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> Variable Criticals 1.1, No longer just tripling!
Queex
post Mar 21 2008, 12:05 PM
Post #1


Level 6
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Posts: 75
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RM Skill: Beginner




Variable Criticals

By adding a special line to the notes field, you can change how powerful a critical is for a weapon or enemy.

<critical_multiplier n>

Note that this will only be relevant for enemies if they are capable of dealing critical hits. The default, without this script, is 3. The default with the script is 3, except for unarmed actors where it is 2. Where a character is wielding two weapons, the better multiplier is used.

This script requires the TagNote 2.0 cript to function.

Download: http://chthonic.150m.com/scratch/Queex_scripts.zip

CODE
################################
# Variable Criticals #
########################################################
# Version 1.1 #
# Author: Queex #
# Licence: Creative Commons non-commercial attributive #
# Requires: TagNote 2.0+ #
#########################################################
# This replaces the fixed critical hit damage multipler #
# As before, weapons and enemies have a multiplier of 3 #
# if a new one is not specified. To give a weapon or #
# enemy a different bonus, include: #
# <critical_multiplier n> #
# in the note field. Decimals are allowed. This system #
# currently allows values less than 1 (so on a #
# critical, less damage is done). You can also adjust #
# the default unarmed multiplier, and the default #
# multipliers for weapons where it is not specified in #
# the notes field. #
# #
# Version History: #
# 1.0 First version #
# 1.1 Updated to TagNote 2.0 RELEASE #
#########################################################

class Game_Actor < Game_Battler

include TAGNOTE

UNARMED_MULTIPLIER=2
DEFAULT_MULTIPLIER=3

def critical_multiplier
multi=-1;

for weapon in weapons.compact
tmp = weapon_crit_multiplier(weapon)
multi = tmp if tmp > multi
end

multi = UNARMED_MULTIPLIER if multi < 0

return multi
end

def weapon_crit_multiplier(weapon)
tmp = get_tag(weapon.note,"critical_multiplier")
return tmp.to_f unless tmp==nil
return DEFAULT_MULTIPLIER
end
end

class Game_Enemy < Game_Battler

DEFAULT_MULTIPLIER=3

def critical_multiplier

tmp = get_tag(enemy.note,"critical_multiplier")
return tmp.to_f unless tmp==nil
return DEFAULT_MULTIPLIER
end
end

class Game_Battler
#--------------------------------------------------------------------------
# * Calculation of Damage From Normal Attack
# attacker : Attacker
# The results are substituted for @hp_damage
#--------------------------------------------------------------------------
def make_attack_damage_value(attacker)
damage = attacker.atk * 4 - self.def * 2 # base calculation
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100
if damage == 0 # if damage is 0,
damage = rand(2) # half of the time, 1 dmg
elsif damage > 0 # a positive number?
@critical = (rand(100) < attacker.cri) # critical hit?
@critical = false if prevent_critical # criticals prevented?
if @critical
damage *= critical_multiplier # critical adjustment
damage = damage.to_i
end
end
damage = apply_variance(damage, 20) # variance
damage = apply_guard(damage) # guard adjustment
@hp_damage = damage # damage HP
end
end


This post has been edited by Queex: Apr 4 2008, 05:20 PM
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SeeYouAlways
post Mar 26 2008, 07:05 PM
Post #2


Demented Moogle
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Interesting... Can critical damage be modified by percentage (%) also? Like 1% increase in critical strike damage.


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Queex
post Mar 27 2008, 02:49 PM
Post #3


Level 6
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Group: Member
Posts: 75
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RM Skill: Beginner




You can put any number in- 3, 3.01, 19, whatever. Bear in mind that in the standard combat model that the effects of criticals are applied after damage has been dealt, though.
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lahandi
post Mar 28 2008, 12:23 PM
Post #4


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Posts: 111
Type: Artist
RM Skill: Skilled




This is great mate!

I wonder if you could add a 'percentage of critical hit chance' modifier. So that we can create a weapon something like : the critical hit damage is normal, but the chance of that weapon doing critical hit is great. It would be very kind of you if you could made that.

Thanks. smile.gif


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Queex
post Apr 4 2008, 05:08 PM
Post #5


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RM Skill: Beginner




Bump for version fixed to work with the latest version of TagNote.
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