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> -=Final Fantasy Custom Battle Algorithms=-, Last (MAJOR) Update: 12 of December 2009 (GMT +1 hrs)
Rating 5 V
Kaimi
post Jul 6 2009, 02:03 PM
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FFX CBA use fully; FFX-2 CBA USE ONLY "ATTACK" COMMAND FOR NOW

Final Fantasy Custom Battle Algorithms

by Kaimi



Description
Because I didn't want to create every time new topic for "Final Fantasy" Custom Battle Algorithms I'm doing so I thought I'll use topic that I already made.
Please also remember that stats can't go over 255.

Scripts so far:
- Final Fantasy X Custom Battle Algorithms, v.1.1a + Final Fantasy X Custom Battle Algorithms v.1.1b (TBA);
- Final Fantasy X-2 Custom Battle Algorithms, v.1.0.

Screenshots
They are not needed.

How to use
It's plug-and-play.

Demo
I think it's not needed (but if you have problems I'll make it - just ask).

Scripts
This script (each for each FF CBA) is the same Game_Battler class, which you must change with this one from here.
THIS IS LINK!Final Fantasy X Custom Battle Algorithms, version 1.1aTHIS IS LINK!
THIS IS LINK!Final Fantasy X Custom Battle Algorithms, version 1.1bTHIS IS LINK!
I recommend Mithran's Damage Limit / Attack Critical Damage Selection to gain FFX battle damage climate.

It is free to use in non-commercial games. If you want to use it in commercial just ask.

Versions differences:
Version 1.1a as Magic Defence use just SPI stat, whilst version 1.1b will use Enelvon's Magic Defence (link somewhere in the post).
Enelvon's Resistance/Magic Defence script Fix
Please use this edited version of Enelvon's Resistance script if there are any incompatibilities:
THIS IS LINK!Enelvon's Resistance/Magic Defence FixTHIS IS LINK!


MAKING ABILITIES:
1. If Attack Force = 0, then you use Custom Battle Algorithms which cause ELEMENTAL Damage; use POSITIVE values in DAMAGE window. Now I will present you skills/abilities/magics using this algorithms:
I Lv. 1 Black Magic (Fire/Blizzard/Thunder/Water) - 12
II Lv. 2 Black Magic (Fira/Blizzara/Thundara/Watera) - 24
III Lv. 3 Black Magic (Firaga/Blizzaga/Thundaga/Waterga) - 42
IV Consuming: Drain - 20 | Osmose - 10 | Lancet - 6
V Flare - 60
VI Ultima - 70
VII Holy - 100
2. If Attack Force = 1, then you use Custom Battle Algorithms which cause NORMAL Damage (same as actual Strength/Attack stat). Just in DAMAGE window insert POSITIVE number 1. NOTE: I believe if you put in DAMAGE window number 2 damage will be DOUBLED, if 3 - TRIPLED, and so on.
3. If Attack Force = 2, then you use Custom Battle Algorithms which cause HEALING/CURING Damage (they restore you HP and/or MP). In DAMAGE window use POSITIVE number. Below are abilities/skills/magic using this algorithms:
I Cure - 24
II Cura - 40
III Curaga - 80
IV Pray - 8



THIS IS LINK!Final Fantasy X-2 Custom Battle AlgorithmsTHIS IS LINK!
- To use it, it is recommendation and MUST to have Yanfly's Enemy Level Control or other enemy's level set script (compatibility with Tankentai: Not Known).
- In a day, or two, I'll post Yanfly's edited Custom Damage Formula (v.1.0; fitting my FFX-2 CBA for RMVX) in which they'll be about 50 Custom Battle Formulas from FFX-2.

Credits and Thanks
- Kaimi (that's me), I rewrote algorithms from XP version (HBGames.ORG - FFX CBA);
- hydro (from HBGames.ORG), s/he made original FFX CBA for RPG Maker XP;
- Square-Enix, they made Final Fantasy X;
- SinirothX, s/he made an excellent Enemy Encyclopedia, where were included lots of Battle Formulas;
- Yanfly, s/he created Enemy Level Control and Custom DMG Formula,
- FFX Damage Calculator.

Author's Notes
In a few days FFX CBA will be upgraded to version 1.1, just to fit smaller number proposed at here.Done!
Ad FFX CBA This script is THE MOST ACCURATE: it mimics Final Fantasy X Battle Algorithms as good as hydro's from HBGames.org (link somewhere in the post): I just EDITED abreviations.

Important
If you notice that something with the script or proposed "Base Damage" numbers are not suitable to be equal to FFX Damage, you are free to modify but need to post me that version (it's about script) or tell me your "Base Damage" numbers.

If I think correctly it is also possible to make algorithms compatible to Enelvon's Resistance/Magic Defense System. If so I will (propably) make it.

FFX CBA use fully; FFX-2 CBA USE ONLY "ATTACK" COMMAND FOR NOW

Have fun with this!


P.S.: I'm very sorry if it is unreadable - I'm just doing it for those who wants to be closer to their favourite Final Fantasy by making those CBAs.

This post has been edited by Kaimi: Dec 12 2009, 06:12 PM


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MASH_MX
post Jul 6 2009, 02:34 PM
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"Everyone Is Unique In There Own Defined Way."
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This is a fairly nice contribution to the community. I'm sure many users will be happy with this. wink.gif


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My Projects:
My User bar for the thread is broken click this instead. >.> (Project XeroMX)

My new incoming Community Terraria Server! =)
Other:

Other People and things I support:
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Sasame Kiryu
post Jul 6 2009, 04:32 PM
Post #3


どのような
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This is pretty nice. Doesn't look so bad, so far. You should probably stick that code box into a spoiler.

Nice contribution.
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OriginalWij
post Jul 6 2009, 05:26 PM
Post #4


I script my own reality ...
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Nice job!

NOTE: next time, don't include the entire method, just what you changed/added


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Kaimi
post Jul 6 2009, 05:37 PM
Post #5


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@ originalwij - Okay.

NOTE: I discovered that my proposed "Base Damage" for physical skills is a disaster. Could someone help me?


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bdb80
post Jul 10 2009, 02:09 PM
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cool
good job!
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zitser of darkne...
post Aug 17 2009, 07:24 AM
Post #7


Godlike Overlord of all HUD and Scriptlets of Divine +12
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BigEd781: Please do not quote huge blocks of text, especially when it is unnecessary.

ok so... you can make custome algos right... can i make one request??

ok here it is.....

damage should be Strenght * 2 - enemies defence. [Strenght??? can you make another variable to be strenght??]

defence should be Stamina * 1.5 [same as strenght happy.gif]

magic power is intelligent * 2 + spells power...

magic defence is intelligent * 1.5 + buffs

retain the odds...

thanks


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Kaimi
post Aug 17 2009, 02:46 PM
Post #8


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QUOTE (zitser of darkness @ Aug 17 2009, 08:24 AM) *
BigEd781: Please do not quote huge blocks of text, especially when it is unnecessary.

ok so... you can make custome algos right... can i make one request??

ok here it is.....

damage should be Strenght * 2 - enemies defence. [Strenght??? can you make another variable to be strenght??]

defence should be Stamina * 1.5 [same as strenght happy.gif]

magic power is intelligent * 2 + spells power...

magic defence is intelligent * 1.5 + buffs

retain the odds...

thanks

You shouldn't request here - it's for complete scripts, not the requests. I think I'll make it today evening. I'll send it to you via PM.


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Antithesis
post Sep 29 2009, 08:35 PM
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I apologize for the bump. The formula for physical skills doesn't seem to be working right (Variance and Attack F are at the value listed.) Is there anyway to fix that?

This post has been edited by Antithesis: Sep 29 2009, 08:46 PM
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projectlight
post Oct 8 2009, 04:10 PM
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QUOTE (Speed@ @ Oct 8 2009, 10:48 AM) *
This looks nice, but I don't have a slightest idea in how this is used or what it does. I never played any FF, exept FF4 on GBA, so an explanation is in order sad.gif


I agree you should at least add a pic or two.
I am A big fan of finalfantasy and I dont under stand what it is?
sorry if I sound rude unsure.gif

This post has been edited by projectlight: Oct 8 2009, 04:11 PM


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slargfish
post Oct 25 2009, 03:12 PM
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Hi.

Thanks for the script, it's really what I'm looking for, but I thought I'd mention a bug with that even negative values in the base damage field result in damage being dealt with white magic. I took the script out and it was fine with the negative values.

I took the script from the first post, as it was without any edits made to it. And if it's of any relevance, I am using the SBS and ATB, which could effect it?

Regards

This post has been edited by slargfish: Oct 25 2009, 03:13 PM
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HydroSapien
post Oct 28 2009, 07:43 PM
Post #12



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*Healing Formula Bug fixed, thank you Leon0205*




Whoa... My long lost little CBA snippet... Nice to see that it's still in use.

I've cleaned it up and rewrote it in RGSS2 for my own RPG, but I'll share.


(All this goes in Game_Battler, replace the existing code with the same comment tags. Shouldn't be too hard to understand)

For Normal Attacks:

Spoiler:

CODE
  #--------------------------------------------------------------------------
  # * Calculation of Damage From Normal Attack
  #     attacker : Attacker
  #    The results are substituted for @hp_damage
  #--------------------------------------------------------------------------
  def make_attack_damage_value(attacker)
    damage = ((attacker.atk * attacker.atk * attacker.atk) / 32) + 32 # base calculation
    defnum = (((self.def - 280) * (self.def - 280)) / 110) + 16
    bDam = (damage * defnum) / 730
    defnum2 =  (730 - ((self.def * 51) - ((self.def * self.def) / 11)) / 10)
    finaldamage = (bDam * defnum2) / 730
    damage = finaldamage

    damage = 0 if damage < 0                        # if negative, make 0
    damage *= elements_max_rate(attacker.element_set)   # elemental adjustment
    damage /= 100
    if damage == 0                                  # if damage is 0,
      damage = rand(2)                              # half of the time, 1 dmg
    elsif damage > 0                                # a positive number?
      @critical = (rand(100) < attacker.cri)        # critical hit?
      @critical = false if prevent_critical         # criticals prevented?
      damage *= 2 if @critical                      # critical adjustment
    end
    damage = apply_variance(damage, 0)             # variance
    damage = apply_guard(damage)                    # guard adjustment
    @hp_damage = damage                             # damage HP
  end




For Skills and Magics:

Spoiler:

CODE
#--------------------------------------------------------------------------
  # * Calculation of Damage Caused by Skills or Items
  #     user : User of skill or item
  #     obj  : Skill or item (for normal attacks, this is nil)
  #    The results are substituted for @hp_damage or @mp_damage.
  #--------------------------------------------------------------------------
  def make_obj_damage_value(user, obj)
  
  
    if obj.physical_attack
      damage = ((user.atk * user.atk * user.atk) / 32) + 32 # base calculation
      defnum = (((self.def - 280) * (self.def - 280)) / 110) + 16
      bDam = (damage * defnum) / 730
      defnum2 =  (730 - ((self.def * 51) - ((self.def * self.def) / 11)) / 10)
      finaldamage = (bDam * defnum2) / 730
      damage = finaldamage
       else
        if obj.base_damage > -1
          damage = (obj.base_damage * (((user.spi * user.spi) /6) + obj.base_damage)/4)
          defnum = (((self.spi - 280) * (self.spi - 280)) / 110) + 16
          bDam = (damage * defnum) / 730
          defnum2 =  (730 - ((self.spi * 51) - ((self.spi * self.spi) / 11)) / 10)
          finaldamage = (bDam * defnum2) / 730
          damage = finaldamage
        elsif obj.base_damage < 0
          dummy = obj.base_damage * (-1)
          damage = dummy * ((user.spi + dummy)/2)
          damage = damage * (-1)
        
          
          end
    end
    
    damage *= elements_max_rate(obj.element_set)    # elemental adjustment
    damage /= 100
    damage = apply_variance(damage, obj.variance)   # variance
    damage = apply_guard(damage)                    # guard adjustment
    if obj.damage_to_mp  
      @mp_damage = damage                           # damage MP
    else
      @hp_damage = damage                           # damage HP
    end
  end



*Base Damage for skills*

HEALING MAGIC
Cure: -24
Cura: -40
Curaga: -80
Pray: -8
BLACK MAGIC
Water: 12
Watera: 24
Waterga: 42
Flare: 60
Ultima: 70



***NOTES***

-NO character or monster should have more than 255 in a certain stat. (255 atk/def/spi/agi)

-Attack Skills, Elemental Magic, and Healing Magic all use a different formula.

-Attack skills should be checked with the "Physical Attack" option in the database.

-Elemental Magic (regular damaging magic) should have a positive "Base Damage" number.

-Healing Magic should have a negative "Base Damage" number.

-Variance for all skills should be set to 5 (you don't have to but it's more accurate to the FFX numbers)

-All skills should have 0 Attack F and 0 Spirit F. (using a number here messes with the formula, i'm still trying to work it out but 0 works perfectly)

This post has been edited by HydroSapien: Nov 2 2009, 12:06 PM
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Kaimi
post Oct 30 2009, 04:01 PM
Post #13


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@HydroSapien - Thank you for helping with this! (Those Attack_F and Spirit_F are VERY bad, but I think Yanfly's Custom Damage Formula script would help, but it would be a little problem (we still need to remember that Tankentai is in common use, as some else).)


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HydroSapien
post Oct 30 2009, 10:24 PM
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I am using Tankentai + ATB for my RPG. It works perfectly modifying it from Game_Battler.
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Freebreadbowl
post Oct 31 2009, 03:24 AM
Post #15



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Hi I'm a huge noob when it comes the these scripts. How do I use this? is there an installer or something?
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Kaimi
post Oct 31 2009, 11:19 AM
Post #16


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@ Freebreadbowl - as you see you have to alternatives: one is to use my version - it's on the pretty top of the thread (open the link with FFX CBA and change Game_Battler class with that modified by me) or the second one - use HydroSapien's, I won't be mad at you.


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piejamas
post Oct 31 2009, 12:36 PM
Post #17


Pump up the pie, yo!
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QUOTE (Freebreadbowl @ Oct 31 2009, 03:24 AM) *
Hi I'm a huge noob when it comes the these scripts. How do I use this? is there an installer or something?

First, copy the whole script. Then, open up the script editor in your project. Make a new script section by selecting the (insert here) one and pressing the insert key, then paste into the big text box.
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Freebreadbowl
post Oct 31 2009, 05:39 PM
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Well, which one is better? biggrin.gif
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Freebreadbowl
post Oct 31 2009, 05:45 PM
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Another noob question, what exactly does this do? lol.

PS sorry for the double post, It wouldnt let me edit.
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piejamas
post Oct 31 2009, 05:53 PM
Post #20


Pump up the pie, yo!
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Why don't you try them both and decide for yourself? tongue.gif

and why won't it let you edit?
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