To turn attacks that would miss into gauranteed hits:
First, if you haven't, read back to Fire Emblem calculations as it's required:
#2,934
YEP_BuffStatesCore (Passive States)
----------------------
Code:<Custom Action Start Effect>
var action = user.currentAction();
if (action && action.isSkill()) {
user._divinePulseSkill = Math.randomInt(100) + 1;
user._divinePulseActivation = Math.min(user.luk, 50);
}
</Custom Action Start Effect>
<Custom Conclude Effect>
if (this.isSkill()) {
user._divinePulseSkill = Math.randomInt(100) + 1;
user._divinePulseActivation = Math.min(user.luk, 50);
}
</Custom Conclude Effect>
<Custom Action End Effect>
user._divinePulseSkill = undefined;
user._divinePulseActivation = undefined;
</Custom Action End Effect>
YEP_X_ActionSequences
--------------------------
Code:<setup action>
eval: user._hitChanceRoll = Math.randomInt(100) + 1;
if (user._hitChanceRoll <= user._hitChance)
eval: user._crtChanceRoll = Math.randomInt(100) + 1;
//Divine Pulse Effect if attack is missed
else if (user.isStateAffected(x) && user._divinePulseSkill <= user._divinePulseActivation)
eval: user._crtChanceRoll = Math.randomInt(100) + 1;
animation x: user
wait for animation
wait: 2
end
if (user._crtChanceRoll <= user._crtChance)
animation x: user
wait for animation
wait: 2
end
</setup action>
YEP_HitAccuracy
-------------------
The Divine Pulse code has to be placed first before anything else.
User Hit:
Code:$gameSwitches.value(x) === true && user.isStateAffected(x) && user._divinePulseSkill <= user._divinePulseActivation ? 1.00 : $gameSwitches.value(x) === true && user._hitChanceRoll <= user._hitChance ? 1.00 : $gameSwitches.value(x) === true && user._hitChanceRoll > user._hitChance ? 0.00 : user.hit
Target Evade:
Code:$gameSwitches.value(x) === true && user.isStateAffected(x) && user._divinePulseSkill <= user._divinePulseActivation ? 0.00 : $gameSwitches.value(x) === true && user._hitChanceRoll <= user._hitChance ? 0.00 : $gameSwitches.value(x) === true && user._hitChanceRoll > user._hitChance ? 1.00 : target.eva
Want to really test it out? Give your actors the passive state (change the "DivinePulseActivation" to 100) and give enemies 1000 Evade.
You're definitely going to be hitting enemies with 0 Hit Rates (displayed hit rates).