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Persona 3

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This page details one or more prototype versions of Persona 3.

This prototype is documented on Hidden Palace.

An American prototype of Persona 3, dated May 25, 2007, under three months before the game's release.

Boot debug menu#

P3protoBootDebugMenu.png

Launched upon game startup.

Option

Submenu

GAME

START - Boots the game normally.

MODEL

VIEWER - Opens a model viewer with several options. The model viewer is unusable, though, as the game looks for models at pfs0:/persona3_data/model, which doesn't exist and CHAR MAKE is missing files.

FIELD

VIEWER - Lets you enter any area in the game with the Major and Minor ID's and options.
DUNGEON - Lets you enter Tartarus floors of 0-999, 1 being the lobby. Note: Loading through this and VIEWER doesn't display the date-and-time HUD element.
DUNGEON EDITOR - Lets you make your own Tartarus floors and edit premade Tartarus floors.

EVENT

EDITOR - Takes you to a black screen. Pressing L2 enables the mETRICS option from the boot debug menu, while pressing R2 opens and closes very expansive event editor.
In this event editor, saving crashes the game, as it tries to save to a pfs device.
Pressing Triangle while having the event editor open lets you edit and view the currently loaded event's script.
Pressing Start with the event editor closed plays the currently loaded event.
This event editor doesn't load the 3d model associated with the event, as it is expecting the area to be in .RWS format.
SCRIPT - Looks for a file on a host device. Pressing X attempts to execute the selected script.
COMU EVENT - Takes you to a black screen with invisible text and selection arrows. This menu is controlled by the D-pad and selecting on a selection you do with left and right. Selecting something views an event. As the text is invisible, this menu is nearly impossible to properly use.

EFFECT

EDITOR - Takes you back to the boot debug menu.

FACILITY

test - Lets you enter all the vendors and velvet room menus. Up and Down let you select different menus, and exiting a menu goes back to the main one. Menu names are written in Japanese, with Kanji characters missing. Menus that have 2D backgrounds don't load their backgrounds, and some softlock the game.

OPED

STAFFROLL - Plays the credits.
TITLE - Takes you to the intro movie, which leads to the main menu.

TEST

TOHYAMA - "CALENDER" lets you select any date in the game with any time of day.
"SOUND TEST" lets you play BGM, voice clips, and sound effects.
"SFD PLAY" lets you play the various animated movies throughout the game, after which you will return to the movie menu. Several movies give a NOT ENOUGH MEMORY error.
"CLEAR DATA" lets you make a New Game + file.
"MEMCARD CONVERT" lets you select save file slots, though it always says NO DATA.
"MEMCARD DEBUG" lets you see the available space on your memory card, write data to it with a size of your choosing, unformat and format it, and get memory card info, though it just flashes the menu.
KOSAKA - "texture STRIP" takes you to the boot debug menu.
"tex DICT LIST" also takes you to the boot debug menu.
"RWS test" opens a file viewer for a 'host' device.
"mAP TEST" takes you to a black screen.
"dUNGEON TEST" takes you to a screen which has a dark blue circle background.
"test" loads a red wireframe object which you can move with the D-Pad. Triggers make it invisible and Square brings it back, but you can't move it with the D-Pad after that.
NIIDA - "parTEST" tries to open a file called BTL:BC001_2.RMD, but it doesn't exist, so the game gets stuck.
"sample" takes you to a screen with a colored square that has color gradients and "sample" written on top; pressing X takes you back to the boot menu.
MASAYA - "sample" takes you to a black screen.
"sample 2" also takes you to a black screen.
MIWA - "sample" takes you to a screen with a square that's colored gray on the top, and 3 gradients of blue below. Using the D-Pad moves the square and Circle exits to the boot debug menu.
"FONT DEBUG" has the same square from "sample" on the right (with Japanese text on top and the bottom text being colored), color values on the left, and a palette indicator. The color values can be changed with L2 and R2, and Circle exits back to the boot debug menu.
SASAKI - Only has one option, "TEST", which takes you to a wireframe 14×14 floor with red and blue lines in the middle and a gray background with two blue lines. Holding X displays several white circles in a 3D plane that have different size and opacity, though the further-away ones are hard to see; you can move them with the left stick and move the camera with the right.
YAZY - "sample" takes you to a black screen.
"lmap" takes you to a low-poly model (presumably of the map screen) and plays the map-screen BGM from the early parts of the game, but it creates many errors and crashes occasionally.
"smap" also takes you to a black screen.
"stparts" takes you to a menu for loading the Tartarus block cutscenes, as well as editing values like which blocks to show and which block you're shown as being on. Pressing Triangle on start starts the cutscene, pressing Circle takes you back to the menu, L1 and R1 edit the left values (and if there's only one value, that too), and L2 and R2 edit the right values. Using type 1 seems to freeze the game.
MIYAS - "sample" takes you to a black screen.
"name" takes you to the name entry screen. Entering a name saves it and takes you back to the boot debug menu.

mETRICS

Has two options, "OFF" and "ON". ON enables a CPU counter, and OFF turns it off.

EXIT

Takes you to the PS2 BIOS.

In-game debug menu#

P3protoInGameDebugMenu.png

Opened by pressing R3. It can be opened anywhere, including over other debug menu options.

Option

Submenu

FIELD

ENVIRONMENT - Opens a menu that shows the current environment ID.
2D ON/OFF - Disables and re-enables 2D elements.
dRAW DEBUG - Opens a menu that lets you modify what environment elements are drawn and what aren't, like shadows and the area model.
iNFO 3D - Doesn't seem to do anything.
mETRICS - Enables and disables the CPU counter.
cPU - Same as mETRICS.
MEMORY MAP - Doesn't seem to do anything.
fOG ON/OFF - Disables and enables fog.
fOG EDIT - Opens a menu that lets you edit the area's fog. L1 and R1 scroll by 10s, D-Pad by 1s.
FIELD AMBIENT - Opens a menu that lets you edit the area's ambient lighting.
FIELD LIGHT - Let's you edit the area's lighting. Left stick and right stick change light direction, with right stick being a faster version. Pressing X with MODE selected lets you pick preset light directions.
CHAR - Opens a menu that has four menu options, these only affect the player, party and enemy shadows.: "RESID", which lets you change a value from 0-1,023; "AMBIENT", same as FIELD AMBIENT.; "CHARACTER", same as FIELD LIGHT, but also affects the player/party model shadow direction.; and "SKILL", same as CHARACTER, but affects alternate lighting.
SEP CHAR - Same as CHAR, but none of the menus open.
NPC - Same as CHAR, but for NPC models only.
SEP NPC - Same as SEP CHAR, but menus work with certain RESID's selected.
wIRE FRAME - Doesn't seem to do anything.
fLIP WORLD - Doesn't seem to do anything.
bLUR ON/OFF - Enables and disables a blur effect on everything.

VIRTUAL NPC EDIT

Opens a menu that lets you change VIRTUAL NPC EDIT to true and false. When true, spawns a placeholder model in every spot an NPC can spawn in when loading an area.

DISABLE ENEMY

Opens a menu that lets you change DISABLE ENEMY to true and false. Disables all shadow spawns when set to true.

DISABLE FIELD BGM

Opens a menu that lets you change DISABLE FIELD BGM to true and false. When true, prevents new BGM tracks from playing, though it still plays non-looping tracks.

SCRIPT TRACE

Opens a menu that lets you change SCRIPT TRACE to true and false.

FLAG EDIT

Opens a flag table that lets you set flags to 0 or 1. L1 and R1 scrolls through the list of flags by 1 page, L2 and R2 by 10 pages. Can be moved with the left stick.

COUNTER EDIT

Opens a menu that lets you change COUNTER 1 to COUNTER 127 to values from 0-65,535.

SOUBI ITEM MAKE

Opens a menu that lets you select between IDs of equipable items. Pressing L1 and R1 selects item category. Pressing X shows the item's description and stats and, if the item supports it, rolls a random bonus stat. After doing that, pressing X re-selects the item and pressing Start creates the item in your inventory.

ITEM

Opens a menu that lets you set how many you have of every item under the "Use" category in the menu from 0 to 99. This menu can be moved with the left stick.

PERSONA EDIT

Opens a party member list; the names are in Japanese, so there are missing Kanji letters. The characters from top to bottom are: The protagonist, Yukari, Aigis, Mitsuru, Junpei, Fuuka, Akihiko, Ken, Shinjiro, and Koromaru. Selecting a party member opens a menu with the options listed below: Parameter has multiple options listed below:
HP and MP let you modify selected party member's HP and MP between 1-255, even if it can go higher.
HPMax and MPMax let you see the party member's max HP and MP.
CONDITION let's you set what condition the party member has.
STAMINA let's you change how tired the selected party member is.
BAD STATUS let's you select if the selected party member is poisoned or not.
These next options are only available on the protagonist.
LEVEL let's you change the level of the protagonist.
EXP changes how much EXP the protagonist has.
The next three use missing kanji characters, but they let you edit the protagonist's social stats, which are from top to bottom: Courage, Academics and Charm.
The next option uses missing kanji characters, but it modifies the money amount the player has. Pressing X on it opens a menu to select how much you want to add/remove.
StockNum Lets you pick how many personas the player can hold from 4, 6, 8, 9, 10 and 12 personas.
PersonaSet opens a list of the character's persona stock, this marks the equipped persona in red. Selecting a persona gives the following options:
SET lets you set the selected persona to be any persona in the game except Strega member personas.
REMOVE removes the selected persona from the stock.
EQUIP equips the selected persona
PARAM lets you modify persona stats, level can't be changed below starting level and when modified, rerolls persona stats. the 2nd to last option selects if the persona is holding a heart item, this can be changed to produce a persona instead, which no persona does in the final game. Break and OverThanatos can be changed but effects unknown.
SKILL lets you select what skills the persona has from any skill in the game.
RESET resets the persona stats to default.
Recover heals the selected character to full HP and SP.
AllRecover heals everyone to full HP and SP.
Book All Regist registers all personas in the compendium.
Persona Preview lets you look at the art of every Persona in the game.
PSModel Preview lets you look at the 3D model of every Persona in the game and modify model properties.
Comu Full Open gives you Rank 1 with every social link, excluding reserve social links other than Lovers and Strength.
Arms Full Set gives you enough Imitation Katanas to fill your weapon inventory.
Item Full Set gives you 99 of every item in the game, including 0x items, but not including the Dummy item.
KeyItem Full Set gives you every key item in the game, including 0x items.

ALL RECOVERY

Sets everyone to full HP and SP.

BTL TBL RELOAD

Stops the game for a second, then continues.

TEX DICT VIEW

Lets you view the textures currently loaded.

TEX DICT LIST

Closes the debug menu. Doesn't seem to do anything.

DAY EDIT

Lets you edit the day and time. The day and time updates when loading a new area. L1 and R1 scroll by 10 days. R2 turns off the BGM.

PARTY EDIT

Lets you edit which party members you have in which slot.

COMU EDIT

Lets you edit all Social Link values, including for unused social links.

EVENT EDIT

Softlocks the game while not doing anything.

EVENT DEBUG SWITCH

Opens a menu that lets you set EVENT DEBUG SWITCH to true and false.

2nd In-game debug menu#

Opened by pressing X on the 2nd controller and controlled by the 1st controller. Has a variety of editors and debug options.
Opening this debug menu also displays a box that says "DYNAMIC", a box that shows a number with an M after it, a counter for how many enemies are in the area, and a number below it.

Option

Submenu

CAMERA

Opens a sub-menu that lets you modify the camera with the following options:
FREE CAMERA lets you manually move the camera.
TARGET CAMERA lets you manually move the camera focused on a target.
FIELD of VIEW Y lets you adjust the FOV.
TYPE lets you change what type of camera is in use.
TARGET lets you set a value between 0x00000000-0x0000FFFF, default is 0x00000400.
CENTER selecting center lets you move the point the camera is centered to. RADIUS and HEIGHT let you change a value between 0.00-1000.00, default is 50.00
SAVE opens a prompt that lets you choose between yes and no.

CAMERA DEBUG

When set to true, displays the camera center with a blue wireframe cylinder.

ENVIRONMENT

Opens a sub-menu that lets you modify settings about the current area with the following options:
FILTER ID lets you pick a graphics filter between 0 (none) and 255.
FILTER MODE lets you pick the mode for the selected filter.
FILTER ALPHA lets you change the alpha channel of the filter between 0 (none) and 255.
FOG lets you turn fog on and off.
FOG EDIT opens fOG EDIT from the other in-game debug menu.
FIELD AMBIENT opens FIELD AMBIENT from the other in-game debug menu.
FIELD LIGHT opens FIELD LIGHT from the other in-game debug menu.
AMBIENT SURFACE, DUFFUSE SURFACE and SPECULAR SURFACE let you modify the strength of the ambient, diffuse and specular lighting for the environment.
CHAR LIGHT opens CHAR from the other in-game debug menu.
AMBIENT SURFACE, DUFFUSE SURFACE and SPECULAR SURFACE let you modify the strength of the ambient, diffuse and specular lighting for the protagonist, party and enemy shadows.
LOAD prompts you to load a .ENV file from the current area, but since area files are combined into a single file in this prototype, attempting to load a file will softlock the game. SAVE prompts you to save a .ENV file like LOAD, but attempting to save doesn't do anything.

HIT EDITOR

Opens a sub-menu that lets you create and minimally edit various pointers/triggers. The most customizable of these is the footstep area creation, which lets you modify the footstep sound effect for the marked area.
ALL CLEAR deletes everything from the current area.
SAVE opens a prompt that lets you choose between yes and no.
EXIT opens a prompt to exit back to the main debug menu.

HIT DEBUG

Turns on/off "HIT" object visibility. Automatically turned on when entering the above HIT EDITOR.

NPC EDITOR

Similar to the HIT EDITOR from before. Allows you to create STATIC NPCs of any model ID, which breaks if you try to spawn an unloaded model, and VIRTUAL NPCs and POS objects. Also allows access to the free camera.

LIST RMD

Shows a list of RMD objects. Pressing Square on an object hides/unhides the object, and pressing X plays the selected animation of the object, if it has one.

LIST EPL

Doesn't do anything unless EPL objects loaded.

PLAYER DRAW

Hides the player model if set to false. Resets when re-opening the menu.

SPHERE DRAW

Hides the player's collision hit box if set to true. Resets when re-opening the menu.

RADIUS

Changes player hit box size between 30-100. Resets when re-opening the menu.

COLLISION

Lets the player walk through collision if set to false. Resets when re-opening the menu.

GRAVITY

Prevents the player from walking up/down the environment and falling if set to false. Resets when re-opening the menu.

MOTIOIN TRI/MOTIOIN SQU

Lets you change a value between 0-13. Resets when re-opening the menu.

TEX VIEW

Same as TEX DICT VIEW from the other debug menu.

SWAP MODEL

Swaps the area model with the collision for the area.

SWAP SHADOW MODEL

Swaps the area model with the "shadow" model for the area.

COLLIS DEBUG

Displays collision cylinders for NPC objects.

mETRICS

Same as in the other debug menus.

INFOMATION

Opens and closes a window that displays the current area number, imprecise 2D coordinates of the player, camera "EYE" coordinates, the coordinates of the camera's center and the player's precise 3D coordinates.

MOVE RATIO

Opens a window that lets you edit the player's movement speed (doesn't go past running speed, break collision if set too high), edit NPC movement speed and edit camera rotation speed. These can all be edited from 0.00 to 300.00

DRAW DEBUG

Same as FIELD/dRAW DEBUG from the other debug menu.

NPC DEBUG

While in Tartarus floors, opens windows that displays the following:
PC displays the current commands for the party in Tartarus exploration.
NPC1-3 displays the current exploration status and HP of the party member in that slot.
ENE# displays the current status of the shadow in that number slot and their HP.

MOVER DEBUG

While in Tartarus floors, opens a window that lets you turn on/off visible movement pointers for the party (while roaming) and shadows.

CREATE KILLER

While in Tartarus floors, spawns the Reaper on the floor.

RELOAD ENEMYDAT

Stops the game for a moment and continues, probably similar to BTL TBL RELOAD.

RELAY POINT

Turns on and off highlighting the closest navigation pointer that the party uses when running around Tartarus.

ATTACK RANGE

Shows the attack range of the player and party members in yellow, and for shadows, shows their visibility range in purple and attack radius in red. This rendering breaks when the range ends up behind the camera.

COLLIS TEST

Doesn't seem to do anything.

NECK TEST

Plays the "looking around" animation party members sometimes use when running around Tartarus for the party member in the 1st slot.

DEBUG RADAR and DEBUG RADAR 2

Both of these open up a debug map of the current floor of Tartarus, this map displays on top a count of nearby shadows, nearby treasure boxes and if there is an exit back to the start of tartarus.
The map itself shows the player's position with a small cyan square, shadow spawn positions with a random color small square, the warp to the start of Tartarus with a black small square, treasure boxes with a random color medium square and the stairs to the next floor with a random color transparent large square.

PAD DEBUG

In an area with party members/shadows, lets you turn on (but not off) direct control with the 2nd controller of the party member/shadow in the selected slot.
While pressing Circle in this state with the 2nd controller is supposed to initiate a field battle with the enemy in range, but this only works with controlling a shadow. This also allows you to make the protagonist have a field battle, which crashes the game.
Controlling party members this way also allows you to move them while they're dead.

ENEMY SLOW

When selected, slows down the speed shadows move in their "Active" state. This stacks and does not reset.

EXIT

Unloads the current area and softlocks the game.

Script differences#

There aren't many script differences since it's such a late version. However, there are some.

The Japanese text in SFL_BASE.BIN(the text used during Shuffle Time) uses a different Kanji table.

Correct Japanese

Prototype

Final

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}勇気{F2 02 01 01}が向上した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}害恩{F2 02 01 01}が患頴した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}恰栄{F2 02 01 01}が翰淫した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}魅力{F2 02 01 01}が向上した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}均鰯{F2 02 01 01}が患頴した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}桐引{F2 02 01 01}が翰淫した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}学力{F2 02 01 01}が向上した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}柿鰯{F2 02 01 01}が患頴した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}鎧引{F2 02 01 01}が翰淫した!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}勇気{F2 02 01 01}が向上した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}害恩{F2 02 01 01}が患頴した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}恰栄{F2 02 01 01}が翰淫した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}魅力{F2 02 01 01}が向上した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}均鰯{F2 02 01 01}が患頴した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}桐引{F2 02 01 01}が翰淫した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}学力{F2 02 01 01}が向上した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}柿鰯{F2 02 01 01}が患頴した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

>{F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は{F2 02 02 01}鎧引{F2 02 01 01}が翰淫した! {F2 02 02 01}{F2 03 01 01}{F2 02 01 01}は「{F2 02 02 01}{F2 03 02 01}{F2 02 01 01}」なところまできた!

Some of the text in BSV402.BVP(Fuuka's navigation) is different.

Name

Prototype

Final

BSV402(251)

Good job, Yukari-chan! Only one enemy left!

Good job, Yukari-chan! Just one enemy left!

BSV402(314)

Only one enemy left!

One enemy to go!

A line break was added in bp_mixmsg1.bmd(the message telling you you have a new Fusion Spell).

Prototype

Final

> With {F2 02 02 01}{F2 03 01 01}{F2 02 01 01} and {F2 02 02 01}{F2 03 02 01}{F2 02 01 01}'s{0A}power, you are able to use {F2 02 02 01}{F2 03 03 01}{F2 02 01 01}.

> With {F2 02 02 01}{F2 03 01 01}{F2 02 01 01} and {F2 02 02 01}{F2 03 02 01}{F2 02 01 01}'s{0A}power, you are able to use{0A}{F2 02 02 01}{F2 03 03 01}{F2 02 01 01}.

The Japanese text in DATCOMUHELP.BMD(the text for the descriptions of Social Links in the menu) uses a different Kanji table.

Correct Japanese

Prototype

Final

ペルソナ部隊リバ‒ス(仮) (未使用)

ペルソナ嫁企リバ‒ス(蟻) (刈巻禍)

ペルソナ岳輝リバ‒ス(救) (意慰易)

ペルソナ部隊破滅(仮) (未使用)

ペルソナ嫁企協慧(蟻) (刈巻禍)

ペルソナ岳輝袈畦(救) (意慰易)

(未使用) 02

(刈巻禍) 02

(意慰易) 02

(未使用) 02リバ‒ス(仮)

(刈巻禍) 02リバ‒ス(蟻)

(意慰易) 02リバ‒ス(救)

(未使用) 02破滅(仮)

(刈巻禍) 02協慧(蟻)

(意慰易) 02袈畦(救)

(未使用) 03

(刈巻禍) 03

(意慰易) 03

(未使用) 03リバ‒ス(仮)

(刈巻禍) 03リバ‒ス(蟻)

(意慰易) 03リバ‒ス(救)

(未使用) 03破滅(仮)

(刈巻禍) 03協慧(蟻)

(意慰易) 03袈畦(救)

(未使用) 09

(刈巻禍) 09

(意慰易) 09

(未使用) 09リバ‒ス(仮)

(刈巻禍) 09リバ‒ス(蟻)

(意慰易) 09リバ‒ス(救)

(未使用) 09破滅(仮)

(刈巻禍) 09協慧(蟻)

(意慰易) 09袈畦(救)

(未使用) 15

(刈巻禍) 15

(意慰易) 15

(未使用) 15リバ‒ス(仮)

(刈巻禍) 15リバ‒ス(蟻)

(意慰易) 15リバ‒ス(救)

(未使用) 15破滅(仮)

(刈巻禍) 15協慧(蟻)

(意慰易) 15袈畦(救)

(未使用) 20

(刈巻禍) 20

(意慰易) 20

(未使用) 20リバ‒ス(仮)

(刈巻禍) 20リバ‒ス(蟻)

(意慰易) 20リバ‒ス(救)

(未使用) 20破滅(仮)

(刈巻禍) 20協慧(蟻)

(意慰易) 20袈畦(救)

ファルロスコミュリバ‒ス(仮)

ファルロスコミュリバ‒ス(蟻)

ファルロスコミュリバ‒ス(救)

ファルロスコミュ破滅(仮)

ファルロスコミュ協慧(蟻)

ファルロスコミュ袈畦(救)

ペルソナ部隊2コミュリバ‒ス(仮)

ペルソナ嫁企2コミュリバ‒ス(蟻)

ペルソナ岳輝2コミュリバ‒ス(救)

ペルソナ部隊2コミュ破滅(仮)

ペルソナ嫁企2コミュ協慧(蟻)

ペルソナ岳輝2コミュ袈畦(救)

構成員(仮)

救駒喧(蟻)

渠赫楽(救)

未使用 02構成員

刈巻禍 02救駒喧

意慰易 02渠赫楽

未使用 03構成員

刈巻禍 03救駒喧

意慰易 03渠赫楽

未使用 15

刈巻禍 15

意慰易 15

ぬこ ネットで知り合った月高生(?) オカルト好きで、夢見がち。

ぬこ ネットで殴り鴬った価韻院(?) オカルト焔きで、傾印がち。

ぬこ ネットで院り運った角閲員(?) オカルト嘉きで、形蔭がち。

和泉 ネットで知り合った月高生(?) オカルトには懐疑的な現実論者。

外咳 ネットで殴り鴬った価韻院(?) オカルトには倹黒歓な掘開姑鴛。

潟割 ネットで院り運った角閲員(?) オカルトには購郊関な串該顕架。

ペルソナ部隊2 ペルソナ部隊2(仮)

ペルソナ嫁企2 ペルソナ嫁企2(蟻)

ペルソナ岳輝2 ペルソナ岳輝2(救)

Some text in DATMIXRAIDHELP.BMD(the descriptions of the Fusion Spells) was slightly altered.

Skill

Prototype description

Final description

Trickster

Inflicts random ailments to all foes.

Inflicts random ailments on all foes.

The majority of the changes in events are minor typo fixes and line break adjustments.