Unit get Status increase randomly during leveling up. Whereas the status growth of each character at each level can no longer be changed by consuming random numbers in chapter. Player can only fix it by restart chapter.
I created a space in ram, dedicated to archive storage of a certain number of RN ( Starts from 0x2028820 and the length reaches 0x100),this space will init at start of E_MAPMAIN, and will be loaded/saved by Suspend.
It was based on “ModLu”(Modular Level Up) from SkillLite by genius StanHHHHHHH (credit!!!).I did some work on this patch to make it relatively easy to adapt to str/mag-split or skillsystem, see readme.
So if I create a savestate before Eirika levels up, even if I waste rng by arrow wiggling or even if Seth levels up first, Eirika will always get the same level up? (Unless I restart the chapter.)
Exactly!
Once chapter begins, each level of each character will correspond to a unique and fixed set of random numbers for growth determination.
When Eirika is upgraded to levels 2, 3, 4… the corresponding random numbers will not change due to the different upgrade orders of different characters.
In 3 houses certain units are given a minimum of two stat increases per level (students) while other units do not (teachers). I was looking into how to implement this behavior for fe8 hacks and found that the implementation used here is the closest thing to what I’m looking for.
However your more works for Modern C-Skills touched upon some limitations I was curious about. In the first paragraph of your first post where you say, “Traditional ASM hack generally requires modifying in assembly level. Many times it is even hard to say that the hacker himself can make it clear on the original functionality, which results in extremely low reliability and poor efficiency. There are apso many of other problems, such as headache RAM space management, conflict on various functionality, limitation on skill index bit width, etc.”
After taking this into account how would you go about implementing the minimum stat increase per level up for certain player units so that it could be easily installed in any hack regardless of the changes made? Or is tweaked version of the solution you outlined in this post sufficient?
This modification is too old, and some of the modifications conflict with cskillsys. You can refer to the source code of this patch and port it to your cskillsys fork lvup related source code. It needs to edit the source code on cskillsys to realize the feature for your expectation.