Stripping the RNGoddess of her armour and taking a look at the goodies.
Note: I know this works for the GBA games but I cant guarantee this will work with the later or earlier installments. You can probably test it out using the on map/battle save feature to see if it works. (But I doubt youll do that)
I've talked about how the RNG works, but when does it work and how does it work throughout the whole game? The examples I have given previously makes it seem that the RNG will roll after you confirmed an attack for hit percentages and after the EXP meter hits 100 for a level up. This isn't the case at all. In fact, the RNG has rolled out the numbers already. The RN has already been predetermined. If you've used save states to play a Fire Emblem game before, then you should know what I am talking about. Example:
When you attack an enemy and he gets a lucky critical and kills your unit, you go back to the previous save state and attack him the same was as you did before, he will always give a critical for as long as you keep attacking him the same way you've been attacking him the first time. The unit was destined to die in that fight. This can be avoided by manipulating the RNG but that will be covered later. Shulk:-We can change the future
RNG Sequence
As I said before, the Random numbers has already been rolled, but where are they stored? They are all stored in a single sequence of numbers. Somewhere in the data, the random numbers are just sitting there in a line waiting to be used. It would look something like this:
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc. (I used a random number generator for these numbers)
Whenever the RN needs to be used, it will take the numbers starting from the left and use and compare them to whatever needs to be paired with. Time for the biggest example yet:
Well use this as our scenario, when you confirm an attack, the Game will take the numbers next in line as the Random Numbers to compare the numbers on screen, and in this case the game will take the first 3 numbers from the left. 2 numbers for the average hit number and the critical.
Red = Numbers in use
Bold = Numbers used and removed from sequence
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc.
The average of 21 and 46 is 34, so the attack will hit since its below Lyns hit percentage which is 100, then itll take the next number which is 12 and compare it to the critical rate which is 3. A critical hit will not initiate since 12 is larger than 3.
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc.
Next is the Bandits counter attack which again takes the next 3 numbers, 5, 43 and 98. The average hit rate is 24 so then Bandits counter attack will hit Lyn. Since the Bandits critical is 0, it will not initiate.
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc.
Lyn can double attack the bandit since she has a lot more speed than him so it uses the next 3 numbers 97, 72 and 22. Lyn will hit and a critical will not initiate.
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc.
Now what if she levels up? Same thing applies, take the next 7 numbers and compare them to her grown rates. In this case
HP-70%-7 = +1
STR-40%-28 = +1
SKL-60%-37 = +1
SPD-60%-6 = +1
LUK-55%-55
DEF-20%-5 = +1
RES-30%-38
(Thats a pretty good level up)
21 46 12 5 43 98 97 72 22 7 28 37 6 55 5 38 71 57
etc.
The used numbers will be removed to make space for the next sequence of numbers to be used.