If one and only one of those XX = 01, and the other XX's =00, Free Time Counter = 8, Actual Free Time = 1, Set of Characters = B. I tried playing around with the values a bit. I tried various combinations to see if I could possibly get the combination:įree Time Counter = 3, Actual Free Time = 3, Set of Characters = B or C. As soon as the Actual Free Time reaches zero, the story advances. So, although, I can build up the relationship as much as I want with any character from Set A or Set B, I can't do the same with characters from Set C. It seems straightforward, that if I want more Free Time I can edit the first and last values back to 00, but this resets the Set of Characters back to the first grouping, A. (using Hex Fiend the block is at offset 80-84)Ġ0 00 00 00 00 Free Time Counter = 3, Actual Free Time = 3, Set of Characters = A,Ġ1 00 00 00 01 Free Time Counter = 2, Actual Free Time = 2, Set of Characters = B,Ġ2 00 00 00 02 Free Time Counter = 1, Actual Free Time = 1, Set of Characters = C, Without any editing, this is what the game generates by itself. Finding the block that controls Free Time was simple enough, but I can't seem to manipulate the values to what I want. I'm using homebrew and svdt to export and import the. It's a bit analogous to Time and Social Links from Persona 3/4. Units of Free Time are a limited resource and thus it prevents players from maxing out their affinities with all other characters in a single playthrough. Each time a player interacts with another character there is a short scene with dialogue. I know this isn't a very popular game, but maybe someone can still help me with editing the save.įor those who haven't played the game, a player can spend time with other playable characters to build up a bond (called Affinity in-game).
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