |
beardStyle | Number | Unused variable. |
beeProgress | Number | Progress with the bee-girl. Increments to 1 if the player has met the bee-girl. |
breastRows | Array | Tracks details about the PC's breasts. For more information see the breastRows array section. |
buttPregnancyIncubation | Number | The time remaining (in hours) for the PC's current anal pregnancy. |
buttPregnancyType | Number | The type of anal pregnancy the PC currently has.
0 = default 1 = unused 2 = Bee-Girl 3 = Drider 4 = Insectoid eggs, fathered by Sand Trap 5 - 8 = unused 9 = Neon Pink Egg, fathered by Bunny Girl 19 = Satyr, 23 = frog girl, 32 = Goo Stuffed (from scene with Goo-Girl while wearing Valeria) |
buttRating | Number | The size of the PC's butt. 4 is considered average and there is a soft cap of 20. |
capitalA | String | A variable only used for monsters. It tracks what article should be used when referring to the monster. |
clitLength | Number | The length of the character's clit (in inches). |
cocks | Array | Tracks details about the PC's cock(s). For more information see the cocks array section. |
cor | Number | The PC's corruption stat. |
cumMultiplier | Number | A multiplier used when determining the character's cum quantity. |
days | Number | How many days have progressed in this save. |
earType | Number | The character's ear transformation.
0 = default 1 = horse 2 = dog 3 = cow 4 = elfin 5 = cat 6 = lizard 7 = bunny 8 = kangaroo 9 = fox 10 = dragon 11 = raccoon 12 = mouse |
earValue | Number | Unused variable
0 = default, horse ears 1 = unused 2 = dog ears |
earsPLong | String | Long name of character's current ear piercing. Unused except for Ceraph's 'green gem-stone ear-studs'. |
earsPShort | String | Short name of character's current ear piercing. Used for full name of piercings. |
earsPierced | Number | Tracks if ears are pierced or not. Increments to 1 if ears are pierced. |
exists | Boolean | Whether this save file is a valid one that can be loaded. |
explored | Number | How many times the character has explored with the 'Explore' button. |
exploredDesert | Number | How many times the character has explored the desert. |
exploredForest | Number | How many times the character has explored the forest. |
exploredLake | Number | How many times the character has explored the lake. |
exploredMountain | Number | How many times the character has explored the mountain. |
eyeType | Number | The character's current eye transformation.
0 = default 1 = additional pair of spider eyes 2 = sand trap pitch black eyes |
eyebrowPLong | Number | Long name of character's current eyebrow piercing. Unused except for Ceraph's 'diamond eyebrow-stud'. |
eyebrowPShort | String | Short name of character's current eyebrow piercing. Used for full name of piercings. |
eyebrowPierced | String | Tracks if eyebrow is pierced or not. Increments to 1 if eyebrow is pierced. |
faceType | Number | The character's current face transformation.
0 = default 1 = horse 2 = dog 3 = cow/minotaur 4 = shark teeth 5 = snake fangs 6 = cat 7 = lizar |