04-04-2016, 06:16 AM
Due to the fact that RM only really has one skills array, if you have weird skill learning scripts, it's going to be a headache to manage them all. Looking at what code I had, it honestly looked a terrible mess.
I'm creating extra arrays for skills learnt by class, by subclass, by equipment, or by event. My hopes is this'll make it easier when one of these things tries to remove a skill, I can check if it exists because of one of the other arrays.
EDIT: Menu to equip subclasses is done. (Well, functionally. It still needs to look prettier.) Skills change. Stats don't yet though, still thinking about them.
EDIT: The other thing about stats though is the damage calculation. Lets take a look at my own... I thought I'd check what difference sqrt'ing it all is doing and uh...
This is a graph of the damage value of a basic attack between a level 1 ally and basic enemy, and the same ally at level 99 and a guess enemy DEF.
153 to 3163, vs 12 to 56, roughly speaking.
I'm creating extra arrays for skills learnt by class, by subclass, by equipment, or by event. My hopes is this'll make it easier when one of these things tries to remove a skill, I can check if it exists because of one of the other arrays.
EDIT: Menu to equip subclasses is done. (Well, functionally. It still needs to look prettier.) Skills change. Stats don't yet though, still thinking about them.
EDIT: The other thing about stats though is the damage calculation. Lets take a look at my own... I thought I'd check what difference sqrt'ing it all is doing and uh...
This is a graph of the damage value of a basic attack between a level 1 ally and basic enemy, and the same ally at level 99 and a guess enemy DEF.
153 to 3163, vs 12 to 56, roughly speaking.