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« on: September 08, 2016, 03:00:14 PM »
No, I haven't made any gil toss command yet. Anything I said here or anywhere else about it was just theoretical musing. But it's definitely something I can do.
So, what you're looking for...
If I understand correctly, the damage formula would look like:
D = 30 x L x T
where
D is the damage output (as well as amount of gil spent)
L is the caster (attacker)'s level
T is the number of living targets in the target party
and D is divided evenly among all living targets, such that a level 30 character deals 900 damage to all targets, regardless of how many targets are on the field, but spends 900 gil for one target, 1800 gil for two targets, 2700 gil for three targets, etc.
Did I get that right?
Also, I'm assuming we want different results if the player doesn't have enough gil. I'm not sure which of the following would be easiest to do, but tell me your preference:
A) When the player has some - but not enough - gil, the command deals the "right" amount of damage, but entirely wipes out the last of the player's gil (e.g., a level 30 player with 1800 gil attacking three targets deals 900 damage to all three targets and ends up with zero gil)
B) When the player has some - but not enough - gil, the command fails outright and the player retains that small amount of gil
C) When the player has some - but not enough - gil, the command deals a prorated amount of damage and entirely wipes out the last of the player's gil (e.g., a level 30 player with 1800 gil attacking three targets deals 600 damage to all three targets - instead of 900 - and ends up with zero gil)
note: regardless of which method above is used, I assume the command should fail outright if the player has zero gil to begin with
I'll have to write in a custom damage calculation in order to make this all possible, so I'll need to know the following as well:
1) Does your ROM have a header?
2) Has any custom assembly been written into your ROM (this does not include any edits made with FF4kster or most other editors, but does most likely include augmentation patches, such as my User Options or Break Damage Limit patches)
3) If you open your ROM in a hex editor and jump to offset 1F410 (with a header, or 1F210 without), are there seven lines of FFs there?