PriceSpecified amount of gil that the player is spending to acquire a unit, be it a male/female recruit or a monster. It cannot go below the cheapest unit and cannot go above the
Maximum Price (#post_MaxPrice). Using L1/L2/R1/R2, the player can edit this value to determine how much they are willing to spend.
L1: Current Price - 1 second digit*
R1: Current Price + 1 second digit*
L2: Divide current Price by 10
R2: Multiply current Price by 10
*The second digit represents the 2nd number from the left in a number. In 17000, that second number would be 7, which represents the thousands. When the price is increased, it would be increased by 1000. Ex: 17000, 18000, 19000, 20000, 21000, [...], 98000, 99000, 100000, 110000, 120000, [...], 980000, 990000, 1000000, 1100000, etc.
Bonus PointsThey are used to calculate all the non-standard bonus parameters of a unit. Let's say you pay 100,000 gil for a unit with a Base cost of 25,000 gil and a cost of 100 gil per bonus point.
100,000 - 25,000 = 75,000
75,000 / 100 = 750 Bonus Points
At their full potential, each parameter will be able to reach at most about 750 points. It can go a bit beyond that because of how the hack was designed in order to balance things out, but it wouldn't be by much. This is only possible with parameters that are partly or fully randomized so that the total amount of points used on a unit remains the same to have as little waste as possible. So even though parameters can be random, you still get what you're paying for!
How much you get for your bonus points is specified in the
Configuration Sheet (#post_Config).
DerandomizationDerandomization will affect certain stats to help push them towards their natural limit. It cannot go over 100%.
Let's generate a monster, which will have stat derandomization and brave derandomization allowed.
5000/20000 Stat derandomization, or 25%
10000/25000 Brave derandomization, or 40%
Stat Ranges:
Brave: 40-70
HP: 35-38
MP: 8-9
SP: 5
PA: 5-6
MA: 5-6
Now here's our monster:
53 Brave
36 HP
8.2 MP
5 SP
5.4 PA
5.7 MA
Now, it is simply calculated by applying the maximum randomized stat, minus the current stat, multiplying that by the derandomization amount, and adding back the originally generated stat:
70 - 53 = 17 | → 17 * 40% = 6 (6.8) | → 53 + 6 = 59 Brave |
38 - 36 = 2 | → 2 * 25% = 0.5 | → 36 + 0.5 = 36.5 HP |
9 - 8.2 = 0.8 | → 0.8 * 25% = 0.2 | → 8.2 + 0.2 = 8.4 MP |
5 = 5 SP | → 5 = 5 SP | → 5 = 5 SP |
6 - 5.4 = 0.6 | → 0.6 * 0.25 = 0.15 | → 5.4 + 0.15 = 5.55 PA |
6- 5.7 = 0.3 | → 0.3 * 0.25 = 0.075 | → 5.7 + 0.075 = 5.775 MA |
Stat BonusesStat Bonuses are available for HP/MP/SP/PA/MA. They are based on the Job's
Stat Bonuses (#post_Unit_StatBonuses) on the
Units sheet (#post_Units), as well as the
Stat Bonus Multiplier (#post_StatBonusMult) on the
Configuration Sheet (#post_Config).
This is the Formula, which applies to each individual stat:
√(X Bonus Points) * X Bonus / 15 * X Bonus Multiplier
Let's try it with 160,000 bonus points for HP Bonus, 9/15 HP Bonus, and 300 HP Bonus Multiplier:
√(125000) * 9 / 15 * 300
353 * 180
63540
63540 is the equivalent of 3.88HP bonus per level at level 1... For a unit generated with 32HP, we're talking about 35.88/32 = 112.12% HP. For those that don't know, that means 112% at level 1 all the way through to level 99.
Randomization AdjustmentThis only affects non-Passive parameters.
Essentially what this does it make sure your bonus points don't go to waste because you're being unlucky, or get a huge amount of points from being lucky. You'll never get more or less for your money.
Let's take 5 non-Passive parameters with 30000 bonus points:
Parameter A: 32/63 guaranteed, 23504 points (15238 guaranteed, 8266 randomized)
Parameter B: 16/63 guaranteed, 8506 points (7619 guaranteed, 887 randomized)
Parameter C: 0/63 guaranteed, 28390 points (0 guaranteed, 28390 randomized)
Parameter D: 63/63 guaranteed, 30000 points (30000 guaranteed, 0 randomized)
Parameter E: 0/63 guaranteed, 4573 points (0 guaranteed, 4573 randomized)
Total randomized points: 42116/97142
This number is the total amount of random points that could possibly be generated by all parameters, divided by 2. Essentially, it is a target average of 50%.
Random Adjustment: 97142 / 2 = 48571
Let's "adjust" our randomization numbers:
Parameter A randomization: 8266 * 48571 / 42116 = 9532
Parameter B randomization: 887 * 48571 / 42116 = 1022
Parameter C randomization: 28390 * 48571 / 42116 = 32741
Parameter D randomization: 0 * 48571 / 42116 = 0
Parameter E randomization: 4573 * 48571 / 42116 = 5273
Total randomization: 48568/48571
Now let's recalculate the points adding the new randomization numbers:
New Parameter A points: 15238 + 9532 = 24770
New Parameter B points: 7619 + 1022 = 8641
New Parameter C points: 0 + 32741 = 32741
New Parameter D points: 30000 + 0 = 30000
New Parameter E points: 0 + 5273 = 5273
As you can see, there is one parameter with over 30000 points. This can happen, and while more or less uncommon, shouldn't be much higher than your number of bonus points.