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[转载发布] Allow Luk to affect Skill Variance.

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    2026-7-12 04:10
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    灌水之王

    发表于 5 天前 | 显示全部楼层 |阅读模式
    Lucky_Variance 1.0
    Forteller/Dark Confidant

    Introduction

    Hi Guys, this is my first plugin, its suppose to let you use luk(or any other param to alter the way variance works)

    What it does is simply lets say your battler has 20 Luck and you want it so for every 5 luck to get +2% variance, then with a skill that has 20% variance you will usually do somewhere between -20% to +20%, now with this plugin it would be  -12%to +20% which would make you hit for more damage on average. Also if you want you can turn off the variance ceiling and allow luck to push beyond the variance cap then with the same stats as before you could have -12% to +28%.

    Hopefully that all makes sense

    Features

    Alter the way variance is calculated based of batter params

    Enforce a variance cap or allow the stat to override variance

    Screenshots
    None

    How to Use
    Its Plug and Play

    although you cannot as of yet rename the file or it will break please be sure to name the plugin Lucky_Variance.js

    Demo
    Seems like overkill for this plugin
    Script

    [spoiler]  [/spoiler]

    // ------------------------------------------------// Lucky_Variance.js// ------------------------------------------------/*:*Plug and PLay Install****Note do not rename file* @plugindesc Allow LUK to Affect and other Stats to effect variance of skills* @author Dark Condiant** @param Variance_Adjustment* @desc The amount added or subtracted from the variance% before applying it to damage default: (this.subject().luk/5)*2* @default (this.subject().luk/5)*2** @param Variance_Ceiling* @desc Allow Stat to increase damage beyond the variance %?* @default false*/var alias_Variance_Handler = Game_Action.prototype.applyVariance;Game_Action.prototype.applyVariance = function (damage, variance) {    alias_Variance_Handler.call(damage, variance);      var parameters = PluginManager.parameters('Lucky_Variance');    var Evaltool = eval(parameters['Variance_Adjustment'] || (this.subject().luk/5)*2); var noceiling = String(parameters['Variance_Ceiling'] || "false"); var varint = Math.randomInt(variance* 2);    var finder = 0;    if (varint <= (varint / 2)+1){    finder+=varint;}    else {    finder-=varint;    finder+=variance;    }          finder += Evaltool;   if(noceiling=="false"){                if(finder>variance)    {              finder=variance}   }     var fixer = finder / 100;    var pumpfix = damage * fixer;           var newdamage = damage ;    damage += pumpfix;        return damage;};
    FAQ

    Cant think of anything  



    Credit and Thanks
    Dark Confidant

    Heartbreak61 -  for helping me fix my 1 major error

    Author's Notes
    Uhm Again hooray for me actually having something that work lol


    本贴来自国际rpgmaker官方论坛作者:forteller处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/allow-luk-to-affect-skill-variance.53500/

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