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Hm, I was just about to ask if you can delete external variables, then just before I posted I decided to check the docu just in case even though I was 99% sure you couldn't...and then I found out you can . This will make things much easier (ie creating temp appvars for extra storage and then deleting them.)I'll think about changing the limit: there'll be plenty of cushion time to decide since the only data in the save file following item data are quest flags (which I can use bits for if I want to lol)
O O
mmmm double post but AAAAAAHHHHH I GOT THE DAMAGE FORMULA TO WORK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! my excessive happiness might seem...excessive but this is a major breakthrough (for me anyway). Coding the battle engine is all downhill from here
Oh and 3) damage is always positive. No negative damage; I'm using a different set of code for healing/recoil techniques.
Hopefully I'll get a screenie showing off some animations by this weekend
Well I tried as much as I could to keep it under. level 100 max attack/weapon/magic boosts (896 atk) vs something with less than 21 def with the best technique (15 power) would cause some overflow errors. However, 1) the residual damage (ie, if calculations reach ~70000, calculating off of ~5000) is usually enough to kill something that weak anyway and 2) it is very very hard to get max attack (255). I'm using something similar to the pokemon EV system which means that your stat gains are affected by what you kill. So unless you only kill certain types of monsters for the whole game, your attack will be much closer to 200 at lvl 100 which lowers the chances of overflows. Oh and 3) damage is always positive. No negative damage; I'm using a different set of code for healing/recoil techniquesspeaking of which, most of the side effects of moves are now done including healing, stat boosts, recoil, and class advantage bonuses, although getting the turn rotation to work is being annoying. Hopefully I'll get a screenie showing off some animations by this weekend