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- Jan 9, 2019
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- RMMZ
You need to put a number constant in the formula box.Beautiful Demo, however, I have some questions:
1) The damage is displayed with the comma "9.999", how can I remove it and have a damage "9999"?!?
2) I have set the damage style FF7. Everything is perfect and the same as its algorithm, congratulations, only now that there is that type of damage, the "Skill Limit" always cause "0" damage, regardless of the power of the skill and the defense of the enemy. What did it depend on?
3) The power of spells with algorithm at "300 + a.mat", cause 3000 points of damage even at level 1 with Magic at "5".
How to solve it all ???
The dmg formula automatically does the rest for you.
The number constant is the power of the move on it's own.
As for limits
You need to set them as Physical or Magical.
and add the notetag
<Always Hit>
H/MP Dmg Ceritan hits don't do anything using FF7 Dmg style.
H/MP Recover Certain hits do.
I'm going off the rough original FF7 Formula but enemy level has a part to play in damage too iirc.
If you use a constant added to a battler's stat value , the power of the move is gonna increase greatly, even if you were to buff yourself, you're increasing the power by 50% (default buff stack max) Effectively increasing the total output.
(For like the first aid skill I used
35 + (a.level / 2) as a magical hit property.
So it remains useful throughout the game without really needing to give X character the healing magic.)
I want like limit levels but having the one per class is working really well for me so far.
So i might just leave it alone as it is and just continue.



