Clan Cheats
Coins never drop, max relations, one-click max stats for clan/spouses/retainers/royals, regency portfolios, private-army camps, army recruiting with no unrest, skip battle reports. EN/VI.
CHANGELOG
Changelog
0.4.1
- NEW: send every camp's whole garrison in one press. The game's "send private soldiers" panel raises each camp four men per click of
+, which is unusable once a camp holds thousands. A small floating button now appears while that panel is open - Điều động tối đa - and tops every camp row up to its full garrison, with a Send none button to put them all back to zero. Also on a hotkey (F10), with an option to do it the moment the panel opens.- It performs exactly the pair of steps the panel's own
+button performs when the next step would overshoot: set the row to its full garrison, then callSiBingNumShow(). That is what writes the number into the parent panel's dispatch list and hands it the delta, so the running total and the strength readout stay correct. Nothing is reimplemented, and confirming still deducts the men through the game's ownReduceNum. - Works in every panel that dispatches soldiers, not just the clan clash.
- It performs exactly the pair of steps the panel's own
0.4.0
- NEW: Private army tab. Lists every military camp you own with its men, fighting power, loyalty and the strength that adds up to, and fills any camp - or all of them - with one click. Weapon grades are set to 100 each because that is the game's own cap; anything higher is thrown away by its formula.
- The tab spells out how an armed clash is actually decided, straight from
FormulaData.HuoPin_SiBing: your men x power x (0.7 + loyalty/100) against their men x their power. Loyalty multiplies the whole army - 100 is x1.7, 0 is x0.7 - so it is worth as much as power, which the old panel never made obvious. - Under that, every rival clan is listed with its real strength (
ShiJia_Now[clan][11]), whether you would win, roughly how many men would survive, and if not, how many more men you need. Winning by a hair kills almost everyone, because the survivors are exactly the strength left over after cancelling their army out. - It will not invent a camp. The fief scene spawns a building for every camp row, so a row conjured by a mod would leave a structure the save carries forever. With no camp anywhere the tab says so and explains where to build one instead.
0.3.2
- FIX:
ArgumentException: Getting control N's position in a group with only N controls. Unity runs the interface twice per cycle - a Layout pass that counts the controls, then the real pass that must ask for exactly the same ones. Two things broke that count:- The hover tooltip and the toast were drawn with layout controls guarded by state that is different in the two passes (
GUI.tooltipis empty during Layout and filled during Repaint; a toast can start inside an event pass whose Layout has already run). Both now draw at a fixed rectangle, which never joins the count, and the layout reserves room for them unconditionally. - A tab or mode toolbar adopted the new selection immediately, so the rest of that pass drew a different set of controls than Layout had counted. Selections are now parked and adopted at the start of the next Layout pass - the highlight still moves at once, only the content behind it waits a frame.
- The hover tooltip and the toast were drawn with layout controls guarded by state that is different in the two passes (
- A build-time lint now rejects any layout control guarded by pass-dependent state, and any selection adopted straight out of its control.
0.3.1
- The menu's fixed widths now scale by one number, UiScale (default 1.3), so an accent-capable font - which is wider than the game's built-in one - no longer clips labels and buttons. The window starts bigger and its list area grows with it.
- The window can be resized. Drag the grip in the bottom-right corner; the size is saved to the config.
0.3.0
- NEW: Regency tab. A royal with a portfolio administers one of the six ministries every tick, and each ministry runs off a different one of that royal's stats. The tab lists every royal and consort with the portfolio they hold, hands any of the six (or none) to anyone with one click, and can max a royal's stats so their ministry actually performs.
- The portfolio is one column -
Member_King[i][28],Member_King_qu[i][25]- which is exactly what the game's own chooser writes, andMainUpdateruns the ministry for anyone whose column is not "none". Nothing else is needed to make it take effect. - Careful with Ritual Affairs: it moves a commandery's Order toward the regent's Writing, which means it pushes Order down when their Writing is low. The tab says so.
- Run all six ministries (off by default): after the game finishes the regent's own ministry, the mod swaps the column to each of the other five and calls the game's own regency routine again, then puts the real portfolio back - in a
finally, so it is restored even if a ministry throws. Each ministry still rolls its own dice, so this is five more attempts, not five guaranteed payouts. - A royal and a consort store their stats in different columns; the mod carries both maps and the tests check them separately against real save rows.
- The portfolio is one column -
- Ministry names come from the game's own
AllText.SheZheng_king, in the game's language.
0.2.0
- Vietnamese with proper accents. The menu now carries real diacritics. On start-up the mod looks for a font that can actually draw them: one you name in the config first, then a font the game has already loaded (it is drawing your language pack, so it has them), then a system font - Segoe UI, Arial, Tahoma and so on. If nothing on the machine can draw them, the text falls back to unaccented Vietnamese rather than a row of empty boxes. The Settings tab shows which font was picked and whether accents are available.
- NEW: Ignore every battle report with one press. The front-line battle report will not close until every entry has been dealt with, which means clicking "Ignore" over and over. A small floating button now appears while the report is open - Bỏ qua tất cả (N) - and presses Ignore on every entry that still offers one. Entries the game will not let you ignore (the withdraw-troops one, and anything already handled) hide that button, so they are left exactly where they are for you to decide. Also on a hotkey (F9), with optional "do it the moment the report opens" and "close the report too when nothing is left".
- It presses the game's own button -
PerZhanBao.ActABT- one row at a time, so every entry resolves exactly as if you had clicked it: the war event is removed, the row is tagged as handled, and the panel's counter is updated. Nothing is reimplemented. - A row whose war event has already gone is skipped rather than clicked, because the game's own handler would throw on it.
- The scene is scanned on a 0.25s timer, not once per interface pass, so the button costs nothing while you play.
- It presses the game's own button -
0.1.0
First release. Ten cheats in one F8 menu.
Money
- Coins never decrease — every negative coin change the game makes is skipped, income untouched (
FormulaData.ChangeCoins).
Relations
- Contact with anyone outside your house maxes that person's relation and their clan's standing with you; contact with your own people maxes their mood. All three hang off the game's own
RelaxChangeShiJia, so they fire exactly when the game itself would change a relation - talking, visiting, gifts, events. - A tick limits this to friendly actions, so hostile moves still cost what they should.
- Funding a rebel king maxes every rebel king's favour toward your house.
- The court request that installs or removes a rebel king always succeeds; an optional stronger switch makes every consort request succeed.
One-click maximum stats
- Per-person and MAX-EVERYONE buttons for clan members, married-in spouses and retainers, each with its own column layout - the three lists are genuinely different in the save, and the map came from the game's own info panels.
- Sets Writing, Might, Business, Arts, Cunning, Charisma, Renown, Health, Mood, Stamina, skill level, talent value and luck.
- Age is optional and off by default, because changing an age changes adulthood, marriage eligibility and how near death someone is.
- Two targets: 100 for the stats the game clamps to 100, 999 for talent / skill / luck which have no clamp. Both are adjustable - set them to 999 if you would rather see the big number, knowing the game will pull the clamped ones back.
- Stamina is filled to its age ceiling (
GetTiliMax) by default, which is the value the game keeps.
Army
- Private army in a fief: no happiness cost, and recruiting adds population instead of draining it (people-per-soldier is configurable). Disbanding still refunds happiness normally.
- City / province army: no discontent, and recruiting adds population. Disbanding still removes discontent normally.
- Optional switches lift the recruiting caps in both places; the temporary numbers used to lift them never survive the call.
Under the hood
- 47 static checks against the game assembly (every patched method, its signature and its parameter names) and 84 runtime tests, the latter run against rows exported from a real save so the column map is proved against live data rather than assumed.