Dokapon Kingdom Randomizer
Preserved download entry from the legacy site. Files are hosted from the public archive.
-DOKAPON KINGDOM RANDOMIZER-
Github for the C# version: https://github.com/XKirby/Dokapon-Kingdom-Randomizer
This Dokapon Kingdom Randomizer was made in Python 3. It will only be guarenteed to work on the Wii and PC versions of Dokapon Kingdom, and only if you extract the game's files.
Dokapon Kingdom is a boardgame RPG similar to games like Mario Party in terms of friendship ruining gameplay, and just like those games it comes with a boatload of RNG-determined elements. You may be wondering what this does and why I made it in the first place. To answer both questions, here's the feature list:
-Features-
- Randomizes Character Classes (Base Stats except HP, Level-Up Bonuses, Salaries, Inventory Capacity)
- Randomizes Monsters (Base Stats)
- Randomizes Equipment (Weapon, Shield, and Accessory Stats)
- Randomizes Magic (Offensive, Defensive, and Field Magic Stats)
- Randomizes Item Price Values
- Randomize Shop Items
- Randomize Drop Tables
- Allowing Exploitable variations of the above which is not recommend at all for serious play
- SERIOUSLY RANDOMIZE EVERYTHING which is not recommended at all and may lead to less (or more) enjoyable gameplay
Included with the randomizer is a README.txt that has everything you need to know in order to make use of the randomizer. You'll obviously want to get a copy of the US version of Dokapon Kingdom for Wii with the following checksums:
- CRC-32: 23C95AFE
- MD-5: F092532905E0DBE12F3EFE6C18D887B8
- SHA-256: 6ABA21343ACAD00703A67C557754BDCCC958BC5EB1408964118F240253B96523
As for the PC version, the Steam release of Dokapon Kingdom Connect is required.
This entire randomizer was a learning experience to see if I could in fact randomize the game. Here's hoping you enjoy my efforts!
-Known Issues-
-
Enemy Magic and Abilities are randomized as well, even though I didn't randomize them intentionally. I'll have to figure out where I broke things and fix it later.FIXED! - Class HP is not randomized. Don't ask me to randomize this.
-
Don't play with bots.
They can potentially crash the game.I tested a bit locally and they stopped crashing the game, but they're still too smart for me lol. - I've had many people report softlocks due to this thing while in Chapter 3 because they couldn't buy the required Items. Please let me know if this is still an issue. I'm pretty sure I fixed this by now, but as always let me know.
Available files
Dokapon Kingdom Randomizer v2.4.zip
Change log
Fixed some bugs and cleaned up some inconsistencies in the code. Additionally edited some of the comment typos in the code for clarity.
Historical snapshots
2.2
- Fixed an order of operations issue with Player Class variance where setting it to 0 would set all of the class stats to 1 or 0.
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2.1
- Fixed a bunch of Item IDs starting at 0 when they should've started at 1.
- Fixed Field Magic and Magic Equipment using incorrect IDs; I had to swap them around.
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2.0.1.2
- Forgot to increment values in "RandomizeDrops" properly.
- Now lists the proper version number within the program introduction.
- Removed Monsters with ids over 120 from randomization as their stats are generated within the game in real time anyway.
- Fixed an error with Monster Stat calculation having Multiplier and Variance values swapped.
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2.0.0.1
- Fixed copy-pasted text that I forgot to adjust in "RandomizeItems". Additional "WriteLine()" was added for spacing.
- Fixed using the wrong variable for Monster Drops in "RandomizeDrops" regex search.
- Fixed using the wrong setting variable in "RandomizeItems" for outputting the log data.
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2.0
Ported over the code from Python 3 to C#, which should hopefully run a bit faster? Not sure. It was suggested to me to do this so it would be more in line with other Dokapon Kingdom Mods.
Known issues
- Garbage collection of the various functions is at a minimum, and since I'm mostly new to C#, I don't know what to do to fix it. I'm gonna take a guess and assume this is due to all the attempts at opening files, but I'm making sure to close them too. Someone else can figure it out, or just reopen the program here and there so it doesn't chew RAM.
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1.7
Added support for the Steam Release of Dokapon Kingdom. Check the README for semi-detailed steps to follow on how to get either use case of this working.
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1.6.0.2
Changed how Item and Magic Capacity are randomized.
- Item Capacity clamp range changed from 2 to 10 -> 6 to 12.
- Magic Capacity clamp range changed from 2 to 10 -> 4 to 12.
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1.6.0.1
Minor hotfix to the last update where I made it so Monster XP and Gold clamped between 1,000,000 and -1,000,000 but threw an error because it was writing to the game as a half-word. It now clamps between 30,000 and -30,000 to prevent this issue. My bad.
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1.6
Updated the included README.txt and the following was updated:
[Prices]
Rebalanced SUPER RANDOMIZED on the low end of Salary Bonuses. They were way too high.
Rebalanced Consumable and Gift prices slightly.
Rebalanced Equipment and Magic prices.
[Magic Potency]
Rebalanced SUPER RANDOMIZED Offensive Magic. It had some weird spikes.
Rebalanced SUPER RANDOMIZED Field Magic. It was a bit weaker than I liked.
[Exploited Shops, All Drops]
Super Spinner
Miracle Serum
Magic Medicine
Show Ticket
Lost Technology
Hero License
Dokapon Orb
Monster Gold heavily adjusted (Min/Max from +/-30K to +/-1M)
[Normal Shops]
Miracle Serum
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1.5
- Removed the functionality for Consumable Item ID shuffling. It was causing Items to have the wrong effects.
- Made the program loop back to the start once you finish creating a finished GAME.PAC file. This will allow for multiple seed generation, should you want it.
- Compiled the executable into a single file this time instead of having a bunch of required DLLs bundled with it. Additionally compiled with Python 3.10. If you're running on a 32-bit OS, please consider upgrading or using the included .py file. (though I dunno if it'll run on Python 2)
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1.4
- Seperated Consumable Randomization from Price Randomization and allowed it to shuffle certain Consumable Item IDs around. Item IDs being shuffled around like this will impact the drops of enemies and what-not, so keep this in mind. I tried to make sure it didn't have a huge impact, so let me know if it does.
- Fixed the Shield regex slightly to make Scale Shield's price accurately display in the Output Log as 8,000 instead of over 500 million. Kind of an oops on my part originally.
- Did some potential other bugfixing I possibly forgot about.
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1.3.1
- Added 3 more items to the fixed Item Shop checks for Chapter 3's Story Mode progression requirements.
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1.3
- Added 5 fixed Items to 6 of the early game shops so that Story Mode no longer softlocks at Chapter 3. Each shop can have any of these 5 items, with the 6th shop having a duplicate one.
- Also fixed some more weirdness that prevented it from working for some reason. Thanks Python.
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1.2
- Fixed a few bugs I forgot and/or created from the previous release, including the one that causes it to crash if you don't choose to randomize Equipment or Magic.
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1.1
- Ported code over and compiled for Python 3. This unfortunately makes it a bit bulkier, but at least the code was smoothly transitioned over.
- Reorganized which Consumable Item IDs are allowed while "Allow Exploits" is (and is not) used.
- Made sure Loot Spaces are locked into similar Item IDs compared to shops. The only differences applied between them occur while "Apply Exploits" is turned on.
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1.0.5.3
- Forgot to initialize variables in the last version.
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1.0.5.2
- Fixed the way Enemies were randomized so that their stats weren't unintentionally clamped at base value.
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1.0.5.1
- Fixed a missing variable error if you didn't randomize Randomized Prices.
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1.0.5
- Fixed Dokapon King Gift items having incorrect sell values (they were mispointed).
- Cleaned up the way data was being written to the GAME.PAC file to be consistent, less broken, and less ugly to look at.
- Added a check for 0% Drop-rated Items to make sure they can never drop just in case they were able to.
- Made the Royal Ring a gauranteed 100% Drop Chance as it should've been.
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1.0.4
- Attempted fix for the Royal Ring being shuffled out of enemy drops.
- Fix for drop rates being displayed as [0, 0] even though that never gets written to be that way (If both Item drop chances are zero, it doesn't write those drop chances.)
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1.0.3
- Fixed some missing information from the Output log.
- Fixed a minor bug with Gift Value randomization. (It was using the wrong value, oops)
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1.0.2
Fixed Class Stats and Level-Up Bonuses as well as Monster Stats not being clamped at least somewhat properly.
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1.0.1
Fixes the known issues in the previous version related to Monster Magic and Abilities being randomized unexpectedly.
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1.0.0
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