- Joined
- Jul 14, 2019
- Messages
- 10
- Reaction score
- 0
- First Language
- english
- Primarily Uses
- RMMV
Hello my fellow nerds!
I'm currently have a fan-made Fire Emblem game in the works. I've had frustrations with Yanfly's hit rate plug in. I've attempted to match it to Fire Emblem: Path of Radiance's hit rate formula, but it never seems to calculate it to a chance percentage, but more like a '100% or 0%' chance. I'm not concerned about terrain, biorhythm, etc. Just the base stats regarding the hit rate.
Here are the functions I am currently using:
--FORMULA--
Accuracy Formula: skillHitRate * (userHitRate - targetEvadeRate)
Evade Formula: 0.00
--USER HIT RATE--
Physical: (user.mat * 2) + user.hit
Magical: (user.mat * 2) + user.hit
--TARGET EVADE RATE--
(target.luk * 2) + target.eva
target.agi * 2
I am using Mat as the Actor's 'Skill', and the Luk as their 'Speed". To be specific with how I am integreting this to Fire Emblem styled combat, this is how I'm setting it up:

user.hit is increased with different forms of weapons, where as target.eva is increased with armor they equip.
Anybody know what I'm doing wrong here? I'm wondering if it's not being calculated into a percentage chance like I want it to? Right now it has been working more like a 100% or 0% hit chance, which is not what I want. Fire Emblem generally consists more of a combined percent chance based on the user and targets parameters.
Thanks in advance!
I'm currently have a fan-made Fire Emblem game in the works. I've had frustrations with Yanfly's hit rate plug in. I've attempted to match it to Fire Emblem: Path of Radiance's hit rate formula, but it never seems to calculate it to a chance percentage, but more like a '100% or 0%' chance. I'm not concerned about terrain, biorhythm, etc. Just the base stats regarding the hit rate.
Here are the functions I am currently using:
--FORMULA--
Accuracy Formula: skillHitRate * (userHitRate - targetEvadeRate)
Evade Formula: 0.00
--USER HIT RATE--
Physical: (user.mat * 2) + user.hit
Magical: (user.mat * 2) + user.hit
--TARGET EVADE RATE--
(target.luk * 2) + target.eva
target.agi * 2
I am using Mat as the Actor's 'Skill', and the Luk as their 'Speed". To be specific with how I am integreting this to Fire Emblem styled combat, this is how I'm setting it up:

user.hit is increased with different forms of weapons, where as target.eva is increased with armor they equip.
Anybody know what I'm doing wrong here? I'm wondering if it's not being calculated into a percentage chance like I want it to? Right now it has been working more like a 100% or 0% hit chance, which is not what I want. Fire Emblem generally consists more of a combined percent chance based on the user and targets parameters.
Thanks in advance!