I'm trying to setup weapon damage with D&D rules.
e.g. Dagger damage is 1d4, critical hit is 19-20, multiplier is 2
I've setup a formula below and works fine.
((Math.randomInt(20)+1)>=19)?(Math.randomInt(4)+1)*2: (Math.randomInt(4)+1)
But the problem is in playtest, I can't distinguish between normal attack and critical hit.
Is there any way to change the damage color to RED or display a message when critical hit is made?
Critical hit presentation
● ARCHIVED · READ-ONLY
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wouldnt it be easier to just make those attacks just have a 10% crit chance and use a plugin to change the crit modifier to x2 instead of the default x3
http://yanfly.moe/2015/11/07/yep-25-damage-core/
is required to use
http://yanfly.moe/2015/11/08/yep-26-critical-control/
which will allow you to change the crit modifier. -
Thx for your advice! It works great.
I am using YanFly Weapon unleash, Damage core & Critical control plugins
My existing setting is:
<Weapons>
0001: Dagger
Note: <Replace Attack: 1>
<Certain Hit Critical Rate: +10%>
<Critical Multiplier: +200%>
<Skills>
0001: Dagger
Formula: Math.randomInt(4)+1
Note: <Critical Rate: 0%>
<Critical Multiplier: 0%>
Under my logic, I have to setup more Skills for different damage roll.
Seems not very precise.
Is it possible to add damage formula under Weapons tab? -
Just answer to my own question.
I found this thread which is exactly what I want.
https://forums.rpgmakerweb.com/index.php?threads/weapon-damage.56370/
Does YanFly's plugin also have this similar function?
As I'm new in RPG maker, want to focus on single series plugin first.