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#2774
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Some interesting things regarding controlling randomness using SoD_SP, or a continuation of what was discussed earlier. Let's take a battle from the April Battles map as an example: 1 Troglodyte and 1 Phoenix vs. a Red Dragon. This is exactly the scenario. You can buy a second Phoenix, and perhaps you should, but I haven't explored the map beyond the first day. That's not the point. While testing the battle with 1 Phoenix, I noticed that after pressing "wait" and the creatures exchange blows, the same numbers always appear. The Dragon deals 51 damage, and the Phoenix deals 30 in retaliation. The numbers only change if you wait until the next animation cycle – it starts with the Dragon raising its head, and only after that do you press "wait." The Dragon flies, the creatures exchange blows, and the numbers are different. But there are 2 ways to speed up this process and avoid waiting for the next animation: 1. Hover the cursor over any of the creatures, press "wait," and you'll get different numbers. With the cursor hovered, the damage variance changes much faster. Something about the cursor was mentioned a long time ago on this forum. 2. The second method involves SoD_SP and the disabled "Original RNG" option. Disabling this option returns the randomness to something similar to the randomness in the HD+ mod, although with different fixed numbers being generated. Consequently, the cursor trick no longer works. Here, another method comes to the rescue. It turns out that if you open the window of any creature, the damage numbers shift and change during the creature's animation. So, SoD_SP doesn't take the animation in the creature window into account. Example in the video. Example of cycling through different numbers. As you can see, it's easy to catch 3 different number combinations (48/29, 55/37, 49/35), each twice in a row because the animation is slow enough. Thus, you can change the fixed randomness at the right moment by using the animation in the creature window: the Phoenix flies – one number, it lands – another. After opening the creature window, the entire initial fixed randomness collapses. So, you need to use it at the most crucial moment. I haven't tested whether this works for morale/luck, but it probably does. P.S. I stumbled upon this battle randomly during testing, after pressing the "quick battle" button on the 3rd round, lol

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