The magic system has been updated - now, spells do damage based on two things:
1) Your current MP
2) The MP cost of the spell being cast
I have added the following spells at these MP:
Magic Missile -- 5 MP
Acid Arrow -- 20 MP
Fireball -- 50 MP
Ice Storm - 75 MP
Chain Lightning -- 100 MP
Finger of Death -- 150 MP
Horrid Wilting -- 200 MP
Meteor Swarm -- 250 MP
I'm not too clear on exactly how the damage is calculated, so this should be illuminating. For those feeling clever, here's a snippet of code:
There is more code than this, but I think this is the relevant part!
1) Your current MP
2) The MP cost of the spell being cast
I have added the following spells at these MP:
Magic Missile -- 5 MP
Acid Arrow -- 20 MP
Fireball -- 50 MP
Ice Storm - 75 MP
Chain Lightning -- 100 MP
Finger of Death -- 150 MP
Horrid Wilting -- 200 MP
Meteor Swarm -- 250 MP
I'm not too clear on exactly how the damage is calculated, so this should be illuminating. For those feeling clever, here's a snippet of code:
Code:
// Bring MP Into Play Within Magic Attacks
$mp_mp_dmg=rand(1,$P2['bot_mp']); // Current MP (Not Total)
$mp_mp_dmg_move=rand(1,$move['amp_cost']); // Additional MP Useage On Magic Spell Casted
$mp_mp_dmg=($mp_mp_dmg+$mp_mp_dmg_move);
$mp_mp_dmg=(int)$mp_mp_dmg;
$hp_dmg=($mp_mp_dmg+$hp_dmg);
// Bring MP Into Play Within Magic Attacks
There is more code than this, but I think this is the relevant part!
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