Yeap, with the default setup you'd just get that 0.1% of a chance (multiplied by the LUK stat), a very low one indeed.
With my stats as low as they are (8-30) I am going to playtest a couple of major boosts to this number and I'll see what works.
const _Window_ChoiceList_processEscape = Window_ChoiceList.prototype.processEscape;
Window_ChoiceList.prototype.processEscape = function() {
if (this.isCurrentItemEnabled()) {
if (this.index() >= 0) {
_Window_ChoiceList_processEscape.call(this);
} else {
this.playBuzzerSound();
}
} else {
this.playBuzzerSound();
}
};(b.isStateAffected(X)) ((roll1 = Math.randomInt(20) + 1) > (roll2 = Math.randomInt(20) + 1) ? (roll1 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= b.mmp + ((b.agi - 10) / 2) : (roll2 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= b.mmp + ((b.agi - 10) / 2))) : (Math.randomInt(20) + 1 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= (b.mmp + ((b.agi - 10) / 2));(b.isStateAffected(X))((roll1 = Math.randomInt(20) + 1) > (roll2 = Math.randomInt(20) + 1) ?(roll1 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= b.mmp + ((b.agi - 10) / 2) : (roll2 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= b.mmp + ((b.agi - 10) / 2))) : (Math.randomInt(20) + 1 + Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= (b.mmp + ((b.agi - 10) / 2));condition ? true result : false result but you have a second colon for...I don't know, something. I'm not sure under what circumstances you intended that code to be executed. Math.round(0.25 * a.level + 1.25) + ((a.luk - 10) / 2) + ((a.mat - 10) / 2)) >= b.mmp + ((b.agi - 10) / 2)let roll = Math.randomInt(20)+1; roll = target.isStateAffected(insert_state_id_here) ? Math.max(roll, Math.randomInt(20)+1) : roll; roll + Math.round(0.25 * a.level + 1.25) + (a.luk - 10) / 2 + (a.mat - 10) / 2 >= b.mmp + (b.agi - 10) / 2let roll = Math.randomInt(20)+1; roll = target.isStateAffected(insert_state_id_here) ? Math.max(roll, Math.randomInt(20)+1) : roll; roll += Math.round(0.25 * a.level + 1.25) + (a.luk - 10) / 2 + (a.mat - 10) / 2; let ac = b.mmp + (b.agi - 10) / 2; console.log("Roll is ", roll, " AC is ", ac); roll >= ac