Save editing

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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.
  • Light = this armor is 'light' for the purposes of Agility perk
  • Medium = this armor is 'medium' for the purposes of Agility perk
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