[RM2K3] CRITICAL DAMAGE MODIFIER (DYN RPG)
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Hello,
I would like to change the critical hit damage of 2k3. Is it possible with DynRPG?
Right now, I think the critical damage is 300% of a normal attack and I want to lower that.
Thanks!
I would like to change the critical hit damage of 2k3. Is it possible with DynRPG?
Right now, I think the critical damage is 300% of a normal attack and I want to lower that.
Thanks!
I've never tried it, but this could be for you.
https://github.com/CortiWins/CortiCustomCrit
https://github.com/CortiWins/CortiCustomCrit
So, years passed and I finally was able to test it in my project.
Followed the read me file but ultimately it didn't change a thing. I may have missed something.
I tried to contact Corti (the creator of the plugin) with a private message here last month, but he seems to be away since a long time.
Does anyone ever tried this plugin and made it work?
Followed the read me file but ultimately it didn't change a thing. I may have missed something.
I tried to contact Corti (the creator of the plugin) with a private message here last month, but he seems to be away since a long time.
Does anyone ever tried this plugin and made it work?
Hello,
I read the informations for your plugin and it doesn't modify the default value of the critical hit damage, but the chance of inflicting a critical hit with a skill, using different stats as a base for calculating damage than attack.
However, you might find a clue in the DynRPG documentation :
I read the informations for your plugin and it doesn't modify the default value of the critical hit damage, but the chance of inflicting a critical hit with a skill, using different stats as a base for calculating damage than attack.
However, you might find a clue in the DynRPG documentation :
int RPG::Battler::getAttackPower ( RPG::Battler * target )Maybe you can modify directly this value in the Dyn files ?
Built-in RM2k3 function that returns the strength of an attack (not the final attack value) Rough formula (a lot still not taken into account): if (critical hit) atk*3, else if (charge up) atk*2.
Parameters
target the target Battler of the attack
Returns
The damage value (again, not final!)
Definition at line 297 of file Battler.h.
Hello, I think the plugin does that but can also modify the basic attack ratio/damage for critical hits (this is what I want).
From the readme file:
And thank you but I don't understand how this documentation file should be used. :s
From the readme file:
*******************************************************************
* Using the plugin
*******************************************************************
Implements the possibility to deal critical strikes with attacks and skills in a way that is more flexible than the rpg makers own crit calculations.
And thank you but I don't understand how this documentation file should be used. :s
I guess your best guess would be to ask Cherry himself. I would think you could either modify the Dyn files to have the ration you want, either create a SDK plugin to dot that, using the syntax.
For the Corti plugin, most default configuration look to be in DynRPG.ini. Sorry I can't help more about finding the default ratio in the source code (
For the Corti plugin, most default configuration look to be in DynRPG.ini. Sorry I can't help more about finding the default ratio in the source code (
A work around would be to set all critical chances to zero that you want to change. So if you only want to control your hero attacks and you want to leave enemies critical damage alone, only have your hero+equipment critical chance be zero.
Then program all critical chance and damages using variables, call events, etc in battle. The more complex you want this to be, the more of a pain in the butt and time consuming it will be.
Then program all critical chance and damages using variables, call events, etc in battle. The more complex you want this to be, the more of a pain in the butt and time consuming it will be.
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