Critical Control
Features and How to Use
It's time to make that LUK stat less useless!
This plugin allows you to modify the critical hit rate formula across a global scale and for an individual skill/item scale.
Plugin: http://yanfly.moe/plugins/en/YEP_X_CriticalControl.js
Instructions
Introduction
This plugin requires YEP_DamageCore.
Make sure this plugin is located under YEP_DamageCore in the plugin list.
This plugin allows you to modify the critical hit rate formula across a global scale and for an individual skill/item scale.
Notetags
You may use these notetags to adjust various factors for critical success rates and critical damage adjustments.
Skill and Item Notetags:
<Critical Rate: x%>
This sets the skill/item’s critical hit rate to x%, ignoring any critical hit rate bonuses the user may have an ignoring any critical hit evasion bonuses the target may have.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Critical Rate: x.y>
This sets the skill/item’s critical hit rate to the float x.y, ignoring any critical hit rate bonuses the user may have an ignoring any critical hit evasion bonuses the target may have.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Critical Multiplier: x%>
This sets the skill/item’s critical damage multiplier as x% while still factoring in the user’s critical damage multiplier bonuses.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Critical Multiplier: x.y>
This sets the skill/item’s critical damage multiplier as x.y while still factoring in the user’s critical damage multiplier bonuses.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Flat Critical: x% stat>
Increases the skill/item’s flat critical bonus by x% of ‘stat’. Replace ‘stat’ with ‘hp’, ‘mp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. Using multiple instances of this notetag will override the previous.
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Critical Multiplier: +x%>
<Critical Multiplier: -x%>
Alters the damage of a critical hit by x% for this actor, class, enemy, weapon, armor, or state. This is an additive trait.
<Flat Critical: +x>
<Flat Critical: -x>
Alters the damage of a critical hit by +x or -x for this actor, class, enemy, weapon, armor, or state. This is an additive trait.
<Certain Hit Critical Rate: +x%>
<Certain Hit Critical Rate: -x%>
Alters the critical hit critical rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait.
<Physical Critical Rate: +x%>
<Physical Critical Rate: -x%>
Alters the physical critical rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait.
<Magical Critical Rate: +x%>
<Magical Critical Rate: -x%>
Alters the magical critical rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait.
Lunatic Mode – Critical Formulas
For those with a bit of JavaScript experience, you can create more in-depth formulas for critical hits for individual skills.
Skill and Item Notetags:
<Critical Rate Formula>
rate = user.cri + 0.2;
rate -= 1 – target.cev;
</Critical Rate Formula>
This adjusts the critical hit success rate for the skill/item. You can use multiplie lines to write out the formula, and ‘rate’ will be the success rate used to determine the skill’s critical success rate.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Critical Multiplier Formula>
value *= 3.0 + bonus;
value *= $gameVariables.value(1) * 0.01;
</Critical Multiplier Formula>
This adjusts the critical multiplier formula for the skill/item. You can use multiple lines to write out the formula, and ‘value’ will be the amount of damage adjusted for the critical multiplier.
*Note: Using this tag sets the skill/item to enable Critical Hits.
<Flat Critical Formula>
value += 1.5 * user.luk + bonus;
value -= 0.75 * target.luk;
</Flat Critical Formula>
This adjusts the flat critical formula for the skill/item if you wish for there to be one. This is primarily used for a flat increase in critical damage and is usually applied after all other applied multipliers.
*Note: Remember to use a negative number for heals.
*Note: Using this tag sets the skill/item to enable Critical Hits.
Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands
If you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences.
CRITICAL MULTIPLIER: x%
CRITICAL MULTIPLIER: x.y
CRITICAL MULTIPLIER: VARIABLE x
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This changes the critical multiplier for the skill/item until the end of the action sequence. This will only take effect if there is a critical hit. If you use a variable, it is treated as a percentage.
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Usage Example: critical multiplier: 50%
critical multiplier: 8.667
critical multiplier: variable 3
FLAT CRITICAL: +x
FLAT CRITICAL: -x
FLAT CRITICAL: VARIABLE x
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This changes the flat critical increase for the skill/item until the end of the action sequence. This will only take effect if there is a critical hit. This will automatically adjust for damage or healing.
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Usage Example: flat critical: +100
flat critical: -250
flat critical: variable 3
FORCE CRITICAL
FORCE NO CRITICAL
NORMAL CRITICAL
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This forces the following action effects in the action sequence to either always be a critical hit or not a critical hit ignoring all other factors. Using ‘normal critical’ will reduce the following action effects to use the regular critical hit rate calculation.
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Usage Example: force critical
force no critical
normal critical