Difference between revisions of "FF7/DamageFormula"

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my_wiki>Akari
(Damage Formula's description)
my_wiki>Akari
(Damage Formula's description)
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== Damage Formula's description ==
 
== Damage Formula's description ==
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0xA1:
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Prepare Function 0x0
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Prepare Function 0x2
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Damage Function 0x1
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if current hp less then max hp / 4 then damage = damage * 2.
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if attacker in death sentence then damage = damage * 2.
  
  
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = total_level_of_all_enemy_target / number_of_enemy_target;
+
power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.
  
 
(this only use enemy units from 4 to 10 that includes in target mask after all preparation)
 
(this only use enemy units from 4 to 10 that includes in target mask after all preparation)
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier);
+
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).
  
 
Damage Function 0x1
 
Damage Function 0x1
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier);
+
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).
  
 
Damage Function 0x1
 
Damage Function 0x1
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16);
+
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).
  
 
(total_ap is no more than ap needed for max star, so underwater materia won't work)
 
(total_ap is no more than ap needed for max star, so underwater materia won't work)
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16)
+
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).
  
 
Damage Function 0x1
 
Damage Function 0x1
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Prepare Function 0x2
 
Prepare Function 0x2
  
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16)
+
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).
  
 
Damage Function 0x1
 
Damage Function 0x1

Revision as of 21:47, 23 October 2008

Damage Formula's description

0xA1:

Prepare Function 0x0

Prepare Function 0x2

Damage Function 0x1

if current hp less then max hp / 4 then damage = damage * 2.

if attacker in death sentence then damage = damage * 2.


0xA3:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.

(this only use enemy units from 4 to 10 that includes in target mask after all preparation)

Damage Function 0x1


0xA4:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).

Damage Function 0x1


0xA5:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).

Damage Function 0x1


0xA6:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).

(total_ap is no more than ap needed for max star, so underwater materia won't work)

Damage Function 0x1



0xA7:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).

Damage Function 0x1


0xA8:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).

Damage Function 0x1