10-13-2024, 08:41 PM
(This post was last modified: 10-13-2024, 08:45 PM by DerVVulfman.)
Vic had this issue with working on things, but then didn't go back to account for ... possibilities... after an upgrade. He likely didn't touch this script after upgrading ACBS to its current state.
NOW!!!.... let's look at the section... 331 you said?
Ah, I see. Well, this section gives the attacker an extra "oomph" to his critical hit rate. But he didn't account that the Equipment set didn't GIVE any bonus... aka, the @set_crt value being 'nil'.
We can change this method like so:
Its annoying, patching a patch. But it needed to be done since it likely wasn't updated or considered. And I felt, this was the easiest fix with the easiest explanation of what's going on.
FOR the record, look further down for THIS set of code
Change it to THIS:
This bit handles the chance of evading a critical hit, and again.... needs to be patched.
While playtesting, these two methods were the only ones that I ran into with issues. I didn't run into any others that gave me problems. BUT, if the others run into 'nil' issues, the fix is pretty simple in design.
NOW!!!.... let's look at the section... 331 you said?
Code:
#--------------------------------------------------------------------------
# * Get Critical Hit Rate
#--------------------------------------------------------------------------
alias crt_equiset crt
def crt
return crt_equiset + @set_crt
end
Ah, I see. Well, this section gives the attacker an extra "oomph" to his critical hit rate. But he didn't account that the Equipment set didn't GIVE any bonus... aka, the @set_crt value being 'nil'.
We can change this method like so:
Code:
#--------------------------------------------------------------------------
# * Get Critical Hit Rate
#--------------------------------------------------------------------------
alias crt_equiset crt
def crt
value = crt_equiset
value += @set_crt unless @set_crt.nil?
return value
end
- Now here, we just 'snag' the already calculated critical hit damage, and store it into a value (suitably named 'value')(line 1)
- Then we ONLY add the @set_crt value to it if the @set_crt value isn't nil (line 2)
- And finally, we return that 'value' it so desired (line 3)
Its annoying, patching a patch. But it needed to be done since it likely wasn't updated or considered. And I felt, this was the easiest fix with the easiest explanation of what's going on.
FOR the record, look further down for THIS set of code
Code:
#--------------------------------------------------------------------------
# * Get Critical Hit Evasion Rate
#--------------------------------------------------------------------------
alias rcrt_equiset rcrt
def rcrt
return rcrt_equiset + @set_rcrt
end
Change it to THIS:
Code:
#--------------------------------------------------------------------------
# * Get Critical Hit Evasion Rate
#--------------------------------------------------------------------------
alias rcrt_equiset rcrt
def rcrt
value = rcrt_equiset
value += @set_rcrt unless @set_rcrt.nil?
return value
end
This bit handles the chance of evading a critical hit, and again.... needs to be patched.
While playtesting, these two methods were the only ones that I ran into with issues. I didn't run into any others that gave me problems. BUT, if the others run into 'nil' issues, the fix is pretty simple in design.