def make_obj_damage_value(user, obj)
damage = obj.base_damage
if damage > 0
damage += (user.atk * obj.atk_f/100).round
damage += (user.spi * obj.spi_f/100).round
damage -= (self.def * obj.atk_f/100).round
damage -= (self.spi * obj.spi_f/100).round
elsif damage < 0
damage -= (user.atk * obj.atk_f/50).round
damage -= (user.spi * obj.spi_f/50).round
end
damage *=100 if user.state?(50) and [705,706,714].include? obj.id
damage *=100 if user.state?(62) and [233,234,243].include? obj.id
damage *=100 if user.state?(83) and [221,226,227].include? obj.id
damage *=100 if user.state?(84) and [224,225].include? obj.id
damage += user.atk*100 if [246].include? obj.id
if $game_switches[424] == true
damage *=1.20
end
damage *=(1 + user.atts/100)
damage *=(1 - self.skis/100)
damage *= elements_max_rate(obj.element_set)
damage /= 100
damage = (apply_variance(damage, obj.variance)).round
damage = (apply_guard(damage)).round
damage *=(1.000 + (($game_temp.combo_hit/100.000) *(2.000 + $game_variables[60]/100.000)))
$game_variables[69] = sprintf("%.2f",(2.000+($game_variables[60]/100.000))).to_f
$game_variables[71] = damage
if obj.damage_to_mp
@mp_damage = (damage).round
else
@hp_damage = (damage).round
end
end