I'll also take a look though chances of me finding it in the script will be not likly but I can still attempt
*after looking*
I am not sure what to change but I have a few guesses of where that would be located >.>
Game_Battler3
#--------------------------------------------------------------------------
# ? ?????????
# attacker : ??? (????)
#--------------------------------------------------------------------------
def attack_effect(attacker)
# ?????????????
self.critical = false
# ??????
hit_result = (rand(100) < attacker.hit)
# ?????
if hit_result == true
# ?????????
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
# ????
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
# ????????????
if self.damage > 0
# ????????
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
# ????
if self.guarding?
self.damage /= 2
end
end
# ??
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# ??????
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# ?????
if hit_result == true
# ????????
remove_states_shock
# HP ?????????
self.hp -= self.damage
# ??????
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
# ?????
else
# ????? "Miss" ???
self.damage = "Miss"
# ?????????????
self.critical = false
end
# ??????
return true
end
Sprite_battler
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
and It might be located in the following other skripts
Scean_battle 1
Scean_battle 2
Scean_battle 3
Scean_battle 4
there I looked and I tried >.> I hope this helps someone that knows more than I about skripts