RPG Maker MV

RPG Maker MV

F'Tagn Feb 20, 2019 @ 1:04pm
Critical Evasion (Fixed)
Hello. So, my issue today has to do with a boss character I'm designing. I want him to be immune to critical hits/critical damage and, unfortunately, I have failed to find out how to do that. I've been playing around with both the critical evasion Ex Parameter and Yanfly's Critical Control but to no avail.

For his Critical Evasion, I've set it to 100%, 200%, 500%, and even a 1000% but no change. The skill I've been testing this with has a 100% Critical Rate (thanks to Yanfly's Critical Control), and it has worked every time on the boss despite my efforts. Keep in mind, I have not changed the base engine's critical formula at all with Yanfly's Plugin, I've only given certain characters and skills higher critical rates.

Am I missing something obvious, am I doing something wrong, or is the skill I'm using just unable to be negated? If so, are there any other ways to make this boss immune to criticals? Any advice and/or help would be appreciated.
Last edited by F'Tagn; Feb 21, 2019 @ 12:01pm
< >
Showing 1-3 of 3 comments
Caethyril Feb 20, 2019 @ 11:29pm 
Yes, unfortunately the <Critical Rate: 100%> tag literally sets the skill's crit rate to 100% always, ignoring the CRI and CEV stats on attacker & defender. .-.

To get around that, try this notetag instead:
<Critical Rate Formula> rate = 1; // 100% rate *= 1 - target.cev; </Critical Rate Formula>
This will set the skill's basic crit rate to 1 (i.e. 100%), then adjust for the target's crit evasion. Any crit evasion of at least 100% will cause the target to evade the crit.

As-is, the above example will ignore any additional sources of CRI on the attacker, so even if their crit rate is debuffed, the skill will still have a base crit rate of 100%. If you want to account for buffs/debuffs, you could add it to the formula:
<Critical Rate Formula> rate = 1 + user.cri; rate *= 1 - target.cev; </Critical Rate Formula>
This way, if the attacker has a -50% crit rate debuff, the skill will only crit 50% of the time rather than 100%. Depends on how you want things to play out. :lunar2019piginablanket:

(Edit: if that doesn't work you may also want to double-check you have the requisite Damage Core plugin loading before Critical Control.)
Last edited by Caethyril; Feb 20, 2019 @ 11:32pm
F'Tagn Feb 21, 2019 @ 12:01pm 
Yup, that did the trick. I originally thought I was just gonna have to make each critical hit skill attack with a new element and make the boss immune to said new element but this is obviously much better. Thanks for the formula, Caethyril!
Caethyril Feb 21, 2019 @ 12:59pm 
You're welcome, happy RPG Making! =D
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Feb 20, 2019 @ 1:04pm
Posts: 3