Ok, I don't understand what you mean by...
"Could you give me example stats of an attacker, a weapon, and a target, and how much damage and focus is dealt? That will let me calibrate it much better.
"
If I'm getting this correctly, then I'm not really sure. I don't like the way that, in the beginning, you hit 200-500 damage at the beginning of the game default. I want health to be way lower, but more dense, so that even 100 damage is a lot. I know that that doesn't help, but... I don't know. What do you think?
Also, I'm reaching a bit of a problem. The main character has a unique colt python. I want it to do good damage to start, but I want it to still be fairly effective later on. This seems an impossible fork. If you can think of an effective solution, please let me know.
Ok, so, here's a recap of all that we've come to to this point.
FOCUS-
Renamed MP.
Functions the same as MP, allowing you to use skills.
Restores very quickly (within a minute) on map, out of combat.
When damaged, a portion is dealt to Focus. Let's say that about 5% is done to Focus. If you could add a note to the script, showing me how to change this percentage, I can edit this if necessary, balancing it.
When focus is at 100%, accuracy is, let's say about 120-130% of base value.
When it is 0%, accuracy is 50%.
Focus is restored in battle with food. This is easily done, I think, by making an item restore MP. I can do that part.
Also, is it possible to make certain skills cost X amount of focus, plus Y amount every turn while a status exists? Like, say, "steady aim" for a sniper?
Fire selector system-
Should be a subcommand of Attack. Single shot, two-round burst, three-round burst, and fully automatic.
Certain weapons can't use some of those modes. Please show me how to define this.
In the higher modes, there is a greater miss rate. This means that, although they will do more damage per fire command, the faster modes will waste more bullets on average. Point being, if you go single shot and fully auto, FA WILL do cumulatively more damage, USUALLY, but a lot of the rounds will miss. So single shot has a WAY higher accuracy to it.
If possible, Focus level should directly determine just how badly accuracy degrades between shots in higher modes.
The fire selector can be a "mode" (pick it and it stays til you switch again), OR a command picked every attack. I'd prefer the latter. Either way, I have a "consumable ammo script" that uses bullets when certain weapons are used in "attack". Point being, THE GAME MUST BELIEVE THAT THE FIRE SELECTOR IS A STANDARD ATTACK COMMAND. Please tell me if that's not descriptive enough.
On the same note, please tell me if you know how many rounds it will fire. My consumable ammo script lets me program it, but, say, if I set weapon 19 to 1 round per attack, and fully auto fires 5 rounds, will it fire 5? Or will it attack 5 times but only use one bullet? Do you understand?
Also, is there any way that you can make fully auto randomly shoot 5-10 rounds?
Also, I am hoping that the sound effect for the weapon will play during EACH SHOT. That way fully auto SOUNDS fully auto, and single shot sounds single shot.
DAMAGE FORMULA-
Strength does nothing for damage directly. This is a HUGE difference from the normal formula, if I remember correctly.
Strength improves accuracy IN ANY MODE THAT ISN'T SINGLE SHOT. Think...it improves the ability to handle recoil. Accuracy is 20% of the damage, intelligence is 30%, and 50% is the weapon.
Strength is 50% of accuracy in higher firing modes.
Sorry if that was confusing. I know that this is complex.
I'm using THIS battle system:
http://www.rpgrevolution.com/forums/index.php?showtopic=25504&st=0&start=0Tankentai. That might help.
(And it doesn't seem to be compatible with my ammo requirements system >.> It doesn't give errors, but it won't use bullets up.)
Thank you SO MUCH. You have NO IDEA how helpful you are to me and my friends who're working on this. I can promise you that you'll get an entire page devoted to you in the credits.