Just a random thought I had just now, and want to know what people would prefer in a game that has critical hit chances. So, this is purely for critical hits performed by the player (but I guess it could it be applied to enemies too, somehow), but what if you could see beforehand whether your...
BattleEffectPopup - Version 1.9.2 (2020/04/15)
Creator name: Triacontane
Introduction
You can use pictures to show battle effect popups.
During battle, a popup will result from an action.
Popups is dynamically created string or prepared image.
Here are the terms:
- Miss (normal Miss will no...
hi, this JS fix the bug that led you use a two handed weapon in the left hand if you have dualwield, and a JS that let you set a critical damage multiplier.
i working in set critical damage to each type of wepon but i had a problem to know witch weapon are dealing damage if the actor have...
CriticalAnimation - 2016/03/10
Creator name: kotonoha*
Overview
Animation plays when a critical hit happens
Feature
- You can set Animation ID through parameter
Animation ID plays when a critical hit occurs.
Note: applies to all critical attacks, including from enemies.
Preview
Credit...
Hello all, I have a question about arranging a global passive using Yanfly's Auto-Passives plugin.
http://www.yanfly.moe/wiki/Auto_Passive_States_(YEP)
I have used this plugin successfully in the past but I am having some trouble writing a particular code.
In wholeness; I wish to reward both...
FTKR_OriginalDebugMode - 2018/04/02 v1.0.0
Creator name: フトコロ (futokoro)
Introduction
Add-on to original debug mode
Features
This function can only be used during playtest.
Debug mode: press F10 key
Debug mode controls-
↑ ↓ key :Move the cursor
→ ← key or Enter key...
Hi Everyone !
I'm using Yanfly Plugins (Battle Core, Buff and Sate etc...)
I'm trying to do a state that win stacks and each stack will up the user's critical chance, up his attack but lower his hit rate.
My state is "Alcohol" i put Yanfly confusion's code from Pokemon for the user to have a...
*one last time*
And lastly, there is an attack called "Last Stand" that I would like to be able to implement that deals high damage when in a critical state of health. Though whether I would like this to be passive or not is yet undetermined.
Thank you so much, again, and I hope to get these...
I am looking for a way to make critical hits make a special sound effect or perhaps a flash. The problem is, I need that plugin to be compatible with Yanfly's "Critical Control" plugin, which I am using to make critical chance based off of luck. All the info I have found suggests that Soul's...
I am currently using Yanfly's critical plugin, and I can't seem to get my characters to crit like they're supposed to.
I wanted to implement luck as the primary factor for critical rate so I tested out the formula "rate = user.cri + user.luk" but to no avail.
The characters weren't critting at...
I want to add a guaranteed critical hit if a player/battler is affected by state.
I figure it will be in the damage formula for the Attack skill, and I have a rough idea of how it should look. Would anyone mind correcting the below? I imagine it would look something like this, but I know I am...
To start, I have successfully reproduced this error with and without plugins. Whenever any actor or monster critically strikes, it does the exact same damage as a normal strike. I've gone into the js file and seen that the critical value is still x3, not 0.
I've set an actor to crit 100% of...
I got Yanfly's plugin "Extra Parameter Formula" so that I could set the 'LUK' stat to effect critical chance.
But when I set the plugin to make it so that they always crit, (I did this so make sure that the plugin is working) the player never lands a critical hit. I would just say this is a...
<Post-Damage Eval>
var bonusStateRate = 0.20 + (user.luk / 300);
if (Math.random() < bonusStateRate && target.elementRate(1) > 1) user.addState(7);
</Post-Damage Eval>
In my project, I'm using this post damage evaluation to award a bonus state if you hit an enemy's weakness and if a random...
I'm looking to replicate the Topple effect from Xenoblade.
A toppled foe takes 25% more damage from critical strikes (which I've managed to replicate using a React Effect via Yanfly's Buffs/States core). Better yet, magical damage will always critically strike against a Toppled foe, further...
Hi everyone,
Having a play with a state that increases the critical attack chance each time the state is applied.
The code is as follows:
The issue I'm getting is when the state is applied I'm getting an error saying "ReferenceError: actor is not defined".
What do I need to add to...
Hi guys,
I'm trying to recreate the passive ability from World of Warcraft called "Enhanced Pyrotechnics". The state needs to do the following:
When Fireball does not inflict a critical hit, increase the actors CRIT by 10%. This effect stacks.
The critical hit boost is removed when a...
Hi,
how can i force critical or miss before damage execution with this plugin:
http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ ?
I tried:
<Custom Select Effect>
target.result().critical = false;
target.result().missed = true;
</Custom Select Effect>
but without effects :/...
Hello Everyone.
I got another problem in my skill with yanfly's critical control plugin.
This plugin provides custom critical multiplier.
And I want to get this value of user, to use with custom damage formula.
But I don't know what parameter is that, likes 'cri' or 'atk'...
Cri...
Hi everyone.
I'm looking to recreate the battle system used for skirmishes in Devil Survivor.
Basically, when a character hits an enemy's weakness or scores a Critical Hit, they get to act again after everyone on the field has performed their action. This rule also applies to enemies. Just...
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