[Requests] Romancing Saga 2: Revenge of the Seven

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Kemikemi0091
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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

chaosblade02 wrote:
Wed Sep 25, 2024 6:11 pm
Kemikemi0091 wrote:
Wed Sep 25, 2024 3:22 pm
>>chaosblade02

Thank you very much!

I tried to find a hint in your post to see if I could identify the parameters of the item drop rate in battle by changing the number of Bejeweled Rings equipped, but it didn't work.
Practically speaking, I think your advice works fine. The only drawback is that accessories have an important role to play in providing immunities, etc., so they should not always be used to increase the item drop rate.
In the original game, each bejeweled ring increased the drop rate by 1-3% (estimated), additive, not multiplicative. However, you could equip multiple rings on each character, in this game you only have a single accessory slot, so the bonus has likely been adjusted to account for only being able to equip a single accessory slot. I know that it's a considerable increase equipping the ring on 5 party members, so I suspect it's as high as 30-50% with 5 rings. In the original game, you could only acquire a single item drop from any given fight, and in this version you can clearly get multiple drops from multiple enemies, or if an enemy can drop 3 separate items, it's possible for them to drop all 3.
Thanks for the information.
It is true that when we equip multiple items on top of each other, they drop a lot that way. During the time I was trying, I thankfully got a total of four Targets.
As you said, it is possible that it is a tremendous additive rate, or perhaps it is a formula that is not measurable to a layman like me. I'm not sure if it's just a simple assumption on my part, but it seems like when you have 4 equipped, they don't seem to drop much, but when you have 5 equipped, they drop a lot more.

However, the real problem is not that I don't know what the addition or multiplication rate per piece is, but rather that the address of the parameter that determines the drop rate seems to be shifting with each battle. Thus, if I change my equipment and try to change the values, I can't easily find the address of the changed values.

(For example, I was able to identify the address of the overdrive gauge because it was one that resets with each map move, not one that resets with each battle. The HP and BP of characters and enemies could be identified because there is a way to change them during the battle (without having to finish a single battle), although the address changes from battle to battle. Unfortunately, I have no idea how to change the drop rate attributed to equipment during a battle, partly because we have no idea how equipment is changed.)
Last edited by Kemikemi0091 on Wed Sep 25, 2024 6:42 pm, edited 1 time in total.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by chaosblade02 »

Kemikemi0091 wrote:
Wed Sep 25, 2024 6:32 pm
chaosblade02 wrote:
Wed Sep 25, 2024 6:11 pm
Kemikemi0091 wrote:
Wed Sep 25, 2024 3:22 pm
>>chaosblade02

Thank you very much!

I tried to find a hint in your post to see if I could identify the parameters of the item drop rate in battle by changing the number of Bejeweled Rings equipped, but it didn't work.
Practically speaking, I think your advice works fine. The only drawback is that accessories have an important role to play in providing immunities, etc., so they should not always be used to increase the item drop rate.
In the original game, each bejeweled ring increased the drop rate by 1-3% (estimated), additive, not multiplicative. However, you could equip multiple rings on each character, in this game you only have a single accessory slot, so the bonus has likely been adjusted to account for only being able to equip a single accessory slot. I know that it's a considerable increase equipping the ring on 5 party members, so I suspect it's as high as 30-50% with 5 rings. In the original game, you could only acquire a single item drop from any given fight, and in this version you can clearly get multiple drops from multiple enemies, or if an enemy can drop 3 separate items, it's possible for them to drop all 3.
Thanks for the information.
It is true that when we equip multiple items on top of each other, they drop a lot that way. During the time I was trying, I thankfully got a total of four Targets.
As you said, it is possible that it is a tremendous additive rate, or perhaps it is a formula that is not measurable to a layman like me. I'm not sure if it's just a simple assumption on my part, but it seems like when you have 4 equipped, they don't seem to drop much, but when you have 5 equipped, they drop a lot more.

However, the real problem is not that I don't know what the addition or multiplication rate per piece is, but rather that the address of the parameter that determines the drop rate seems to be shifting with each battle.
Thus, if I change my equipment and try to change the values, I can't easily find the address of the changed values.
It might be shifting each battle because the enemy variety including their potential loot pools changes each battle. It might not be a global value for additive drop rate %, but rather an additive increase to each individual item on a mob's specific loot table, and the amount could vary depending on the rarity of each item (some are rarer drops than others).

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

chaosblade02 wrote:
Wed Sep 25, 2024 6:41 pm
Kemikemi0091 wrote:
Wed Sep 25, 2024 6:32 pm
chaosblade02 wrote:
Wed Sep 25, 2024 6:11 pm


In the original game, each bejeweled ring increased the drop rate by 1-3% (estimated), additive, not multiplicative. However, you could equip multiple rings on each character, in this game you only have a single accessory slot, so the bonus has likely been adjusted to account for only being able to equip a single accessory slot. I know that it's a considerable increase equipping the ring on 5 party members, so I suspect it's as high as 30-50% with 5 rings. In the original game, you could only acquire a single item drop from any given fight, and in this version you can clearly get multiple drops from multiple enemies, or if an enemy can drop 3 separate items, it's possible for them to drop all 3.
Thanks for the information.
It is true that when we equip multiple items on top of each other, they drop a lot that way. During the time I was trying, I thankfully got a total of four Targets.
As you said, it is possible that it is a tremendous additive rate, or perhaps it is a formula that is not measurable to a layman like me. I'm not sure if it's just a simple assumption on my part, but it seems like when you have 4 equipped, they don't seem to drop much, but when you have 5 equipped, they drop a lot more.

However, the real problem is not that I don't know what the addition or multiplication rate per piece is, but rather that the address of the parameter that determines the drop rate seems to be shifting with each battle.
Thus, if I change my equipment and try to change the values, I can't easily find the address of the changed values.
It might be shifting each battle because the enemy variety including their potential loot pools changes each battle. It might not be a global value for additive drop rate %, but rather an additive increase to each individual item on a mob's specific loot table, and the amount could vary depending on the rarity of each item (some are rarer drops than others).
Thank you for your very helpful input.

I, too, think that the drop rate is determined for each individual item. If so, I'm out of my depth.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by chaosblade02 »

If it's like the original, then each specific enemy has a value that determines the spark rate. Each tech also has a specific difficulty, it's why you can't spark techs of a certain tier or higher off weaker enemies, and that appears to be the case in this game as well, as I'm sure some of you have noticed the "!" icon by certain attacks against certain enemies, but not others.

Here's a reference to how it works in the original game:
[Link]

Some of this might apply here, and it might help with finding a table option to dramatically increase the spark rate, or guarantee a spark. I suspect the spark rate for each battle is determined by the strongest enemy on the field, not each individual enemy, I assume this based on the watchman boss fight, because I saw "!"s next to attacks I didn't see before, even if I targeted the weaker enemies in the battle, and that does differ from the original game which based it off the enemy you targeted.

Sparking is also determined by a minimum weapon level required to spark a technique, and I'm unsure if weapon level plays a factor in increasing the odds of sparking the higher it is, but it might. There might also be spark type tables each character has just like the original game, which means every character can't spark every technique.

But once you spark a technique on one character, and a time jump occurs (reference the link above to see how that worked in the original game), any techs sparked in the previous generations (weapon or evade) are added to the dojo, and can be transferred to any character freely. It might be possible to simply edit these techs into the dojo as well so you don't even need to spark them, but we don't have access to this in the demo.
Last edited by chaosblade02 on Wed Sep 25, 2024 7:09 pm, edited 1 time in total.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

chaosblade02 wrote:
Wed Sep 25, 2024 6:50 pm
If it's like the original, then each specific enemy has a value that determines the spark rate. Each tech also has a specific difficulty, it's why you can't spark techs of a certain tier or higher off weaker enemies, and that appears to be the case in this game as well, as I'm sure some of you have noticed the "!" icon by certain attacks against certain enemies, but not others.

Here's a reference to how it works in the original game:
[Link]

Some of this might apply here, and it might help with finding a table option to dramatically increase the spark rate, or guarantee a spark. I suspect the spark rate for each battle is determined by the strongest enemy on the field, not each individual enemy, I assume this based on the watchman boss fight, because I saw "!"s next to attacks I didn't see before, even if I targeted the weaker enemies in the battle, and that does differ from the original game which based it off the enemy you targeted.
I don't know anything about the original, so your advice is appreciated!

I think you are right about the lighting mechanism next to the skill column, but I don't think the Glimmerling (or sparking) is necessarily determined by the tech Lv of the strongest enemy.
This is because if we defeat an enemy that is thought to have a higher tech Lv first (identified from the information on the original strategy site. Also, the technique points tend to be higher), because the lights went out.

The following Japanese original strategy website states that the tech Lv of the attacking target is taken into account in the Glimmerling (or sparking) calculation.

[Link]
Last edited by Kemikemi0091 on Wed Sep 25, 2024 7:16 pm, edited 1 time in total.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by chaosblade02 »

Kemikemi0091 wrote:
Wed Sep 25, 2024 7:07 pm
I don't know anything about the original, so your advice is appreciated!

But, I think you are right about the lighting mechanism next to the skill column, but I don't think the Glimmerling (or sparking) is necessarily determined by the tech Lv of the strongest enemy.
This is because if we defeat an enemy that is thought to have a higher tech Lv first (identified from the information on the original strategy site. Also, the technique points tend to be higher), because the lights went out.
There's a mimic enemy in the mansion I used to spark techs I couldn't spark off the regular enemies in the area, because "!" bulbs appeared against them which didn't appear against other enemies, so there for sure is something like a spark level of specific enemies. I sparked techs off the mimics, and would retreat from the fight before killing them, or after sparking a tech, because you cannot re-fight them. Smash (Greatsword), Twinshot (Bow), and Cross Cut (Sword), Aiming (Spear) were 4 techs I used mimics to spark that I couldn't spark off the regular mobs in the area.

With regards to the specific question as to the spark rate using the strongest enemy on the field, I can't say for 100% certain, but I do know that when I fought the watchman, I saw spark "!"s appear that didn't appear when fighting other enemies in the area, and I sparked a few techs even when I attacked the weaker rabbits in the group, and that's why I suspect that's the case. If that wasn't the case, I would have seen those spark "!"s disappear when targeting the weaker rabbits, and show up only when targeting the watchman.
Last edited by chaosblade02 on Wed Sep 25, 2024 7:24 pm, edited 2 times in total.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by stromata »

chaosblade02 wrote:
Wed Sep 25, 2024 6:29 pm
stromata wrote:
Wed Sep 25, 2024 6:19 pm
In what increments do you work your way forward from an item already in your inventory? I am trying to find the Bejeweled Ring for myself without much luck. In my case, currently the Silver Ring has a value of 00DCEFDB, as an example. I am not well versed in manually finding CT values, so any help would be appreciated!
I'm assuming you copy-pasted the table here:
mildsevenX wrote:
Mon Sep 23, 2024 1:31 pm
And here is a cheat of the address where all item IDs are stored.
IDs are listed in the following order: armor, item, key item, shield, weapon.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>719</ID>
      <Description>"All Item ID"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>"Romancing SaGa 2 RotS Demo-Win64.exe"+05CF1BF0</Address>
      <Offsets>
        <Offset>0</Offset>
        <Offset>348</Offset>
        <Offset>8E8</Offset>
        <Offset>A8</Offset>
        <Offset>20</Offset>
        <Offset>30</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
What you do, is right click => browse memory region on that table option. Then, right click => display type => 4 byte hex, it should look like this:

Image

Scroll down through the list until you find the ID for the silver ring. Once you do, work from left to right through the values in order until you find the rings or other items you're looking for. Use that data to input into the shop item ID editor to purchase the desired item. You might run into some dummy items, so be sure to backup your save before you try this, as you might trigger some weird effects.
Thank you so much for your assistance! I was able to find both the Intaglio and Bejeweled Rings with your help. :)

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

chaosblade02 wrote:
Wed Sep 25, 2024 7:14 pm
Kemikemi0091 wrote:
Wed Sep 25, 2024 7:07 pm
I don't know anything about the original, so your advice is appreciated!

But, I think you are right about the lighting mechanism next to the skill column, but I don't think the Glimmerling (or sparking) is necessarily determined by the tech Lv of the strongest enemy.
This is because if we defeat an enemy that is thought to have a higher tech Lv first (identified from the information on the original strategy site. Also, the technique points tend to be higher), because the lights went out.
There's a mimic enemy in the mansion I used to spark techs I couldn't spark off the regular enemies in the area, because "!" bulbs appeared against them which didn't appear against other enemies, so there for sure is something like a spark level of specific enemies. I sparked techs off the mimics, and would retreat from the fight before killing them, or after sparking a tech, because you cannot re-fight them. Smash (Greatsword), Twinshot (Bow), and Cross Cut (Sword), Aiming (Spear) were 4 techs I used mimics to spark that I couldn't spark off the regular mobs in the area.

With regards to the specific question as to the spark rate using the strongest enemy on the field, I can't say for 100% certain, but I do know that when I fought the watchman, I saw spark "!"s appear that didn't appear when fighting other enemies in the area, and I sparked a few techs even when I attacked the weaker rabbits in the group, and that's why I suspect that's the case.
If attacking the rabbit instead of the Watchman, sparked a higher level skill that was originally impossible against the rabbit, then the specifications of the calculation may have changed from the original work. (Also, the English-language strategy site you mentioned says the same thing, that in the original, it is determined by the technical Lv of the target of the attack, not the technical Lv of the strongest enemy.)

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by chaosblade02 »

Kemikemi0091 wrote:
Wed Sep 25, 2024 7:28 pm
If attacking the rabbit instead of the Watchman, sparked a higher level skill that was originally impossible against the rabbit, then the specifications of the calculation may have changed from the original work. (Also, the English-language strategy site you mentioned says the same thing, that in the original, it is determined by the technical Lv of the target of the attack, not the technical Lv of the strongest enemy.)
Yes, it's for sure changed, however that might make it easier to isolate a value because it would be a global spark rating for each individual fight.

Something else that's changed is techs now require a minimum skill level in order to spark:

Image

Cross Cut (sword), Shock Rush (Rapier), Aiming (Spear), Windmill (Spear), Smash (Greatsword), Head Blow (Mace), Stunner (Bow), Twin Arrows (Bow), Sobat (Unarmed) - all require 5 skill points to spark & an enemy with a sufficient spark tech level. I used the mimic in the mansion to get them. I got skill levels for some weapons into the 10+ range, but there are no enemies in the demo with a sufficient spark level to obtain any higher level techs.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

chaosblade02 wrote:
Wed Sep 25, 2024 7:36 pm
Kemikemi0091 wrote:
Wed Sep 25, 2024 7:28 pm
If attacking the rabbit instead of the Watchman, sparked a higher level skill that was originally impossible against the rabbit, then the specifications of the calculation may have changed from the original work. (Also, the English-language strategy site you mentioned says the same thing, that in the original, it is determined by the technical Lv of the target of the attack, not the technical Lv of the strongest enemy.)
Yes, it's for sure changed, however that might make it easier to isolate a value because it would be a global spark rating for each individual fight.

Something else that's changed is techs now require a minimum skill level in order to spark:

Image

Cross Cut (sword), Shock Rush (Rapier), Aiming (Spear), Windmill (Spear), Smash (Greatsword), Head Blow (Mace), Stunner (Bow), Twin Arrows (Bow), Sobat (Unarmed) - all require 5 skill points to spark & an enemy with a sufficient spark tech level. I used the mimic in the mansion to get them. I got skill levels for some weapons into the 10+ range, but there are no enemies in the demo with a sufficient spark level to obtain any higher level techs.
Thanks. I take your opinion into consideration.
However, there is little chance that I will create a cheat that will allow us to spark skills at a high rate of success. I will try some, but I will either leave it to someone amazing or else I will simply try to increase my characters' stats and enemy force levels to gain every skills.

(Just to confirm, it is possible to raise the spark level considerably by using cheats to raise the enemy force level.)
Last edited by Kemikemi0091 on Thu Sep 26, 2024 7:09 am, edited 1 time in total.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Leolance »

mildsevenX wrote:
Mon Sep 23, 2024 1:31 pm
Kemikemi0091 wrote:
Mon Sep 23, 2024 7:19 am
>>mildsevenX

Good job!
How can I find out the item ID? It would be nice to know just what items I own.
And, of course, eventually, it would be nice if I could select any item I want that I don't own, or if I could extremely increase the drop rate of enemies. If we can increase the drop rate of enemies, it would help us fill in the book data.
This cheat shows the ID of an item in inventory.
You can easily find the ID of the items you have with this.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>524</ID>
      <Description>"Check item ID in inventory"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>"Romancing SaGa 2 RotS Demo-Win64.exe"+05CFDE58</Address>
      <Offsets>
        <Offset>4</Offset>
        <Offset>2B0</Offset>
        <Offset>BF8</Offset>
        <Offset>A8</Offset>
        <Offset>20</Offset>
        <Offset>58</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And here is a cheat of the address where all item IDs are stored.
IDs are listed in the following order: armor, item, key item, shield, weapon.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>719</ID>
      <Description>"All Item ID"</Description>
      <ShowAsHex>1</ShowAsHex>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>"Romancing SaGa 2 RotS Demo-Win64.exe"+05CF1BF0</Address>
      <Offsets>
        <Offset>0</Offset>
        <Offset>348</Offset>
        <Offset>8E8</Offset>
        <Offset>A8</Offset>
        <Offset>20</Offset>
        <Offset>30</Offset>
      </Offsets>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

The list will show the ID from the item name.
Romancing SaGa 2 RotS Demo(ITEM ID).CT
(127.14 KiB) Downloaded 471 times

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Sakuya »

Nice to meet you, I don't have any knowledge so I can't help you.
In the CT made by Kemikemi0091, it was impossible to restore items already purchased at the weapon shop and tool shop.
I started a new game and tried it with your data, but when I bought the maximum amount of items at the weapon shop and tool shop, they were sold out and it was impossible.
I tried buying just one item, but the number I could buy decreased and it didn't restore to the maximum.
It seems that the cheat countermeasures are working, so it's impossible to restore the number of purchases.

I'm very sorry, but I would like to make a request to someone with knowledge. Could you please create a CT where I can change the item ID of the healing potion at the tool shop and check the following items in the healing potion column to purchase them (I can decide how many to purchase) - Butterfly Sword, Crimson Dragon Greatsword, Flamescale Axe, Puppet Club, Poseidon Spear, Enchanting Dagger, Soul-Sucking Bow, Seventh Armor, Drop Ring, and Intaglio Ring?
I think this is probably the best item ID rewrite (as for weapons, it's the last weapon, so it's probably the strongest, the Seventh Armor is the strongest armor in the remaster, and the two rings are items you'll probably want).

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by tadokoro114514 »

Nice to meet you. I don't have any knowledge, so could someone please create a CT to rewrite the 5th companion's character and replace him with another character, and rewrite the data at the weapon shop so that I can buy all weapons, armor, and accessories?

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

>>Leolance

Good Job!
It works in my environment and is consistent with my personal list of items for research.

>>Sakuya
Sakuya wrote:
Thu Sep 26, 2024 3:17 am
Nice to meet you, I don't have any knowledge so I can't help you.
In the CT made by Kemikemi0091, it was impossible to restore items already purchased at the weapon shop and tool shop.
I started a new game and tried it with your data, but when I bought the maximum amount of items at the weapon shop and tool shop, they were sold out and it was impossible.
I tried buying just one item, but the number I could buy decreased and it didn't restore to the maximum.
It seems that the cheat countermeasures are working, so it's impossible to restore the number of purchases.

I'm very sorry, but I would like to make a request to someone with knowledge. Could you please create a CT where I can change the item ID of the healing potion at the tool shop and check the following items in the healing potion column to purchase them (I can decide how many to purchase) - Butterfly Sword, Crimson Dragon Greatsword, Flamescale Axe, Puppet Club, Poseidon Spear, Enchanting Dagger, Soul-Sucking Bow, Seventh Armor, Drop Ring, and Intaglio Ring?
I think this is probably the best item ID rewrite (as for weapons, it's the last weapon, so it's probably the strongest, the Seventh Armor is the strongest armor in the remaster, and the two rings are items you'll probably want).
That's strange. I just tried again and it works, at least in my environment.

I already mentioned this as a limitation, but are you rewriting amounts of each item with the shops screen open? If we rewrite them while the shops screen is not open, it reverts back to the original amounts when we open the shops screen. This is because this address area is supposed to be used only when you are making a purchase in the shops.

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Re: [Requests] Romancing Saga 2: Revenge of the Seven

Post by Kemikemi0091 »

>>tadokoro114514
tadokoro114514 wrote:
Thu Sep 26, 2024 5:45 am
Nice to meet you. I don't have any knowledge, so could someone please create a CT to rewrite the 5th companion's character and replace him with another character, and rewrite the data at the weapon shop so that I can buy all weapons, armor, and accessories?
So far no convenient codes has been proposed to rewrite them directly, and I too would like to see such convenient codes.

For now, please address the following.

(1) Use codes posted by mildsevenX for how to change the 5th companion.

(2) For the items, use the code posted by mildsevenX and Leolance in combination to change the items to be purchased from the shops screen so they can be purchased.
(At least, I have tried everything in the item list area shown by mildsevenX. Also, Leolance may have tried them all as well.)
If all the items in the shops are sold out, try my code (although Sakuya says it doesn't work well).

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