Edit the save you already own
Two files from your own install, and nothing leaves this tab. Materials, weapon grades, accessories, medicines and outfits.
| Item | Quantity / Grade |
|---|
What the editor can change
The table is built from your save, not from a fixed list, so anything your file already knows about appears in it.
Materials and goods take any 32-bit quantity. Main weapons and Sha-Chi armaments are grade values: the game shows
a public +n, and the save stores it one higher, so +7 is written as 8.
Accessories use a zero-based level, medicines cap at +6, and outfits are a plain owned/not-owned flag
on the account wardrobe.
Why it needs PBZ.exe
PBZS v3 encrypts the directory and every slot with AES-256-GCM, and the key is not in the save. It is derived from
64 bytes inside PBZ.exe, near the end of the binary. The editor finds those bytes, derives a candidate
key, and then proves it by decrypting the save's authenticated directory. A key that does not decrypt the
directory is discarded, and the table stays shut. That check is why the editor cannot be pointed at a save from a
different game build and quietly write garbage into it.
What it deliberately will not do
Adding a quest item does not complete the quest. Adding a weapon does not satisfy its acquisition condition. Medicines are refilled by the game when a save loads, so a count you write may not survive the next load. If your file uses a container version this build does not recognise, the editor says so and stops rather than guessing.
Keep the original file
The editor writes a new file and leaves yours alone, but treat the original as the backup anyway. Copy the whole 17-digit folder somewhere outside the game directory before your first edit, keep it until the edited save has loaded once in-game, and then decide whether you still need it. That costs two minutes and covers every way this can go wrong.