Final Fantasy Hit system

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Started by Azurewrathe 1 posts View original ↗
  1. Hi all,

    I have been searching for a while and can't find a script for this. I am looking to have a combat hit system much like the original Final Fantasy on NES. I will do the best I can to explain what this is. Hopefully someone smarter than I can write a great script for it.

    In Final Fantasy, each attack was determined by weapon damage + (strength / 2 ). This can easily be done using a weapon damage script such as Himes weapon damage. However, this damage scaled nicely by having a hit system. For every 32% of hit you have, your attack got an additional hit. The formula for the number of hits you got was [1+(Hit%/32)]*Hit Multiplier. The hit multiplier was 1 by default, but could be increased to 2 by using haste (called fast in FF1).

    Now, most of this I can accomplish by editing damage formulas. As stated above, I can again use Himes weapon damage to attempt to replicate it. A weapon formula could be written like this: weapon damage = (weapon damage + (a.atk / 2)) * (1+(a.hit * 100) / 32)). This would essentially do the same thing, and multiply the weapon damage by 2 simulating the 2 hits.

    There are a couple of problems by doing it this way in the damage formula though.

    1. If their hit is something other than an exact 32, 64, 96, 128, etc. it will have a decimal value. The point is that they shouldn't get that second hit unless they have the full 32 hit. In the above damage formula, 60 hit gives almost as much damage as 64 hit and it should not be that way for this request. You get a full extra 1, 2, 3, 4 hits etc. or nothing. Not 1.87 hits...

    2. I am looking for a system that actually adds another hit, and not just multiplies the damage. Why? Because, these hits can miss, crit, or add effects individually. If you get 5 hits, 3 can miss, 1 can crit, and 1 can hit and add poison. It literally swings 5 separate times based on hit.

    I apologize for the long post, but the above is just the explanation of the system. What I am requesting, or looking for, would be a script that is that, but can use a different stat to determine the number of hits. I think LUK would be a good stat for this rather than actually using hit %, because honestly it is kind of dumb to have hit % also determine the number of times you swing. I will do my best to lay out the request in numbered points below.

    1. A system that allows the attack skill to attack multiple times based on a formula.
    2. Be able to customize the formula for what stat and how many points are needed for an extra hit.
    3. The number of hits and total damage is calculated and displayed in combat. ie. 5 hits! 456 damage! (Not damage per hit because each one can vary).
    4. The ability to have skills use this multiple hit formula as well.


    I have never requested a script before, so I don't know if I am just dreaming or if people actually write stuff like this for others, but here is to hoping.

    Thank you.