ADDENDUM TO PRIOR POST:
It may not be self-evident, but given these mods involve separate files, you can pick and choose the mod(s) you want, or change them as you wish. The only ones somewhat interrelated are the Actors.json, which changes what Rowenne starts with, and the Weapons.json/Armors. json files that change the item stats.
Original Actors.json: Line 1 – …"equips":[1,1,2,3,0] …
Modded Actors.json: Line 1 – …"equips":[6,1,2,6,0] …
The parameters are, in order, weapon, shield, head, body, and accessory. The first number references Weapons.json. The rest, Armors.json. The numbers indicate the “id” # of the weapon or armor, in their respective files. For instance, #3 is the Dress in Armors.json (line 5) while #6 (line 8), is the Light Armor.
Changes to weapon stats (Weapons.json), example:
Original: Line 8 - … "description":"Atk +15", …
… "Steel Sword", …,"params":[0,0,15,0,0,0,0,0], …
Modded: Line 8 - … "description":"Atk +30", …
… "Steel Sword", …,"params":[0,0,30,0,0,0,0,0], …
The change from 15 to 30 is the Attack value.
Changes to armor stats (Armors.json), example:
Original: Line 8 - … "description":"This fine designed armor … def +10", …
… "light armor", … ,"params":[0,0,0,10,0,0,0,0], …
Modded: Line 8 - … "description":"This fine designed armor … def +20", …
… "light armor", … ,"params":[0,0,0,20,0,0,0,0], …
The change from 10 to 20 is the Defense value.
(Note that if you know more than I do about RPG construction, like icons, etc., you COULD create new items.)
Modding skills (Skills.json), example. Skill Rowenne starts with (unchanged):
Original (Classes.json): Line 8 - … ,"skillId":8}],"name":"Hero", …
(Note variable spelling – “skill Id”, minus the space. #8 equals the Light Heal spell. I don't know for certain, but you may be able to add multiple skills in the form: "skillId":8, 9}, etc.)
Original (Skills.json): Line 10 - … "id":8, … ,"formula":"70 + a.mat"," … ,"description":"A little heal. (+-70HP)", … ,"mpCost":10,"name":"Light heal", …
Modded (Skills.json): Line 10 - … "id":8, … ,"formula":"70 + a.mat"," … ,"description":"A little heal. (+-70HP)", … ,"mpCost":2,"name":"Light heal", …
The change from 10 to 2 is the change to mP (Magic Power) cost. You can probably adjust healing power with the "formula":"70 + a.mat" variable, and match it in the description.
Regards the bats:
Changes to bats stats (Enemies.json), example:
Original: Line 3 - … "Bat", … ,"params":[100,0,30,30,30,30,30,30]…
Modded: Line 3 - … "Bat", … ,"params":[40,0,30,30,30,30,30,30]…
The change from 100 to 40 is the change to HP? (Hit Power?) cost.
I don’t know what all the parameters denote. Pretty sure that first # is Attack value. Its up to you if you want to make them more or less powerful. The others might be defense, agility, etc. Experiment if you desire.
If you want to change sluttiness or fame at the cathedral (Map016.json), you need to search for one of these (5 occurrences, each):
"\\C[27]Your Slutness increase by \\C[17]+
OR
"\\C[12]Your Church fame increase by \\C[2]+
The number immediately following the “+” is the value to change. (Note the spelling “Slutness”.)
Changing monetary variables:
FYI, Mapinfos.json lists the IDs of the maps. I’ll leave it to you to figure which map is which. Within any given map, searching for “g.” will find any instance involving gold. While there may be individual circumstances where values are calculated, generally its of the form: "parameters":["You earn 10g."]
I opted to change nothing else. I’m no expert on RPG language. Feel free to experiment, but if your computer runs away with your significant other, that’s on you.