Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.
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Ever wanted to have a bit more variety in how critical hits are determined in your game? This plugin gives you the ability to sway the critical hit rate of skills, items, and states in your game! Users affected by it can have their actions result in criticals based off their own HP values or the enemy’s! Or perhaps the idea of linking the critical hit rate to the element rate of the action, too? You can also alter the critical hit rate based off the number of states, buffs, or debuffs on either the user or the target!
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.
Introduction
This plugin requires the following plugins:
– Battle Engine Core
– Damage Core
– Critical Control
Place this plugin beneath the above listed plugins in the plugin manager.
Ever wanted to have a bit more variety in how critical hits are determined in your game? This plugin gives you the ability to sway the critical hit rate of skills, items, and states in your game! Users affected by it can have their actions result in criticals based off their own HP values or the enemy’s! Or perhaps the idea of linking the critical hit rate to the element rate of the action, too? You can also alter the critical hit rate based off the number of states, buffs, or debuffs on either the user or the target!
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.
Notetags
For updated versions of the notetags, please refer to the plugin’s helpfile.
Lunatic Mode – Effect Code
For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you can add new notetag effects that can be used by the plugin or alter the effects of currently existing notetag effects from the plugin parameters entry: Effect Code. It should look something like this:
—
// ---------- // Flat Gains // ---------- if (data.match(/([\+\-]\d+)[ ]HP/i)) { value = parseInt(RegExp.$1); user.gainHp(value); animation = animation || hpAnimation; } else if (data.match(/([\+\-]\d+)[ ]MP/i)) { value = parseInt(RegExp.$1); user.gainMp(value); animation = animation || mpAnimation;
…
// ------------------------------- // Add new effects above this line // ------------------------------- } else { skip = true; }
—
Here’s what each of the variables used in this code bit refer to:
-------------------- --------------------------------------------------- Variable: Refers to: -------------------- --------------------------------------------------- rate The current critical hit rate to be returned item The item being used by this action skill The skill being used by this action isItem Returns true if action is an item isSkill Returns true if action is a skill a Returns the action user user Returns the action user subject Returns the action user b Returns the action's current target target Returns the action's current target s[x] Return switch x (true/false) v[x] Return variable x's current value user._result The current results for the user target._result The current results for the target userPreviousResult The results for the user before any changes targetPreviousResult The results for the target before any changes nonstack Returns if effect's nonstacking or not (true/false) stackCheck If true, it will autoskip the current effect skip Default: false. If true, returns the previous rate
—
If you need to revert the Effect Code back to its original state, delete the plugin from your plugin manager list and then add it again. The code will be back to default.
Happy RPG Making!