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FFX Algorithms

Hello everyone!

I found this post http://www.rmxp.org/forums/index.php?topic=3862.0, and instead of necroposting, I made a new topic for my questions concerning such.

Anyway, I know the Str/Def (FFX) are used as Str/PDef, and Magic/MDef (FFX) are used as Int/Mdef in Rmxp for the sake of FFX battle algorithms. But my question is, what about Accuracy/Agility/Evasion/Luck? Just wondering if its included? Or if the default works as such. And if not, wondering if someone could include them?

#-----------------------------------------------------------

Also... I was wondering if someone could do a quick edit on this script (relating to the top)...:

Code:
class RPG::Enemy
  ENEMYLIMITBREAK={
#   EnemyID=>[MaxHP,MaxSP,Str,Dex,Agi,Int,Atk,Pdef,Mdef,Eva]
   1=>[200,50,15,255,255,255,15,1,120,7],
   300=>[10,20,30,40,50,60,70,80,90,10]
  }
  %w[
      maxhp maxsp str dex agi int atk pdef mdef eva
  ].each_with_index do |s, i|
      eval <<-__END__
        def #{s}
          ENEMYLIMITBREAK[@id] ? ENEMYLIMITBREAK[@id][#{i}] : @#{s}
        end
      __END__
  end
end

...so I can edit Actors stats as well. (Because the battle algorithms set Def as PDef in Rmxp, but I can't edit that, as I want armors to only hold abilities, just as FFX)

I would do it myself, but... I'm still learning xD, all I can do is make slight edits to menus and resize/move windows =/

Also, perhaps someone could make it so that damage is applied to enemies based on Str, and not the Weapon's Atk, because, as in FFX, Weapons don't increase stats unless customized (meaning their atk = 0)

Thanks,
-Krobe
 

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