- Joined
- Jul 7, 2016
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I had an idea...what if it was possible to make something similar to a Calculator class in Final Fantasy Tactics, where you learned skill modifiers instead of just skills? Then I had another idea...what if you could cast custom skills on the fly this way? The cost of the final casting is determined by the combined cost modifiers of all its parts.
So, for example, let's say you start with the skill parts "ATK", "DEF", "Standard Attack", and "2x Effect". You use "Standard Attack" as the skill type/formula, so that the skill calculate's a.[stat] * 4 - b.[stat] * 2, and is an HP-damaging skill. This costs no base HP or MP. You then select "ATK" to represent the attacker's stat, "DEF" to represent the target's stat, and then select "2x Effect" (which adds 10 to the MP cost and then doubles the cost) so that the final skill formula is (a.atk * 4 - b.def * 2) * 2.
Though...now that I look back on it, it looks like it might be a bit too complex.
So, for example, let's say you start with the skill parts "ATK", "DEF", "Standard Attack", and "2x Effect". You use "Standard Attack" as the skill type/formula, so that the skill calculate's a.[stat] * 4 - b.[stat] * 2, and is an HP-damaging skill. This costs no base HP or MP. You then select "ATK" to represent the attacker's stat, "DEF" to represent the target's stat, and then select "2x Effect" (which adds 10 to the MP cost and then doubles the cost) so that the final skill formula is (a.atk * 4 - b.def * 2) * 2.
Though...now that I look back on it, it looks like it might be a bit too complex.

