I'm currently using hydros battle algorithms to make my game's damage system the same as final fantasy X's. However I have hit a wall, with characters being able to do over 9999, which I do not want.
So here is the request, to set it so regular attacks can do 9999 maximum. And so skills can only do 9999 maximum. However I want certain weapons to be able to do over this amount, same with certain skills. Through element tagging would be awesome.(I.E if the weapon has element 17 set, then it can do more than 9999 damage, or if the skill has element 17 set it can do more than 9999 damage.
Here are Hyros algorithms if it helps
regular attacks
Skills
Thank you for the help
So here is the request, to set it so regular attacks can do 9999 maximum. And so skills can only do 9999 maximum. However I want certain weapons to be able to do over this amount, same with certain skills. Through element tagging would be awesome.(I.E if the weapon has element 17 set, then it can do more than 9999 damage, or if the skill has element 17 set it can do more than 9999 damage.
Here are Hyros algorithms if it helps
regular attacks
Code:
atk = (((attacker.str * attacker.str * attacker.str) / 32) + 30)
self.damage = ((atk * ((((self.pdef - 280) * (self.pdef - 280))/110) + 16))/730) * (730 - (self.pdef * 51 - (self.pdef * self.pdef) / 11) / 10) / 730
# FFX CBA
Skills
Code:
rate = (skill.power * (((user.int * user.int) / 6) + skill.power) / 4)
self.damage = (rate * ((((self.mdef - 280) * (self.mdef - 280))/110) + 16)/730) * (730 - (self.mdef * 51 - (self.mdef * self.mdef) / 11) / 10) / 730
if skill.atk_f == 1
rate = (((user.str * user.str * user.str) / 32) + 30)
self.damage = ((rate * ((((self.pdef - 280) * (self.pdef - 280))/110) + 16))/730) * (730 - (self.pdef * 51 - (self.pdef * self.pdef) / 11) / 10) / 730
end
if skill.atk_f == 2
rate = ( skill.power * ((user.int + skill.power) / 2)) * ( 0 -1)
self.damage = rate
end
Thank you for the help