Save Game Hacking
Posted 01 September 2009 - 09:56 PM
Posted 01 September 2009 - 11:16 PM
Well, as a Magic User or Fighter, you do have 50 available points you can assign to the Lock Picking skill if you wish to have that. As for the Sword, Shield, and Zap spell, you would probably need to have a Hex editor to manipulate your save game files.
I am curious though, why would you want to do that? A big part of the QFG series is the fact that you can play through with different character classes, giving you different experiences each time.
Posted 01 September 2009 - 11:53 PM
I just need to know the addresses to change to give myself the equpment/spell
Don't think I'm new to the game just because I want to try something new.
I've played through several of the games with the various character types. Now I want to try playing through with all three at once.
Edited by Psyckosama, 01 September 2009 - 11:55 PM.
Posted 02 September 2009 - 02:45 AM
All you have to do is walk into the alley at night, and click your hand icon on the Thief who is facing you. He'll give you the password to the Thieves Guild.
Once you're in, you can buy a license and a lock pick.
Posted 02 September 2009 - 05:31 AM
So, anything about the Sword, Shield, and Zap?
Posted 03 September 2009 - 03:44 AM
Posted 04 November 2009 - 05:50 AM
Till next time stay cool
"A gun is a tool, Marian. No better, no worse than any other tool. An axe, a shovel, or anything. A gun is as good or as bad as the man using it. Remember that." Shane, played by Alan Ladd, in the movie Shane (1953).
"Blaming a gun for an action of a criminal is like blaming a car for some accident made by an idiotic driver." Paladinlover.
Posted 04 November 2009 - 12:32 PM
Posted 04 November 2009 - 12:46 PM
Pretty much this. If you want to cast spells as a Fighter in combat, though, you could always play the EGA version where you have the ability to drop your shield.
Or wait until QFG4 where you gain the mysterious ability to cast spells regardless of whether you've got a hunk of interfering metal on your left arm, only to immediately lose it next game.
Posted 07 December 2010 - 10:26 PM
if you change the value for zap from 00 you will be able to use it in battle but the spell will not appear in your spell inventory. As a bonus, it does become permanent and available in your spell inventory when your character is imported to QFG2.
Posted 09 December 2010 - 09:07 AM
Actually QFG5 inverts the whole thing.
For Quest for Glory 1 through 3, it's your shield that interferes with casting.
For Quest for Glory 5, however, it's your sword/axe/spear that interferes with casting. You can apparently cast spells if you have a shield, I think...
Granted, you get a magic penalty to your spells due to wearing non-light armor.