Skill success rate variable

kranasAngel

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I was wondering if you could set the success rate of a skill equal to a variable rather than a number.
 

SgtBusCake

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I think if I'm understanding the question correctly, the answer is yes.

One blanket example I can think of is an Execute attack. If the enemy is below a certain amount of health, instant death. Else, Execute deals normal damage.

(b.hp <= b.mhp * 0.25) ? b.addState(1) : a.atk * 4 - b.def * 2

This one does not have a random element to it, but you may be able to find some ideas in the RMMV Damage thread.
 

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