Hey, everyone! I am working on skills that utilize as many of the actor attributes as possible and am working on a skill that uses the AGI stat in its damage calc.
Basically I wrote in this:
( a.agi *3 ) / 2 + a.atk * 2 - b.def * 2
and I'm mainly worried about syntax. As far as order of operations: I'm trying to get the a.agi tripled and then halved, add it to the doubled a.atk value, and then subtract the doubled b.def value.
And while I'm at it, couple more questions I haven't been able to find answers for:
1. Are there ways to incorporate variables into calculations?
2. Using just simple math functions ( +, -, *, /) and the standard attributes of mhp,mmp,atk,def,mat,mdf,agi,luk ... what really is the limit of complexity that I could probably get to without using scripts specifically for this? I plan to utilize LUK and AGI a lot in damage calculations, as well as variables that dynamically change as the game progresses.
3. What is the " Success % " used for? I would love a skill that has a low chance of failure, such as a skill like a Quick Attack that always attacks first but can sometimes fail. Would setting this box to something like 80-90% basically do that?
EDIT: 4. Just thought of a shorthand by just using decimal multiplication and division. Could I use a formula such as a.atk * 1.5 as apposed to ( a.atk * 3 ) / 2 ?
My game is already script heavy - I have 20 scripts running on it and its somehow stable. Years of modding Skyrim has taught me well, but yeah because of that I want to stay away from scripts if possible. Thanks in advance for the help if anyone reads this lol