T
Terence Fergusson
Guest
The problem is that it simply isn't true that it occurs after damage calculation. If that was the case, Limit Breaks simply *wouldn't work* against Diamond Weapon until he begins his countdown. Note his PreTurn counter: he specifically checks if the skill being used is Summon, W-Summon or Limit, and if this is the case, he will turn off his Physical Immunity for just that attack. As a result, this has to occur before damage is calculated, otherwise the limit would just do nothing, and the timing for his invulnerability being turned off would not be as observed.The timing on this always occurred after damage was calculated. That's now things like this can happen (Red XIII is my test subject for most of these). I gave him a simple "Display string: 'Script 07'" script for that section and it showed up at the end of the action being performed. In retrospect that might not be the best way of telling since displaying strings will wait until the end of the currently happening action to display. "Post-Attack" just seemed logical because that's when you'll see the effects.
EDIT: Oh, and yes, strings and attacks would only show up after the current action due to the standard queue system. There's only so much this counter can do, but at least it can juggle variables fine without relying on queuing.
Akari can probably give you more details, but it's mostly pretty straightforward. You have the basic Attack Formulas:I think Akari's been trying to convince me of that for a while. I'd love to add it, but I can't really tell what they all do. The only reason I haven't done so yet is I haven't figured out what the values are. I know that the upper nibble and lower nibble are significant of each other.
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x0: No damagex1: Physical Formula (Pwr / 16) * (Stat + [(Lvl + Stat) / 32] * [(Lvl * Stat) / 32])x2: Magical Formula (Pwr / 16) * ((Lvl + Stat) * 6)x3: HP% Formulax4: Max HP% Formulax5: Cure Formula (Pwr * 22) + ((Lvl + Stat) * 6)x6: Fixed Formula (20 * Pwr)x7: Item Formula (16 * Pwr)x8: Full Recoveryx9: Throw FormulaxA: Coin Formula
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0x: Physical, no hit checks1x: Physical, Phys Accuracy, Crit Hit2x: Magical, Mag Accuracy3x: Physical, 100% Hit4x: Magical, 100% Hit5x: Magical, 100% Hit6x: Physical, Phys Accuracy, Crit Hit, uses Special Formulas7x: Magical, Mag Accuracy, uses Special Formulas8x: Magical, uses Lv?-Based condition9x: Magical, uses Manipulate AccuracyAx: Physical, Phys Accuracy, Crit Hit, uses Weapon Special FormulasBx: Physical, Phys Accuracy, no Criticals
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