I thought about that, but I have a ton of skills already, however in retrospect, maybe I should've because if I ever decide to change my damage formula (99.9% sure I won't, though, I'm quite happy with it) then I'll have a lot of skill review to do.Aesica - It does simplify things though.. and yeah I think MAT is 4, starting from 0,(mhp,mmp,atk,def,mat,mdf,agi,luk) I think is the param order. And actually, on my current project all my actual damage formulas are inside scripts, and I just call them via the damage formula supplying necessary parameters. I personally like that approach, easier to write long codes there instead of the formula box
Close, although in retrospect, maybe it would've been better to have it key off the actor's atk (or other stat) if iLength comes up 0. Easily fixed in just a moment though.Guanto - That plugin code is pretty nice, it takes the weapon parameter (ATK by default but you can change it via supplying the 2nd parameter when u call it from the formula box), and if theres no weapon it simply returns the atk of the user
Edit: Updated it to work like so: "returns the total of a given stat on all equipped weapons (atk by default) or the user's total atk value if no weapon is equipped OR if the caller is an enemy."
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