# Monster Stat Variance

A mod that adds stat variance to each individual monster you obtain.

Please take a look at the mod's settings, as it can be customized to the liking of any individual player; whether they prefer mild values or chaotic ones.

Keep in mind that the randomizer is applied whenever a tape is *receieved*. There's no bother trying to look for high overall value wild monsters; any of them will be randomized afterwards. This means that recording a (+25) monster can very much so result in getting a (-56) tape.

When the mod loads on an *existing* save, it will attempt to generate variance for every monster that does not already have existing variance. These variances will be saved once the game is saved- but, if the mod is removed, those will be safely ignored.

# Known Issues

- None so far!

Please report to **bossbaragon** on Discord if you spot any issues!

# Settings

**Monster Stat Growth**

Values of `0%`

to `4%`

Affects the stat growth per grade of a tape. This defaults at 2% in vanilla, but is set to 0% in this mod, as stat variance can already increase beyond the scope of the original.

**Overall Variance Range**

Values of `0 - 10`

to `0 - 300`

Defines the range of the overall bonus that is given to a tape, upon generation. This directly gives out a maximum allowed. The overall variance is a bonus that is added to the tape's stats. This means that if a tape has (+30), then 30 points are sprinkled over its stats.

**Overall Variance Can Be Negative**

Values of `True`

or `False`

Allows the overall bonus to be a *malus*. This ties in with the **Overall Variance Range**. If a tape can get (+300), then it can also get (-300).

**Overall Variance Intensity**

Values of `0%`

to `100%`

The intensity at which higher values of **Overall Variance Range** are allowed. The higher this stat is, the more likely it will randomize the tape's overall bonus using a higher value. At 0%, overall variance is fully disabled. At 100%, overall variance will always randomize from 0 up to the maximum given in the **Overall Variance Range** setting.

**Stat Variance Spread Uniformity**

Values of `0%`

to `100%`

How uniform the bonus will be sprinkled over the stats. At 100%, stats will always be spread in the most equal way. At 0%, there are no restrictions on how the stats are spread.

**Stat Variance Spread Maximum**

Values of `50%`

to `100%`

The maximum amount of points that can be put in an individual stat. Virtually does nothing with low **Stat Variance Spread Uniformity**. With high **Stat Variance Spread Uniformity**, it can prevent for (+300) to be put in a single stat. This simply applies a modifier to the maximum overall variance, and prevents stats from going over that.

**Stat Refocus**

Values of `True`

or `False`

Enables for monsters to get their stat refocused. Stat refocusing consists of scrambling around the tape's stats. For example, taking 20 Melee Attack from the monster, and moving 10 to its Ranged Attack, and 10 to its Speed. Has more options below.

**Stat Refocus Range**

Values of `0 - 10`

to `0 - 150`

Each stat gets rerolled with a value within the **Stat Refocus Range**, then put as either positive or negative. Afterwards, the stats are rebalanced around the overall bonus.

**Stat Refocus Intensity**

Values of `0%`

to `100%`

Does the same thing as **Overall Variance Intensity**, but applies to individual stats, instead. This makes low values result in rolling for little changes in the stat refocusing.

**Stat Total (Minimum/Maximum)**

Values of `1`

to `50`

and `200`

to `300`

Sets the minimum or maximum a stat can be. This can affect the stats of monsters like Khepri, normalizing it. This still respects the overall bonus; even if a monster is forced to gain a few points due to the minimum, it will lose them somewhere else.

**Stat Swapper**

Values of `True`

or `False`

Enables or disables the stat swapper. The stat swapper causes stats to be scrambled around.

**Stat Swapper Pair Chance**

Values of `1%`

to `100%`

The chance that a pair will occur. Whenever a pair occurs, the stats are swapped between one another. It's possible for pairs to intertwine; having two pair of [HP, Speed] with [Speed, Ranged Attack] will effectively put HP as Ranged Attack.

**Stat Swapper Base Pair**

Values of `1`

to `15`

The base amount of pairs that are guaranteed for each monster.

**Stat Swapper Max Bonus Pair**

Values of `1`

to `15`

The additional amount of pairs that may be granted. Each one will test its luck through the `Stat Swapper Pair Chance`

.

**Show Bonus Through Nickname**

Values of `True`

or `False`

Self-explanatory.