Critical Control (YEP)

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System

This is a plugin created for RPG Maker MV.

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Masterarbeit Writer

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

This plugin requires YEP_DamageCore.
Make sure this plugin is located under YEP_DamageCore in the plugin list.

This plugin allows you to modify the critical hit rate formula across a
global scale and for an individual skill/item scale.

============================================================================
Notetags
============================================================================
You may use these notetags to adjust various factors for critical success
rates and critical damage adjustments.

Skill and Item Notetags:
  <Critical Rate: x%>
  This sets the skill/item's critical hit rate to x%, ignoring any critical
  hit rate bonuses the user may have and ignoring any critical hit evasion
  bonuses the target may have.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Rate: x.y>
  This sets the skill/item's critical hit rate to the float x.y, ignoring
  any critical hit rate bonuses the user may have and ignoring any critical
  hit evasion bonuses the target may have.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Multiplier: x%>
  This sets the skill/item's critical damage multiplier as x% while still
  factoring in the user's critical damage multiplier bonuses.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Multiplier: x.y>
  This sets the skill/item's critical damage multiplier as x.y while still
  factoring in the user's critical damage multiplier bonuses.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Flat Critical: x% stat>
  Increases the skill/item's flat critical bonus by x% of 'stat'. Replace
  'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Using
  multiple instances of this notetag will override the previous.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <Critical Multiplier: +x%>
  <Critical Multiplier: -x%>
  Alters the damage of a critical hit by x% for this actor, class, enemy,
  weapon, armor, or state. This is an additive trait.

  <Flat Critical: +x>
  <Flat Critical: -x>
  Alters the damage of a critical hit by +x or -x for this actor, class,
  enemy, weapon, armor, or state. This is an additive trait.

  <Certain Hit Critical Rate: +x%>
  <Certain Hit Critical Rate: -x%>
  Alters the critical hit rate chance of certain hit skills for the user by
  +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

  <Physical Critical Rate: +x%>
  <Physical Critical Rate: -x%>
  Alters the physical critical rate chance of certain hit skills for the user
  by +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

  <Magical Critical Rate: +x%>
  <Magical Critical Rate: -x%>
  Alters the magical critical rate chance of certain hit skills for the user
  by +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

Lunatic Mode - Critical Formulas

For those with a bit of JavaScript experience, you can create more in-depth
formulas for critical hits for individual skills.

Skill and Item Notetags:
  <Critical Rate Formula>
  rate = user.cri + 0.2;
  rate -= 1 - target.cev;
  </Critical Rate Formula>
  This adjusts the critical hit success rate for the skill/item. You can use
  multiplie lines to write out the formula, and 'rate' will be the success
  rate used to determine the skill's critical success rate.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Multiplier Formula>
  value *= 3.0 + bonus;
  value *= $gameVariables.value(1) * 0.01;
  </Critical Multiplier Formula>
  This adjusts the critical multiplier formula for the skill/item. You can
  use multiple lines to write out the formula, and 'value' will be the amount
  of damage adjusted for the critical multiplier.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Flat Critical Formula>
  value += 1.5 * user.luk + bonus;
  value -= 0.75 * target.luk;
  </Flat Critical Formula>
  This adjusts the flat critical formula for the skill/item if you wish for
  there to be one. This is primarily used for a flat increase in critical
  damage and is usually applied after all other applied multipliers.
  *Note: Remember to use a negative number for heals.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
CRITICAL MULTIPLIER: x%
CRITICAL MULTIPLIER: x.y
CRITICAL MULTIPLIER: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the critical multiplier for the skill/item until the end of the
action sequence. This will only take effect if there is a critical hit. If
you use a variable, it is treated as a percentage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: critical multiplier: 50%
               critical multiplier: 8.667
               critical multiplier: variable 3
=============================================================================

=============================================================================
FLAT CRITICAL: +x
FLAT CRITICAL: -x
FLAT CRITICAL: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the flat critical increase for the skill/item until the end of
the action sequence. This will only take effect if there is a critical hit.
This will automatically adjust for damage or healing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat critical: +100
               flat critical: -250
               flat critical: variable 3
=============================================================================

=============================================================================
FORCE CRITICAL
FORCE NO CRITICAL
NORMAL CRITICAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This forces the following action effects in the action sequence to either
always be a critical hit or not a critical hit ignoring all other factors.
Using 'normal critical' will reduce the following action effects to use the
regular critical hit rate calculation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force critical
               force no critical
               normal critical
=============================================================================

Changelog

Version 1.06:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.05:
- Updated for RPG Maker MV version 1.5.0.

Version 1.04:
- Bug fixed where the physical critical modifier replaced the magical
critical modifier. This should be fixed now.

Version 1.03:
- Lunatic Mode fail safes added.

Version 1.02:
- Updated for RPG Maker MV version 1.1.0.

Version 1.01b:
- Fixed a bug regarding Lunatic Critical Hit Rates.
- Fixed a default formula that caused critical hits to heal unexpectedly.

Version 1.00:
- Finished Plugin!