The only problem is that in my hack, there are quite a few units who leave the party early game depending on the route the player takes, and then rejoing promoted later. However, if I use Class Dependent, they units end up being very weak comapred to the unit the player has as Class Growth ussually are very weaker compared to personal growth.
Jax over here is the same level as Khansa, as yet has superior stats in every stat but magic and luck. This isn’t because Jax is a strong unit, he is mid-teair at best, but because the hack uses Ranger class growth to level Khansa up.
I want to make the engine use the unit’s personal growth instead of their class growth to calculate their stats. This way, the unit won’t be held behind by having less than 30% growths in every stat. (I can not increase class growths as enemies are already quite jacked in this hack and this would make them even more so.)
Is there a patch or method to make the unit placer use the unit growths instead of the class growths?
I think you’re misunderstanding something in a large way: player units ALREADY autolevel using their own growths, not class growths, when set to “Use Class Dependent”. Your issue is something else entirely. A couple questions to try and diagnose the real problem:
When the unit “leaves” the party, are you using REMU to hide them, or DISA to permanently delete them? A unit that already exists will not get re-autoleveled.
What level is Khansa set to, in character editor? This affects amount of autolevels received.
When the unit “leaves” the party, are you using REMU to hide them, or DISA to permanently delete them? A unit that already exists will not get re-autoleveled.
I’m using DISA to permenantly delete them. This is because a lot of the units who leave the party are not promoted when they do so and when they rejoing, they need to be promoted to keep up with the difficulty and power of the enemies. So when they rejoin, I delete them and add them again promoted and with better weapons.
What level is Khansa set to, in character editor? This affects amount of autolevels received.
Level 7 unpromoted (Archer). This is her starting level when she joins (before she leaves)
If you’re full on deleting them, and creating a new, promoted version of them when they return…
Just make a different character for when they return. I mean, same name, same description, same growths, but a different character ID with different bases to suit how strong you want them to be. No autoleveling, no variability, just a brand new character (who, story-wise, is the same character, returned and promoted and more powerful than before).
Use my Autolevel ASMC instead of deleting the unit. Deleting it has the effect of removing support points, unit states like Afa’s Drops, etc. Then use the RECLASS command to change the unit’s class.
There’s your answer: you’re loading a unit whose personal bases are set up for a much earlier point in the game (even with slightly higher class bases from ranger), and who is only getting 10-7 = 3 autolevels (because you’ve set her in char editor as 7 and loading her at 10). It’s no wonder she’s understatted.