Little Witch Academia: Chamber of Time +8 (table Update2.2)

Cielos

RCE Fanatics
Talents
Mar 3, 2017
312
38
28
#1
made some scripts for Little Witch Academia: Chamber of Time.

[Updates]:
Update2.2
- updated Clock Mod, increase the range of the aobscanregion(), the aobscans should have enough ground to cover for the aob search now.
Update2.1
- updated Clock Mod, forgot to remove a testing line... it's fixed now.
Update2
- added Clock Mod (read the description before using!), Coin Multiplier, Stone Multiplier, and EXP Multiplier.
Update1
- added Ignore Stats Point and its child script, Prevent Negative Stats Point.
Update.1
- updated Ignore MP and Ignore Magic Cooldown. added party filter, just in case.
[Options]:
Undead
Ignore MP
Ignore Magic Cooldown
Ignore Stats Point
+ Prevent Negative Stats Point
Coin Multiplier
Stone Multiplier
EXP Multiplier

[up] Clock Mod (table Update2.2, 20180519)

[Descriptions]:
Undead
- HP still drop but the party won't die.

Ignore MP
- allows you to cast any magic regardless of your current MP.
- MP still drop normally when using magic.

Ignore Magic Cooldown
- allows you to cast any magic even it's still in cooldown.

Ignore Stats Point
- increase stats in the Stats menu regardless of the current Stats Point.
- Stats Point would actually reach negative value when you increase a stats with 0 Stats Point.

Prevent Negative Stats Point
- need to activate Ignore Stats Point first.
- prevent the Stats Point from going negative when increase stats with 0 Stats Point.

Coin Multiplier
- every coins you get in the dungeon will be multiplied by the specified multiplier.
- multiplier default: x4.

Stone Multiplier
- every stone you get in the dungeon will be multiplied by the specified multiplier.
- I don't actually know what a stone does, I just find it the game code, so I made it as well.
- multiplier default: x4.

EXP Multiplier
- the EXP your party gained will be multiplied by the specified multiplier.
- multiplier default: x4.

Clock Mod
- when activated, allows you to rewind, fast-forward, or freeze the clock by using the mod keys.
- note that, as long as you're holding the CapsLock key, the clock will be frozen, so you won't accidentally end the day by holding the Fast-Forward keys for too long and the clock would stop at 23:59 -- as long as you keeps holding the CapsLock key.
- once you release the CapsLock key the clock will start moving again, so if you're at 23:59 already, you'll end the day in less than a second afterwards.
- there's an in-game time check for every 2 hours. if you keep holding the Fast-Forward keys during the on-screen time notification, you may advance to the next 2-hours-check and another on-screen time notification will be queued.
- once you get past an in-game 2-hours-check, e.g. 10am, the next 2-hours-check will be 12pm. even if you rewind back to before 10am and let the time past 10am again (either with the mod keys or by the natural time flow), the 10am time-check won't be triggered again until the next day.
- note that I've not tested if in-game event (e.g., the fly event mentioned in the thread) would be "re-trigger" by rewinding time. let me know~
- mod keys:

Freeze Clock

Fast-Forward (won't go past 23:59)​

Rewind (won't go past 08:00)​

hold CapsLock​

hold CapsLock + PageDown​

hold CapsLock + PageUp​

 

Attachments

  • LWA.CT

    +8, table Update2.2

    995 KB Views: 252
Last edited:
Nov 26, 2017
9
0
1
#4
Thank you for table.
The problem in this game is many time event is link with time,like when you need to find a way to fly ,event is about 7PM. So if it possible to rewind or accelate time, it would be good.
 
Feb 2, 2018
7
0
1
#5
Thank you for table.
The problem in this game is many time event is link with time,like when you need to find a way to fly ,event is about 7PM. So if it possible to rewind or accelate time, it would be good.
That's one of the annoying features in this game. Freezing/Forward/Rewind code will definitely solve this one. I was gonna include it in my previous post but I knew someone would eventually request it soon. :)
 

Cielos

RCE Fanatics
Talents
Mar 3, 2017
312
38
28
#6
Thank you for table.
The problem in this game is many time event is link with time,like when you need to find a way to fly ,event is about 7PM. So if it possible to rewind or accelate time, it would be good.
That's one of the annoying features in this game. Freezing/Forward/Rewind code will definitely solve this one. I was gonna include it in my previous post but I knew someone would eventually request it soon. :)
done.
note that, as mentioned on the first post, I haven't tested if in-game event (e.g., the fly event you mentioned) would be "re-trigger" by rewinding time. good luck!
also, remember to read the descriptions first~

EIDT:
I've set the day start limit at 8am. I forgot if it's the actually game default value, and I gotta get back to work now. so let me know if it's actually the game's default day start time and I'll correct it if needed.
thanks~
 
Last edited:
Feb 2, 2018
7
0
1
#7
done.
note that, as mentioned on the first post, I haven't tested if in-game event (e.g., the fly event you mentioned) would be "re-trigger" by rewinding time. good luck!
also, remember to read the descriptions first~

EIDT:
I've set the day start limit at 8am. I forgot if it's the actually game default value, and I gotta get back to work now. so let me know if it's actually the game's default day start time and I'll correct it if needed.
thanks~
Thanks a lot, Cielos. I appreciate it. I'll check it now and report back. Thanks again.
 

Sauce

Expert Cheater
Apr 19, 2017
71
0
6
#9
Any clue what the clock mod would need to see in game before the script can be toggled? I got it to work once, but after one magic session, I haven't gotten it to work again (even after a PC reboot. It just locks up CE. I know some scripts in some games need you to get hit before you activate god mode for example, but passing time isn't helping me with the clock.
 

Cielos

RCE Fanatics
Talents
Mar 3, 2017
312
38
28
#10
@Sauce
thanks for the bug report~
the scripts of this table use CE's own LaunchMonoDataCollector(), which means it doesn't require any in-game action to have the game to jit the codes first, and the scripts can be activated as soon as the game is booted up.
so, most likely the aobscans are defected in this case. I'll have a look soon.

EDIT:
the Clock Mod script is updated.
forgot to take account on the possible shifting of a method's bytes length if jit with CE before the game jit it.
it could be a problem if the injection used is near the end of a method.
I've raised the range for the aobscanregion(), it should be able to locate the injection points everytime the script is activated now.

so, re-download and test away~
 
Last edited:

Sauce

Expert Cheater
Apr 19, 2017
71
0
6
#11
The new time code works a lot better, thanks. That is until you do something like I did and freeze time and the game tries to force time forward through a story scene, that didn't work out so well, so warning to others, don't freeze time when you're talking to other characters for sub-events unless you've saved recently.
 

Cielos

RCE Fanatics
Talents
Mar 3, 2017
312
38
28
#12
@Sauce
I'll have a look later to see if I can prevent that from happening. thanks for testing~
(I didn't play/cheat this game much since adding the clock mod. so it's a little bit slow for the updates for now... I'm still at the beginnings where ALL the girls are in the secret room for the first time, and the clock start to move for the first time when I'm staying in a room doing nothing...)
 
Top Bottom