Thanks.
As far as the actual gameplay, I have a separate gmk that deals with strictly the battle mode.
Looks like most of my work is going to be spent on Draw code more than anything else.
I came up with my own simple yet effective algorithms for damage:
Cloud Damage=(Strength/2)+(WeaponAttack)
So, say, Cloud's Strength is 42 and his weapon equipped has 96 attack.
so it would be Damage=(42/2)+(96)
Gives you a base damage of 117.
Add any boosts during the battle, then we multiply based on Cloud's level.
Cloud gains a new multiplier per 9 levels.
So, for sake of argument, Cloud is level 36.
Take 36/9 which gives you 4, times that by the base damage(117)
So now we do 468 damage in the attack.
Don't worry, weapons in the game go upto 500 attack so far. Not to mention I am probably not going to put a cap on attributes so you could theoretically have a character with 300 strength and a weapon with 500 attack to give you a base damage amount of 650.
If it was Cloud and he was at level 99, then you are doing 6500 damage in a single hit.
I also have the others':
Squall Damage=(Str / 2)+(WpnAtk)
Zidane Damage=(Str / 4)+(WpnAtk) |off-hand(Str / 5)+(WpnAtk) If using 2-handed weapon, (Str / 3)+(WpnAtk)
Tidus Damage=(Str / 3)+(WpnAtk)
Like I said, simple but effective.