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[JAVASCRIPT] 
exploit for fear and hunger termina:100% crit rate and 9999 damage upon hitting npc
paste this to line 1646 of "game_objects.js" from the js folder then copy paste this until line 1748 (this doesnt effect doors since you can't crit doors)


Game_Action.prototype.apply = function(target) {
    var result = target.result();
    this.subject().clearResult();
    result.clear();
    result.used = this.testApply(target);
    result.missed = (result.used && Math.random() >= this.itemHit(target));
    result.evaded = (!result.missed && Math.random() < this.itemEva(target));
    result.physical = this.isPhysical();
    result.drain = this.isDrain();
    if (result.isHit()) {
        if (this.item().damage.type > 0) {
            result.critical = 0 < this.itemCri(target);
            var value = this.makeDamageValue(target, result.critical);
            this.executeDamage(target, value);
        }
        this.item().effects.forEach(function(effect) {
            this.applyItemEffect(target, effect);
        }, this);
        this.applyItemUserEffect(target);
    }
};
Game_Action.prototype.makeDamageValue = function(target, critical) {
    var item = this.item();
    var baseValue = this.evalDamageFormula(target);
    var value = baseValue * this.calcElementRate(target);
    if (this.isPhysical()) {
        value *= target.pdr;
    }
    if (this.isMagical()) {
        value *= target.mdr;
    }
    if (baseValue < 0) {
        value *= target.rec;
    }
    if (critical) {
        value = this.applyCritical(value);
    }
    value = this.applyVariance(value, item.damage.variance);
    value = this.applyGuard(value, target);
    value = Math.round(value);
    return value;
};
Game_Action.prototype.evalDamageFormula = function(target) {
    try {
        var item = this.item();
        var a = this.subject();
        var b = target;
        var v = $gameVariables._data;
        var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);
        var value = Math.max(eval(item.damage.formula), 0) * sign;
        if (isNaN(value)) value = 0;
        return value;
    } catch (e) {
        return 0;
    }
};
Game_Action.prototype.calcElementRate = function(target) {
    if (this.item().damage.elementId < 0) {
        return this.elementsMaxRate(target, this.subject().attackElements());
    } else {
        return target.elementRate(this.item().damage.elementId);
    }
};
Game_Action.prototype.elementsMaxRate = function(target, elements) {
    if (elements.length > 0) {
        return Math.max.apply(null, elements.map(function(elementId) {
            return target.elementRate(elementId);
        }, this));
    } else {
        return 1;
    }
};
Game_Action.prototype.applyCritical = function(damage) {
    return damage * 10000000000000000000000000;
};
Game_Action.prototype.applyVariance = function(damage, variance) {
    var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0));
    var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;
    return damage >= 0 ? damage + v : damage - v;
};
Game_Action.prototype.applyGuard = function(damage, target) {
    return damage / (damage > 0 && target.isGuard() ? 2 * target.grd : 1);
};
Game_Action.prototype.executeDamage = function(target, value) {
    var result = target.result();
    if (value === 0) {
        result.critical = true;
    }
    if (this.isHpEffect()) {
        this.executeHpDamage(target, value);
    }
    if (this.isMpEffect()) {
        this.executeMpDamage(target, value);
    }
};
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