sunrider academy чит коды

Sunrider academy чит коды



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Sunrider Academy [cheats]
Cheat Mode
The following procedure involves editing a game file so it is advised that you create a copy of the file before proceeding. Using a text editor edit the ‘options.rpy’ file in the ‘Sunrider Academygame’ directory. Change the ‘config.developer = False’ line to ‘config.developer = True’. Press (Shift) + O during gameplay then enter one of the following codes to activate the corresponding effect.

Set Girl’s Affection:
Type ‘affection_(name)’ = (0-100) Note: 10 points equals one heart.

Set Your Charisma Stat:
Type ‘stat_charisma = (number)’

Set Your Fitness Stat:
Type ‘stat_fitness = (number)’

Set Your Grade Stat:
Type ‘stat_grade = (number)’

Set Your Homework Stat:
Type ‘stat_homework = (number)’

Set Your Int Stat:
Type ‘stat_intelligence = (number)’

Set Your Luck Stat:
Type ‘stat_luck = (number)’

Set Your Money Stat:
Type ‘stat_money = (number)’

Set Your Prestige Stat:
Type ‘stat_prestige = (number)’

Set Your Stress Stat:
Type ‘stat_stress = (number)’

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Sunrider academy чит коды

This guide provides some game-play basics and explanations regarding several aspects of the game, as well as walk-throughs for the two phases of the game; the Common Route plus the four Girls’ ARC routes.

The Walk-throughs focus initially on Sunrider Academy Events that a Gamer must manually trigger during the first three months of the Academy Year. For the time from the fourth month through graduation, separate ARC route tables are provided for the events leading to completion of each Girl’s route. The initial sequence of events is termed the «Common Route« because these are the events required to be completed for all of the four Girls’ ARCs. After Asaga’s Birthday, the individual Girls’ ARCs diverge. Therefore, it is recommended that Gamer create a Save-Game when the Common Route has been completed. This Save-Game may then be loaded to follow a second Girl’s ARC after a first Girl’s ARC has been completed.

As Gamer follows a specific Girl’s ARC route, most events after Asaga’s Birthday will be triggered automatically. Some events still must be manually triggered however, and these are noted in the ARC tables.

This guide will not address the specific amount of each Girl’s affection needed for a certain events to trigger. However, the affection needed to start any specific Girl’s ARC varies from 50 to 60 points. So in general, 6 Hearts suffices to unlock each Girl’s ARC and my approach has been to push the Affection level for each Girl to over 6 Hearts.

I have included a supplemental appendix of some Console Commands that will enable the Gamer to modify some of the parameters used by the game to determine Kayto’s progress.

Please NOTE, this Guide is a WIP and may be modified as I work through the game.

Sunrider Academy is essentially a Time Management simulation game complicated by romance/ dating elements. This guide is somewhat of a Manual and provides some game-play basics and explanations regarding several aspects of the game, as well as walk-throughs for the two phases of the game; the Common Route plus the four Girls’ ARC routes.

As you progress through this game, SAVE your Game frequently to avoid having to start from the beginning should a step be missed or if you wish to change any day’s steps. Normally I save over a prior save except for a special event, to avoid using too many «save» slots.

The Walk-throughs focus initially on Sunrider Academy Events that a Gamer must manually trigger during the first three months of the Academy Year. For the time after completing this Common Route through graduation, separate ARC route tables are provided for the events leading to completion of each Girl’s route. The initial sequence of events is termed the «Common Route« because these are the events required to be completed «in common» for each of the Girls’ ARCs. After that day, the individual Girls’ ARCs diverge. These ARCs represent four different stories or «realities» for Kayto, the protagonist. It is recommended that Gamer create a Save-Game at this point. This Save-Game may then be loaded to follow a second Girl’s ARC after a first Girl’s ARC has been completed.

After the Common Route is completed as you follow a specific Girl’s ARC route, most events after Asaga’s Birthday will be triggered automatically. Some events still must be manually triggered however, and these are noted in the individual Girls’ ARC tables.

During the Tutorial portion of a New Game, Gamer must select the Character Class for the protagonist, Kayto Shields. The Classes are: Athletic, Intellectual, Charismatic, Good Karma, Well Rounded, and Wealthy Heir. Each Character Class has a different mix of starting Statistics for Kayto. Each Class gives Kayto an advantage in one of the statistics. For instance, as shown in the image above, «Athletic» gives Kayto a one-time boost of 20 extra Fitness points with which to begin.

Similarly, the other Classes give boosts to different Statistics, as shown in the table below.

Also, there is a Main Menu option to start a game by skipping the Common Route and beginning at Week 1 of the 4th Month. as seen in the image at the right and detailed in the right half of the Table below. This also skips the Tutorial Class Selection process.

Sunrider Academy uses a set of performance statistics in complex formulae using random number generators for Kayto to determine his club, school and romance progress. Gamer’s choices affect these statistics. This lets Gamer manage Kayto’s progress toward gaining a Girlfriend, leading the Clubs to success, graduating, winning the election as Student Council President, and making Maray proud of her big brother.

Kayto’s «Character Stats» include Fitness, Intelligence, Charisma, Stress, Money, Luck, Grade, Prestige, and Homework. Gamer may check the current Stats by opening the HOLO and clicking on the «STATS» hex. The images below show some examples of the Stats bar. It can be moved around the screen and there is a «Slider» just right of top-center on the bar. Gamer may use that slider to adjust the size of the bar so it may be left open without blocking too much of the screen.

As noted in the prior «KAYTO’s CHARACTER CLASS« section, there is a complete set of Kayto’s «Character Stats» for starting the game by choosing Skip the Common Route. This begins the game at M4W1D3 as shown in the Image at the right.

Cera, the home planet of Sunrider Academy, has a unique calendar system with distinctly non-Earthly lengths of hours, days, weeks, months and years. These are explained in the image below.

Academy dates are abbreviated using M to denote the Month, W for the Week, and D for the Day. So for example, M6W3D6 would be the 6th day of the 3rd week in the 6th month. Most “Events” should be accomplished sometime within the specified week suggested in the Common Route or ARC Route timelines. Except for the Girls’ Birthdays, Competitions, Holidays, and the like, the exact day is not critical.

Some events require minimum Affection levels for certain Girls. While such an event may be shown at a particular Date in the table, your specific game may not satisfy the minimum criteria until a later date. If this is the case, try increasing the Affection level of the Girl involved in the event and doing the event again at a later date.

Throughout the game, Gamer should activate the «HOLO» tab to access the «EVENTS» hex that displays the calendar for the current month’s schedule and significant events, which are listed in the right column. The image below shows the Academy schedule for the first month of the school year.

A principal goal for Kayto Shields is to get a real Girlfriend before the end of the Academy year. He has been goaded < or perhaps shamed > into this by his little sister, Maray. To accomplish this, he must earn «Affection Points» with each Girl. To assure that a Girl will accept him, Kayto must build up her Affection to 100 points or as close to that as possible. Hearts are used as a measure of earned affection. Each Heart represents 10 Affection Points.

Kayto can earn Hearts during Club activities, random meetings with each Girl, and by giving Gifts to them. Random meetings occur with the Girls in the Park, the Arcade, the Science Museum, the Shrine, the Gymnasium, and during school in the Classroom, Library, Courtyard, and Student Council room. At these meetings, several topics of Conversation are presented. Gamer must select a topic that would interest that Girl. The chosen topic should be varied to avoid «boring» the Girl and thereby losing her interest. The image below shows the type of topics available.

Certain Conversation topics may result in loss of affection, so care must be exercising in that choice! In particular, the «Gossip» topic generally should be avoided. While Kayto may gain affection with the Girl with whom he is talking, Gossip results in losing Affection with other Girls. Also, Flirt, Charm, and Pervy Jokes may offend some girls depending upon their Affection levels. Below, Asaga responds negatively to a «pervy» joke.

AFFECTION REPORTS:
One of Kayto’s destination options is to go Home. While there, beside resting to recover from illness or high Stress he may ask Maray for her «Little Sister Intel» report on the Affection Levels the Girls have for him. Asking Maray for this report will reduce her esteem for Kayto somewhat, so this should not be done too often.

The above image is an example of Maray’s Intel on the Girls. It shows the number of Hearts Kayto has earned with each of the 4 Girls. Each Heart represents 10 «Affection Points», so fractional hearts may be shown. The maximum Affection level is 100 for each Girl. Once a Girl’s Affection for Kayto reaches 100, she no longer will appear for «Random» meetings, such as Walks in the Park or games at the Arcade.

Kayto should buy Birthday Gifts that will please the recipients. Within a few days prior to the Birthday, Kayto should visit the Shopping District. The game will then «pop-up» a Birthday notice asking whether to buy a present for the Girl; cost is 20 credits. If Kayto has enough Money, you should buy the Gift. It will be hidden, so it won’t accidentally be removed from inventory, and automatically will be given to the Girl at the appropriate time on her Birthday.

For «Non-Birthday» gifts, Gifting can occur during a «Random Meeting» or an automatic Event that presents Conversation Topics. During a meeting, BEFORE selecting the discussion Topic, open the «ITEMS» hex. This will present only «Gifts» Kayto has purchased. Select the Gift that will most please that particular Girl to optimize Affection results.

Managing the CLUBS:
As Kayto, You will be tasked by Ava to manage 3 “trouble clubs”; i.e., the Kendo Club, the Swim Club and the Baking Society … er, uh … I mean the Science Club.
Kayto must dredge these misfit, disorganized, sorry excuses for clubs from the mire into which they have sunken, and transform them into organized, reputable, Championship winning credits to the Academy’s prestige!

Easier said than done, as the saying goes. This will call upon Gamer’s Time Management skills to balance the progress of each of the three clubs while simultaneously maintaining Kayto’s personal statistics and succeeding with his Girlfriend mission. Kayto’s immediate crash crisis at the start of the game is to ensure all clubs will have the minimum 5 members by the second Monday ; or become an immediate Bad End loser. It is recommended that Kayto oversee each club 3-to-4 times per week to keep building their Member, Readiness and Morale stats so they can win Competitions.

Having more members improves a club’s chances for Competition success. Though I don’t have specific minimum count criteria, I have not failed to win Gold at the clubs’ competitions when the member count equaled the number of elapsed weeks. This may be overkill, but it is easily achieved. Since the clubs each will have at least 5 members by the second week, the first month’s recruiting already will be done. Following this pattern means that by the end of the 9th month, each club will have almost 45 members.
I have stopped recruiting after the Galactic Championship for each club. As an example of extreme recruiting, there is a Chivo for recruiting a total of 200 members among all 3 clubs .

I have noted an increased tendency for Recruit Failure when Stress is 5 or higher. The Science Club seems to be more sensitive to Recruit failure with Failures when Stress as low as the 3-to-4 range. While I have not found the function for this, limiting recruit attempts to situations with Stress at 3 or less has avoided such failures.

There is a threat of a sort of negative recruiting in the game. If Club Morale is too low, the game may cause a member to «run away». Several factors are involved in this «Random Number Generator» function including Morale, Luck, number of Club Members, and game Difficulty level.

Considering the worst case RNG for «Original» difficulty with positive Luck, each Club’s Morale must exceed 150% of its Member count to avoid the possibility of losing a member. Negative Luck will make this worse, requiring higher morale to match the negative Luck magnitude. The moral is NEVER to let Kayto’s Luck fall below Zero <0>!

For a game played at Space Whale difficulty, Club Morale must exceed 160% of its Member count to avoid «Run Aways». The table below summarizes the minimum «safe» Morale versus game Difficulty.

While completing the Common Route and ARC Events, Gamer also must pay attention to the many “Chivo” criteria that are available. Sunrider Academy has many Achievements. These may be reviewed from the Main Menu under the «Chivos« tab in the «Bonus» option.
The images below show all the Chivos:

It is unlikely that you could do all Chivos in a single game < there just don't seem to be enough days & hours to do everything! :( >. For instance, examples of some single-game achievements include: Accumulate 500 “credits” ; Recruit 200 combined Club members; Train clubs to 1000 combined readiness; Do 400 walks in the Park; Pray 400 times at the Shrine; Play 400 times at the Arcade; etc.

To accomplish all these Chivos there are slightly more than 450 days available for Kayto to conduct activities <9 full months of 50 days each plus 2 or 3 days in the graduation month 10>. This means there are «only» 2700 opportunities to work toward those Chivos as well as meeting with the Girls, eating lunch, working at part-time jobs, doing homework, etc., etc.
And if you wait until completing the Common Route, you will have only about 2/3’s that many. So it is advisable to make the best use you are able of the Common Route play.

Looking at all the Chivos reveals a possible disadvantage to using the Common Route technique. Since some of the game «Chivos», call for an extreme number of actions that would require Kayto to make extra activity choices during the Common Route. Examples include 400 Walks in the Park, 400 prayer visits to the Shrine and 400 plays at the Arcade. This level of activities might throw off the Common Route schedule to the extent one or more of the Girls’ ARC requirements might not be satisfied.

Without considering the Hours devoted to the Girls’ ARCs and building Charisma at the Student Council, the Achievements require a minimum of more than 2500 Hours to complete. That would leave less than 200 Hours to accomplish a complete ARC for one of the Girls. Therefore, for those extreme Chivos, Kayto would have to do each of them almost every day. So Gamer likely will have to do multiple games to complete all these unusual «Chivos».

Near the end of the game, Kayto will have to have accumulated enough Charisma, Fitness, Intelligence, etc., to pull off a Student Council Presidency election win versus a virtual Adonis, OR lose the game! If you are a true glutton for punishment, try doing all this in “Space Whale” mode!!

FREE LUNCH:
After the first day of school, it will be possible for Kayto to buy packaged lunches at the Shopping District on the «City Map». Doing so will enable him to eat in the Classroom or the Library during the lunch hour. After Kayto cons finds a Girl who will make lunches for him , he no longer will need to buy bentos. To accomplish this, Kayto will have to to earn enough «Hearts» <3+>with either Asaga or Chigara to stir the Girl’s Affection enough for her to offer to make his lunches. Asaga seems to be the easier target and her «spicy» bentos have a very special effect. Girlfriend bentos also will remove 1 “stress” point per meal eaten in the Classroom. That can come in very handy later in the game as Stress levels escalate.

BIRTHDAYS:
During the Academy year, each of the principal characters has a scheduled Birthday. Kayto will have the opportunity to present a gift to each Girl . During the week prior to each Birthday, if Kayto goes shopping at the Shopping District, the game will show a “pop-up” reminder of the Birthday and offer an an option to buy a Gift costing 20 credits. While you may select a negative response, IN THE INTEREST OF COMPLETING THE “Common Route” and the individual Girls’ ARCs, it is advisable to buy the Gift. The game keeps Birthday Gifts separately from Kayto’s Inventory, so Gamer can not accidentally use or mis-gift it. Regarding buying of gifts, you must ensure Kayto works enough part-time jobs to have enough “credits” on hand to buy these gifts, as well as his other shopping needs .

The “COMMON ROUTE” is the series of tasks You, as Kayto Shields, need to accomplish by the beginning of the Fourth month in order to get closer to the Girl(s) you like. The Common Route includes the Events required to unlock all Four Girls’ ARC routes.

Unlocking all four Girls’ ARC paths enables Gamer to select a specific Girl’s <1 of 4>“ARC”. The image below shows what the «Campus Map» looks like when the Common Route has just been completed. When properly completed, this map shows an ARC tab for each of the four Girls.

While completing the Common Route will unlock all of them at once, you can’t choose more than one ARC at this time. You should save the game at this point. This way, when you finish one Girl’s ARC, you can just load that Common Route Save-game and from that Save-game select a different Girl’s ARC without having to restart the whole game, and thus making the game a bit easier.
To continue from this point, Gamer must choose which of the four Girls Kayto will romance.

The Common Route «Events» are grouped by Week with each week abbreviated by Month & Week; e.g., M#W#. Events listed are the minimum that must be done to complete the Common Route.
If no Day is noted for an event, it may occur any time during the week. Even if a Day is listed, that would be the first likely date, but due to lacking prerequisites and randomized probabilities it may occur later in your game. If such an event does not occur on the first try, perhaps its criteria have yet to be satisfied. It should be attempted again after its criteria are met until the particular event does happen.

After the Common Route is completed as you follow a specific Girl’s ARC route, most events after Asaga’s Birthday will be triggered automatically. Some events still must be manually triggered however, and there will be several points in each ARC where a Choice must be made. These are noted in the individual Girls’ ARC tables. I have underlined the Choices that seem to be preferable.

Gamer must ensure Kayto is completing Homework each week to avoid any Grade penalty.
Any Homework not done in a week still must be done in the following week.

Until Kayto «cons» a Girl into making him a lunch each day, he should buy Lunch Bentos 7-at-a-time for 15 credits at Shopping District. This will enable Kayto to meet “Random Girls” at different places on Campus during Lunch. For the most part these will not be shown in the table. Gamer should try varying Lunch locations in order to meet different Girls.

Kayto should buy Gifts that will please the recipients. During the Common Route, Sola needs a Holo and a Birthday gift should be bought for Asaga. Non-Birthday Gifting may occur during a «Random Meeting«. BEFORE selecting the discussion Topic, open the «ITEMS» hex. This will present only «Gifts» Kayto has purchased. Select the Gift that will most please that particular Girl. For more Gift details see the «Meeting Girls & Affection» section.

Ensure Kayto continues overseeing Practice/Research/Recruiting & raising Morale for each Club 3-to-5 times per week. In addition to ARC Events, Gamer still must continue Time Management for the Clubs, Exam grades, shopping, jobs & Kayto’s personal Statistics and Presidential campaign. For the most part, these events will not be shown in this walk-through.

Girls’ names may be abbreviated: Asaga = Asa; Ava = Ava; Chigara = Chi; Sola = Sola
Dates are in left column; Events are in middle; Girl involved & remarks are in right column.
Sometimes an alternate Girl is noted due to randomized occurrences.

While NOT all Club activities are listed in the Common Route table, Gamer should ensure Kayto continues overseeing Readiness Practice/Research/Recruiting and raising Morale for each Club 3-to-5 times per week. Generally, I have Kayto oversee each Club 4 times per week <2 Readiness, 1 Recruit, 1 Morale>. Also I try to Report progress to the Student Council 2 or more times per week.

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