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