What would be the simplest way to remove all the default LUK usage from the engine? I do not like how it is used as it can cause frustration to have states or buffs/debuffs not occur sometimes.
And I also want to abuse the stat as weapon damage. :LZSgrin:
Thanks in advance...
I want to make the LUK stat more relevant. At the moment I find it somewhat trivial in its effect.
What I would like is to change the way the default script calculates things so that each 1 point of Luck over the opponent equals a + 0.5% chance to ailment success rates.
However, my knowledge...
I have been messing around with the "Luck" (LuK) parameter, and apparently, having a high amount of luck also nullifies the probability of positive states, such as hp regen.
Especially if you use custom evaluation codes, such as yanflys lunatic state effects, luck has not...
I want the Luck stat to influence Critical Hit Rate. There are plugins by Yanfly that should help like Base Parameter Control and Critical Control. However, I haven't found how I can bring Luck state to influence Critical Hit Rate. Any knows how to do this? Thanks.
Made this script for a request here.
Sharing it here in case any one else need this feature in their game.
 A chance of double exp/gold based on a sum up total of actor's luck/dex that stacks with the game default double gold/exp.
 The more actors with the tags in the battle...
I just started working on a game through RPG Maker VX Ace, and I noticed that Luck (LUK) determines the change that you are affected by a state or not?
I was wondering if I could change that?
I want Luck to determine whether you can hit, crit and dodge.
If anyone could help me change...
Working on some fan assets! I won't share them all just yet, but it's a fun practice! (So maybe keep an eye out for a thread for them in the future?) These boyos are Pink Slimes and a Tabby Slime from Slime Rancher.