Clark's Dice-roll hit, evade, crit system

clark

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This plugin allows one to setup something from pen and paper games:

HIT ROLLS@!
The 'Success Rate' of an item, attack, or spell is now treated as it's 'Difficulty'. Hit Rate of a character is now its 'To Hit Roll'. Floor Damage Rate is now 'Cast Roll'. It works like this: First, a check is performed against an action's difficulty - say its 20, so a roll of 1d20 would be the difficulty, then either the hit or cast roll is rolled, say its 30, so 1d30 would be rolled. If the hit roll is greater than the difficulty, it connects UNLESS the last roll, the evasion roll ( determined by EVA or MEV ) lets say 1d20 is greater than the hit roll or cast roll in which case the attack or spell will be evaded.
There is only one setting, this is the 'Critroll' - the number set here is the number you roll against to check for a crit.

Say critical rate is 15 and critical evade is 5, and this is set to 100

you would roll 1d15, subtract 1d5, if the result was greater than the roll of 1d100 you would land a critical hit.

Place above yanfly battle core and damage core for popups to work properly.

View attachment ClarkHits.js
 

watermark

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Hi clark, This is great! Just what I'm looking for as I am thinking of making a RPG based on pen paper rules (DnD like). However, right now it looks like the Difficulty is a fixed number. Is there a way to make this more dynamic? The most common example is Pen-Paper attack rolls are usually made against an enemy's AC (or Fortitude, Will, etc.). Perhaps AC can be linked to the enemy's Defense parameter or another extra parameter?
 

clark

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the difficulty of the skill is its success rate, it rolls a check against that first to see if you connect, then the enemy's evasion is rolled to see if they evade. its your hit roll versus thier evasion roll based on the xparam evasion. so basically evasion is AC. the biggest problem is everything's roll starts at 1, i need to find a way to clamp it to a specified number for its minimum....
 
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Ghost of Christmas Kloe

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This is a really cool, dynamic, awesome plugin which works really well! Thank you so so much!!!!
 

andai

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Oh wow! Pen and paper dice rules! Awesome stuff! Thanks!


Will we be seeing some fort/will/reflex save functionalities in the future? XD
 

clark

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See the thing about that is, I've coded those for my personal game already -however- I'm not sure how to go about making it universal for everyone to use... a few reasons here, one: I'm still learning REGEXP. I need to learn REGEXP to make note-tagging enemies and actors possible. two: I did it all with script calls and since my game doesnt use a normal level system, it made it simple -for me- to add these stats as needed with script calls.


Anyway, once I get REGEXP down a second release is coming called Paper Stats. When Paper Stats gets here, I'm releasing version 2.0 of this... It will feature 4 key changes:


I will make a -minimum- for the rolls, so if you want 2d20 it would be 2-40, 4d6 being 4-24, etc. I will make the rolls more customizable, giving you the ability to call NEW stats from Pen and Paper Stats. The main purpose of the Pen and Paper stats is this: You will be able to add stats to actors and enemies via notetags with custom names ( that can also be called in Damage Formula so keep em short! )  so there will be integration of the two. The last thing I'll be doing is a final compatibility check for yanfly, yami, and other -major- scripts.
 

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