Cube World findings so far.
Here's a few findings related to modding on cube world , which I found while trying to mess with it with cheat engine.
Health is a float , which is your exact health number (for example a character with 220/240 hp would have something like 220.418961 health in reality)
Mana and stamina are both floats as well , however at maximum they're 1 and anything else is below the numeric point value (for example a character with 80/100 mana would have something like 0.80142516 mana in reality)
Mana is straight after health in memory , however stamina has a bit of a gap in memory between itself and mana , suggesting more values in between but I havn't messed with those.
Currency is counted in copper coins ,an int, 1 silver being 100 copper and 1 gold being 10000 copper , so a character with 2g 37s and 93c would have 23793 copper coins when browsing memory.
Platinum coins are an int as well , counted separately from money for obvious reasons.
Skills are an int , the class specific skills come after the generic skills in memory (climbing / gliding etc comes before shuriken attack , for example , in memory)
The exponential for skills is a bit depressing imho , things cap out at not many amusing values (for example , the maximum gliding speed with 10 million points in gliding is only 450%)
And for a more interesting section...items
I don't have a convenient way to write it out for you all , so bear with me for a bit.
To start with , I tried hacking a weapon by finding out its current 'used upgrades' count.
Suppose that 'Used upgrades' address came out as xxxxx1D4
From that point I started messing around with addresses , here's some useful finds.
1D4 - 'used upgrades'
0CE - 'adapted' (locked from using platinum coins upon) - set to 0 to unlock or 1 to lock , any other value modulates to 0 or 1
0CC - 'rarity' (0 common , 1 green , 2 blue , 3 purple , 4 yellow , anything over that is red but still equippable , rarity changes weapon name , stats and even visuals , its pretty much damn cool)
0C4 - 'model' (changes the visual model of the weapon , found some pretty neat stuff!)
And now for a bit more interesting thing...
0C1 - 'weapon type'
When I messed with it , I found some pretty nice unused item types!
Here's values for it
0 - warrior 1h sword
1 - warrior 1h axe
2 - warrior 1h mace
3 - rogue 1h dagger
4 - rogue 1h fist
5 - rogue 2h longsword
6 - ranger 2h bow
7 - ranger 2h crossbow
8 - ranger 2h boomerang
9 - ranger ARROW??? (didn't equip it)
10 - mage 2h staff
11 - mage 2h wand
12 - mage 1h bracelet
13 - warrior 1h shield
14 - ranger QUIVER??? (didn't equip it)
15 - warrior 2h greatsword
16 - warrior 2h greataxe
17 - warrior 2h greatmace
18 - PITCHFORK??? (acts as a greatsword! , not bound to any class)
19 - PICKAXE??? (acts as a 1h sword , not bound to any class)
20 - TORCH??? (acts as a 1h sword , not bound to any class , PROVIDES LIGHT WHEN EQUIPPD)
Note that weapon max upgrades changed dynamically whenever i changed my weapon type, one could assume its hardcapped by code at the moment and impossible to change how many cubes are on one's weapon thanks to that fact.
(also , cube upgrades are in fact stored in memory in a 7 bytes worth of info per cube , but I'll post on that later I guess)
Another interesting address right before 0C1 is.....
0C0 - 'item type'
I messed with it and found quite a few interesting things...
Here's values for it
0 - air
1 - food
2 - formula
3 - weapon
4 - torso
5 - glove
6 - shoe
7 - shoulder
8 - pendant
9 - ring
10 - upgrade cube?
11 - ingridient
12 - coin
13 - nugget
14 - leftovers
15 - ???....
16 - A PICTURE OF PIXIV...
17 - pot
18 - candle
19 - pet cage
20 - pet item
21 - potion
22 - air?
23 - glider
24 - lamp (note , light level gets based on rarity , when I set rarity to 30 or more...... this can happen)
25 - block (assumed world block?)
26+ - air
I don't think I've got anything else worth mentioning... at least in an ordered fashion.
(tagging notes with alphabet , will remove if sorted into ordered format after more info is added)
A - Weapons in inventory seem to hold a total of 284 (11C in hex) bytes each , you can jump through your inventory after finding one item's value by adding that offset to it.
B - Weapon upgrade cube data is stored as 7 bytes on the weapon per upgade cube , one byte is used per offset per axis on the cube's placement (so 3 bytes total for that) , 1 for type , 1 for level , and another thing that made type go weird as hell when I last messed with it , I've yet to explore more.
C - When messing with memory , the item inventory slot memory values are not bound to the item even if thrown , but to the inventory slot itself.
This means , that if you find some address , for say , a stack of an item , you can simply swap that item with another one in the item slot , and change the stack value , and the newly placed item will have the stack amount you've indicated.
-made lamp hacking a lot easier , and made me also have a legendary glider~
If anyone else has anything they want added to this thread / talk about , feel free to post , I guess!
(also , this helps me to understand a bit why cube world decided against adding mod support , it seems as if its not built for it , at least in my own opinion based on what I've seen so far)
Credits: yoraiz0r