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Recommended Mod: Triabolical Code Mods Latest Version for Vibe Crystal Related Stuff
--- Installation and quick start ---
1: Place the folder containing libvibe.nro in sd/engage/mods/
Full Path Example: sd/engage/mods/Draconic Vibe Crystal/libvibe.nro
2: Launch the game to generate the skill/item list and config file in sd/engage/config
3: Change settings from Cobalt's Global settings.
- Main Menu -> Options -> Cobalt -> Global Settings -> Draconic Vibe Crystal
4: Edit DVC_List.txt and advanced settings in triabolical.toml (see below for full details)
5: Start a new game
--- Randomize Output File ---
- Each Save file will be located in: sd/Draconic Vibe Crystal/Slot # - PLAYER Name.out if randomization is on
- Will not generate an output if Alear's name is non-filesystem friendly
--- DVC_List: Controls Blacklist of items and skills and allows additional skills to be engage skills (more features are planned) ---
- List: sd:/engage/config/DVC_List.txt (was called DVC Blacklist.txt, prior to version 1.10.0)
- Use to exclude skills and items from the randomization pool
- All skills that are in the skill black list are automatically removed from the personal skill pool
- Use the personal black list (by having "remove_personal_skill" as the first string in the line) to exclude skills that are allowed in the general skill pool but not the personal skill pool.
- Use "add_engage_skill" as the first string in the line to add more skills to be able to be randomized onto emblem's engage skill slot.
- View the file for example after booting up the game with the plugin installed.
See engage datamining google sheet for SIDs/IIDs:
https://docs.google.com/spreadsheets/d/1qFcABi455ZzLh0Drz1yZAxat5i_GWxIv3SPEDdlcZRE/edit?gid=2092817744#gid=2092817744
Version 2.11.0
- Animation / Asset Code Overhaul
- Engage Atk / Engage Item / Enemy Item Randomization overhaul
- Combo Engage Attacks can now reflect the linked emblem
- Fixed bug with Sortie menu that didnt allow you to cancel back
- DVC List support to remove classes from the randomization/reclassing pool: "remove_job" command with the class's JID
- Added Global setting to automatically add class learn skills to the unit's equip skill pool.
- Added Chain Attack for Transformations
- Bonded Shield can be used without being engaged
- Allow re-randomization of enemy classes in map preps
Version 2.10.8
- Transformation panic bug fixed
- Added Enemy-only Engage attacks in the randomization pool
- Removal of AI that causes enemy phase locks
Version 2.10.7
- Enemy Tiki Transformation improvements
- Transformation code improvements
- Edelgard / Eirika Sync skills change between emblems
- FX Improvements + Fixes
- Tilebolical effects sound effects added
- Total of 30 Tilebolical effects
Version 2.10.6
- Exclusive Custom Class Outfits - If defined in assettable will replace the default sword fighter outfit
- Exclusive Custom Class Animation - If defined in assettable will be added for unit for the equipped weapon
- Skill randomization restrictions applied to enemy random classes
- Adjusted Enemy Emblem AI to only change attack ai.
- Autocorrect embelm bonds if emblem bond data is corrupted
- Minor randomization shop changes
Version 2.10.5
- Added 5 additional map event effects: Complete Map, Enemy Exp+50, Void Curse enemies (0 Exp), Expertise, Double Exp
- Messages for most map event effects
- Class Learn Skill settings Randomization (Default, Player, Enemy, All)
- Improvements to class learn skills by weapon type
- Restricted / Unrestricted Adaptive Growth Mode
- Random engage voices for generics
- Custom Emblem Engage Attacks weapon restrictions lifted
- Removal of enemy spawn tile effect
- Each map tile effect now can only appear once per map.
Version 2.10.4
- Tilebolical - Random tile effects on map event tiles (Visit Tiles)
- 20 different possible effects include "Inherit Skill", "Level up", "Refresh all", "1 HP", "Gain SP" and more!
- Call Doubles 0 HP Bugfix
- Random Map mode bugfix
- Enemy Emblem bugfix
Version 2.10.3
- Custom Unit / Emblem Recruitment Order in menu
- Overhaul of enemy emblems
- Standard training Arena is disable on maps with enemy emblems to prevent crashes
- Fixed Mode 1 animations for Royal Knight and unpromoted cavs
- Name swaps with Emblems now includes Emblem swaps (Edelgard/Eirika Emblem swaps)
- Removal of Enemy Emblem Unit weapon/item swaps (causes too many problems)
- Random Weapon Assets Stablized
- Bugfix with class learn skills and outfits
- Correct middle-school math in calculating emblem paralogue enemy levels
- Rosado body fix as main character
- Prevent blacklisting inheritable skills
- Added Map Fog of War Randomization Option
Version 2.10.2
- Fixed issues with Mauvier text replacement in win conditions (Chapter 16, 17, 19)
- Fog of War settings
- Terrain setting now in inital start menu
- Improvement to prevent crashes upon loading into map
- Start Game Menu now more compact with more settings
Version 2.10.1
- Fixes related to custom emblems
- Custom face thumbnails will not be randomized
- Fixes with emblem sync skills randomization (will change skills)
Version 2.10.0
- DVC Menu in NG option / Pressing - in Map Menus
- Fixed bug with learned class skill
- Continuious Mode improvements
- Sigurd Engage Attack Animation fix
- Backend code improvements
Version 2.9.10
- Some bugfixes and improvement
- Option to exclude DLC units/emblems from randomization pool
- In-game menu added SP Cost + Emblem Skill Chaos Mode (Requires save and reload to take in effect)
Version 2.9.9
- Improvements to Re-Randomized Classes option
- Added option to enable Playable unit inventory to be randomized.
- Costume Submenu overhaul: now uses a submenu instead of using mutliple buttons
- Fixed issue with Continuous Random Map mode that does not un-escape emblems after completing Chapter 22
Version 2.9.8
- Improvements to Random Weapon Assets to prevent crashes/freezes (Bows/Tome can only randomized with other Bows/Tomes)
- Added Random Info Animations in Randomized Assets
- Option to re-randomize classes for ally / unrecruited playable units (recruited units only until Chapter 3)
- Will reset inventory.
- Available in Map Preps (after chapter 3) / during the map (Chapter 3 and before)
Version 2.9.7
- Added triabolical.toml setting to set max stat caps. Must write in true/false in the false to activate/deactivate upon loading the title screen.
- Experimental Asset Randomization with Weapons. Planning to include more weapon effects/unit info animations later
- Rename Emblem Energy to Terrain Settings and added a setting that gives a chance for Ice/Smoke/Heal/Water/Energy at each player phase
- Default Outfit mode is now set to "Somniel" from "Default"
- Improvements in Enemy Emblem skills
Version 2.9.6
- Custom Emblem in Recruitment Order Support (Last Option in Emblem Recruitment Order)
- Minor changes to Reward item randomization
- Improvements to Random Map BGM mode
- Improvements and bugfixes with costume swapping in map
Version 2.9.5
- Random Reclassing now displayed the Random Class in the confirmation dialog
- Emblems will now have random weapons in the arena, instead of having no weapons with random engage weapons/item setting on
- Random Player Outfit
- Press Y on Unit icon on battle preps list (Emblem Rings/Inventory Menu)
- Three Outfit Modes: Switch by pressing + on the unit icon.
- Default: No outfits / accessories
- Somniel: Somniel-Labeled Outfits + Accessories
- Battle: Battle-Labled Outfits from Accessories Expansion
- ZR / ZL use to scroll across outfits.
- ZR + ZL together will reset the outfit slot. Might be needed for some added outfits in different slots (Persona 5 Somniel Outfits will replace anything in BOAMO, so clear out Somniel Outfits first)
- "-" to reset accessories and styles
- Accessories
- Slot 1 (Right Stick Left-Right) (Hold R for Alternative Slot)
- Slot 2 (Right Stick Up-Down) (Hold R for Hair Dye)
- Styles
- Left / Right on dpad
- Must have Battle Outfits mode to "Casual"
Version 2.9.4
- Continious Random Map Improvements and fixes
- Random Map Mode adjustments and fixes
- Emblem Model Swaps in Engage Attacks
- Some code changes
Version 2.9.3
- Continious Random Map Mode Improvements: Scaling + Randomization Chapter logic
- Engage Attacks Animation Swaps Improvement (at the cost of emblem zone color)
- Bugfixes for some randomization settings
- Some AI Fixes
- Emblem Text replacer bugfix
- Adjustment to shop item randomization. Will change the added shop items
Version 2.9.2
- Improvements to prevent crashes when loading a save in Divine Paralogues
- Random well item overhaul based on total item price of the obtained items
- Some animation fixes
Version 2.9.1 / 2.9.0
- Bugfix for Battle Outfits
- Expermental Support for Custom Emblem in Recruitment Order (Last option in Emblem Recruitment Order)
- More settings in In-Game menu option
- Random Re-classing option
- Random Map order Continouous Mode (Starting after Chapter 4)
- Improvements to name swaps in dialogue text
- Caps Personal growth randomization and Class growth randomization to 120% / 50%
Version 2.8.7 / 2.8.6
- Bug fixes with generic randomization
- Bug fixes on Chapter 22
- Resolved possible soft-lock in chapter 22 if player reloads mid battle save without alear deployed.
- New personal growth modes
- Unrestricted (no restrictions in respect to growth rate total)
- Adaptive - Starting / Current class will influence Str/Mag growths
Version 2.8.5
- Generic Appearance Randomization Overhaul - now an option
- Randomize Appearances
- Randomize Colors
- Unit Bust Randomization Mode - Set the slider to max.
Version 2.8.4
- Bugfixes
- accurate seed when entering non-number
Version 2.8.3
- Keyboard option to set staring seed or re-seed randomization
- Re-seeding requires
Version 2.8.2
- Fixes and optimization with randomization
- Randomize SP Cost for Inherit Skills
- Chaos Mode for Inherit Skills
Version 2.8.1
- Random Reclassing
- Consumes seals
- Will randomly pick from what is available for the unit to class in, assuming all weapon profs
- Promoted / Special class cannot second seal into a base / non-special class
- Only displays current class's branch to hide any stat changes
- Animation Fixes
- Improve code performance
Version 2.8.0
- Automatic Animation Correction for Unique Classes/Emblems
- Vanilla Accessories and outfits can be equipped in battle without any additional mods
- Removal all asset table additions to prevent crashes with larger asset table mods (Emblem Outfits and More for example)
- Experimental: Automatic name correction
- Emblem Engage Attack Fixes
- Sync Skill Randomization fixes
Version 2.7.X
- Revamped and expanded skill pool
- Tiki Human Form for engage attacks
- Reverted back sync skill rando order
- bug fixes
Version 2.7.0
- Custom Units in Random Recruitment is supported
- Face thumbnail for name randomization or swaps
- Internal changes for personals skills and class learn skills
- Emblem mount animations added
Version 2.6.X
- Better Weapon Randomization
- Dragonstone can used by any unit
- Experimental support for Custom Units in Random Recruitment mode (separate setting)
- Bugfixes
Version 2.6.0 - Animation Fixed / Enemy Emblem Randomization
- Enemy Emblems are now randomized to match recruitment order
- Will perform new engage attack if possible
- Paralogue Emblem Bosses do not have their inventory swapped, only engage attack/skills
- Dancer Mode 2 Animation Fixed
- Missing Engage Animation Fixed
- Fix cutscene issues regarding Veyle and Jade in Chapter 5 and Chapter 9 Post Chapter Cutscenes
- Fixed Issue with Female Alear's text lines not showing up
Version 2.5.x
- Character/Emblem Swaps in cutscenes to adjust for recruitment order. Does not affect somniel-related scenes.
- Fixed bugs with name randomization
- Installed some checks to work with "Erngage" Overhaul mod
- Added the ability for custom added emblems to have their data randomized
- Requires the emblem's GID God.xml entry to have flag 64 (basically add 64 to whatever value it currently is)
- Does not randomize engage attacks
Version 2.4.0
- Random Name Randomization - Will change names of character and their appearances to match with their new name
- Setting to apply certain randomization settings to a previous save, excludes
- Recruitment Order
- Emblem Recruitment Order
- Any settings that was applied before
* Do not re-seed if already randomized *
- Some support for A Little Secret Ingrediant Asset Table Randomization
- Improve Enemy Staff Randomization
Bugfixes for 2.3.1
Improvements
- Bugfixes regarding Chapter 22
- Phantoms are now non-generic if random recruitment is enabled
- AI added for random skills
- Tweaked enemy random enemy rates
- Code is reorganized
Fixes in 2.2.2
- Chapter 22 now requires the hero to be deployed due to tile-distance check to activate emblems
- Veyle Replacement now gets the emblem
- Fixed AI
- Endgame will not shuffle emblems
Additions in 2.2.0
- Map BGM Change on demand during the map
- Emblem Weapon Proficiency Randomization
Additions in 2.1.3
- Ability to save mid map for Maddening
- Autosave during map between turns
- Fixed issue with randomized shop data
- Enemy Person Randomization fixed for base enemy person turning into a promoted enemy unit
- Adjustable rates for additional item drops
- Minor changes to bond ring skills
- Addressed issues with inheritance mods
- Green units will now adjust their ai if needed
Additions in 2.1.2
- Expanded/Full Deployment - New Deployment Option
- Deployment slots from Triabolical's Full Deployment Mod is used for main/paralogue/FX chapters.
- Skrimishes will have randomized added deployment slots with some restriction based on enemy positions.
- Chapter 26 script added (m026.txt) to move the extra deployment slot properly for phase 2 of endgame.
- Removed leftover behavior that removes hero unit on free deployment mode
Changes in 2.1.1
- Resolved issue regarding emblem gaining gambit sync skills that locks up the game when attempting to gain bond
- Unit bust slider fixed and now loads the setting upon save loading. Setting is global.
- Added option to calculate unit's stat bases with the unit's level 1 bases instead of the original unit's bases
- Option is global in the triabolical.toml, must change setting via triabolical.toml before loading up game
Additions/Changes in 2.1.0
- Added some outfits and a unit scaling setting
- Collected all Draconiv Vibe Crystal Settings
- Autocorrect skill data for randomization for skill that have incorrect priority
Additions/Changes in 2.0.0
- Added sync skills to emblems that have less than 4 non-hidden sync skills (default from bond ring skills)
- expanded randomization pool for sync/engage skills (chaos mode and added skills via DVC List)
- Skills added by DVC List are locked to save file and not shared across saves/new game.
- Fixed randomizing stats for units that are created without swaping (Alear replacement, Jean/Jade Recruitment Post Map)
- Fixed bug when attempting to change sync skills for emblem units
- Add Setting for Weapon Interaction
- Dialog to confirm changes for Class Types, Engrave Randomization Leveel, and Weapon Interactions
Changes in pre-2.0 Summary
- Inherit Skills match Sync skill when possible
- Alear can be randomized
- Toggle to enable/disable randomization on new save
- Fixed unit_swap/emblem_swap list commands
- Added option for chaos mode for sync and engage skills
Changes in 1.11.2
- Random Recruitment will now replace the enemy version with the replaced unit.
Changes in 1.11.1
- Engraves is now a separate setting with 5 different levels (different values of engrave_score limits)
- Low, Medium, High, Chaotic, Custom (will use triabolical.toml value)
- Remove Staves from random forging data due to crashes, report crashes if occured on different item types
- Free Deployment now has no restrictions. Alear can be un-deployed in any chapter.
Additions in 1.11.0
- Able to use "unit_swap" and "emblem_swap" in custom recruitment order in DVC_List.txt
- syntax: unit_swap name1 name2 (name can be pid/gid, mpid/mid, actually name display (must match the current langugage of the game)
- example: unit_swap Vander Celine (will swap Vander with Celine and then Celine with Vander, if Celine's spot isn't switched with anyone)
- Only the first vaild replacement swap for each unit/emblem will be done.
- Will randomize the rest of the units/emblem if "unit_swap random" / "emblem_swap random" are used
- Random Job mode: promoted unit to special class unit will now be in a promoted. Exception is the Dancer class.
- Improved weapon/item update from randomizing classes.
- Random Class Styles mode (can be toggle on and off)
- New Deployment mode of "Free Deployment", which changes Alear's deployment to be a free slot
- On Chapters 11, 15, and 22: becomes a movable deployment slot due to map mechanics
Changes in 1.10.5
- automatically exclusive class asset table generation, so you can randomized into an exclusive class without needing a class mod.
Adjustments in 1.10.4
- Supports the max stat cap plugin
- Fixed oversight in chaos mode for engage skills
- Some code clean up
- Gauges options for some of the changable settings (not available during maps)
- Requires Cobalt Version 1.10.2, as it fixes the menu being stuck
Added in 1.10.3
- Exp for Continuous Mode now scaled with unit's total level to the recommended to prevent overleveling
- Support Points added after map completion
- Global Cobalt Settings that are locked - Cannot change once a new game has started.
- Continuous Mode (Forces the game to move map to map, similar to DSFE)
- Emblem Recruitment Order
- Unit Recruitment Order
- Ironman Mode
- Random Classes
- Random Growth Mode
- Randomize Skill
- Randomize Obtained Item
- Randomize Emblem Sync Data
- Engage Items/Weapons
- Shop Settings
- Global Cobalt Settings that can be changed after starting a new game. Available in-game as of version 1.10.4
- Deployment Mode: Lowest Rating / Random / Free
- Emblem Deployment Mode: Default, No Emblem, Random Deployed Emblems
- Ironman Mode: Disables Time Crystal and Retry options during battle.
- Level Scale Units: This setting auto levels enemy and recruited unit
- Engage+ Links: Each playable emblem will be assigned a linked person for Engage+.
- Game gets confused if you time crystal back with multiple engage+ active and have the emblem engaged separately.
- Randomize Map BGM: Changes the set of Map BGM whenever the battle prep menu is loaded.
- Reward/Gift Item Settings: Gift Items will be randomized. Has option to add in unsellable rare items.
- Exploration Items: Set to ignore Food/Gift items when exploring or at the somniel.
- Class Styles: Randomizes the class styles
- triabolical.toml: Adjustable Settings (Advanced Settings) in sd/engage/config/triabolical.toml (updates when map is loaded)
* Most are available in-game/global menu as gauges/switch menu items.
* Note: new versions that adds or change settings will reset triabolical.toml. Be sure to keep a copy of it for future updates *
* All other settings will be changed via the Cobalt's Global Plugin Settings: DO NOT CHANGE ANY OTHER SETTINGS *
- seed: Manually sets the seed. If this is 0 then game will assign a random value when starting a new game.
- random_enemy_job_rate: Percentage of an enemy unit will change into a random class. Range from 0 to 100, available in-game.
- random_enemy_skill_rate: Percentage of an enemy unit gaining a random skill. Range from 0 to 100, available in-game.
- revival_stone_rate: Adds revival stones to enemies. Range from 0 to 100, available in-game.
- enemy_emblem_rate: Percentage of an enemy unit gaining a dark emblem, starting after Chapter 4 (excludes Chapter 11 and Chapter 22). Chances are halved (100 = 50% chance)
- available in-game.
- bond_ring_skill_x_rates: Sets the percentage of skills on bond ring at a given rank.
- Will be updated each time the save file is loaded so changing these settings will change the skills when loading save.
- engrave_score_lower/upper: (updates when loading save, will change engrave stats if values are changed)
Sets the bounds where the engrave score can be in.
engrave_score = Hit + Avoid + Dodge + 10*Might - 5*Weight
if engrave_score_lower = engrave_score_upper, then engraving randomization is skipped.
minimum difference between lower and upper is 30.
- replaced_item_price: Set the floor of price of the replacement item, as a percentage of the original item price. Range from 0 to 100, available in-game.
- Continuous Mode: No World Map or Somniel Access (Map to Map) - Setting via Cobalt's Global Plugin Settings
- Sortie's Back menu item is hidden (the button that takes you back to the world map)
- Exp and Well items are awarded when map is completed. Well Level starts at level 1 and increases throughout the game.
- Deployed units gain 70, 50, 30 exp (Normal, Hard, Maddening).
- Benched units will gain half exp of the deployed units at the end of maps
- Automatic ignots obtained based on average number of dogs at the given chapter.
- Normal SP gain for non-emblem and bond ring to be the same as emblem ring SP gain
- Emblem Bond will automatically raised to the highest bond level unit. (If Unit A gets Bond 10, then all units will have bond 10)
- Divine Paralogues and FX units are automatically incorporated. FX units are obtained after chapter 17.
- Emblem Edelgard or DVC replacement will be automatically obtained after Chapter 6
- Divine Paralogue are done between Chapter 6 and Chapter 10 if DLC is active (1.10.1 has the option to disable DLC chapters/units/emblems)
- Emblem paralogues are done based on recommended level compared to the recommended level of the current chapter starting after Chapter 15.
- Paralogues will be the next map if the recommended level is lower than the next main chapter map.
- Draconic Vibe Crystal Randomization Compatiable.
- As of Version 1.10.1, has option to do it without DLC if DLC is installed (removing Divine Paralogues + FX Characters and DLC gift items)
- Heroes DLC item bundle is now included if installed
- Setting cannot change once new game has started.
-- Randomizer-Related Settings --
Emblem Recruitment Order
- Changes the order of gaining the emblems and unlocking the emblem paralogues.
- All Divine Paralogues are automatically unlocked after obtaining the Edelgard emblem replacement.
- Emblem Paralogues are scaled to their new recruitment position.
- If paralogues were position swapped with Divine Paralogue, then the emblem paralogue is scaled to the average party level until the original level of the paralogue.
- Setting cannot change once new game has started.
- Custom Recruitment order - uses DVC_List.txt and looks at all emblem_swap commands
- Randomizes the rest if "unit_swap random" is used
- Setting cannot change once new game has started.
Unit Recruitment Order
- Random Recruitment Order
- All units, except for Alear, will be recruited in different order. This applies to the 40 vanilla units.
- Recruited unit are auto leveled using the level 1 bases of the original unit and using the new unit's personal growth rates.
- Clanne, Framme cannot replace each other in Chapter 2 and Vander cannot replace either of them, to prevent missing a recruited unit due to how the map loads units.
- Somniel features will be unlocked when the respective lord is recruited.
- Setting cannot change once new game has started.
Custom Recruitment Order (1.11.0)
- uses DVC_List.txt and looks at all unit_swap commands
- Randomizes the rest if "unit_swap random" is used
- Setting cannot change once new game has started.
Random Classes
- Classes are determined when the unit is created, thus can be re-rolled by re-entering the map.
- The random pool of classes will include all reclass-able classes and any exclusive gender classes that has a generic body model/animation in the assettable (Male can get Dancer, Females can get Linwyrm, etc)
- Rosado will be able to use female classes since he uses female animations
- Alear's initial class will determine the weapon type of Liberation after Chapter 2.
- Bow Liberation for Archer Alear is 2-3 Range.
- If Veyle is recruited in a base class, Misericode will changed to one of her class weapon type.
- Enemies can randomly change class if they are currently in a reclass-able class and of size 1x1.
- Enemies that were in Flying class and randomized to a non-flier will gain the skill Soar but will lose the extra movement gained from the skill.
- If enemy units changed classes, their unit will updated (healing AI, Dancing AI, etc...)
- Setting cannot change once new game has started.
Random Skills
- All S-Rank Bond Ring will have a max-level skills (eg HP+15, Lunar Brace+, Hold Out+++) if enabled.
- Personal Skills for playable characters, and any enemy version, will be randomized.
- Assumes vanilla skill list to prevent drastic reshuffling if skill mods are removed/added.
- Added playable units can have random personal skills if the person.xml entry has non-zero starting SP
- Maddening/Lunatic class skills and class learn skills are randomized.
- Enemies can gain one random skill. Probability adjusted by "random_enemy_skill_rate" in "triabolical.toml"
- This starts after Chapter 4
- Setting cannot change once new game has started.
Randomize Obtained Items
- Rolled when the game attempts to get the item. Not static. Each roll takes a variable numbers of RNs.
- Random Item pool excludes unique items, enemy only items, engage weapons/items, etc.
- Unique items are not randomized (Liberation, Master Seals, etc)
- 1.8.0+: This now randomizes the well items with the current rng state upon save file loading.
- Exclusive items/money are in the pool at 2.5%. Doubles the item list by adding the 2nd set of items at an increased rate.
- 1.9.0+: Exploration Items are now randomized
- Setting cannot change once new game has started.
Randomize Emblem Sync Data
- Randomizes Sync/Engage skills with existing sync/engage skills.
- If engage attacks are randomized, all emblems (except for Emblem Alear) will have a different Engage Attack when next to another emblem (Linked Engage Attacks)
- Randomizes Emblem Stat Boosts.
- Engage attacks will attempt to be able to be used with the emblem engage weapons if randomized (except for Astra Storm, which is Bow-Locked)
- Astra Storm user will be randomized with a bow engage weapon first.
- Byleth and Tiki will not get Astra Storm due to weapon restrictions.
- Engage Attack animations are adjusted to match the actual engage attack.
- Setting cannot change once new game has started.
Engage Item/Weapons
- All emblems, except for Emblem Tiki, will have random engage weapons.
- 1st Engage weapon will be a weapon. Byleth's first backup weapon will be a weapon.
- Setting cannot change once new game has started.
Randomize Gifts/Rewards
- Option to randomize gift and reward items and the optional setting to add in rare items (items you can't sell)
Random Shop Items
- Adds additional random items to the Item/Weapon/Flea Market.
- Cannot be disabled once active.
Random Class Styles
- Randomizes each class's sytle (Backup, Mystical, Dragon, Flying, Qi Adept, Armored, Cavalry, Covert)
- Does not change movement type. Eg: Flying will still have flying movement.
- Can be changed, requires a save file reload (change settings in-game, save, then reload the save)
Engrave Settings - Updates by Pressing A
- None: Reverts to default values of engravings
- Low: 0 to 30
- Medium: -30 to 30
- High: -50 to 50
- Chaotic: -100 to 100
- Custom: uses values from triabolical.toml
SP Settings
- Randomize SP Cost
- Range from 50 to 3000 SP for 1st/Single level skill
- Each additional update can range from 100 SP to 7000 / Number of Updage Level
- Skill Inherit Chaos mode: Any skill in skill pool has a chance to be inherited with a random cost