You can post plugin requests here. I may make the plugin if I can do so within an hour by hand.
Sounds doable, and like a good small request!
To clarify, which one would you prefer:
I haven’t looked at the code yet, so this is just in case either isn’t too complicated for a “sketch plugin”. It could make a difference in terms of side effects (like whether status effects are inflicted).
Yeah I'm only interested in the visuals. Fake is good. I just tested it and it works like a charm. Thanks a lot! The only difference between a true miss is the animation though. I didn't think about that. It's displaying the hit animation with the miss text. In case that's an easy fix you may consider making. But otherwise it works as intended. Thanks again.
In my test, it seemed to play the skill animation and then a miss/evade motion on the target.
I just tried changing Game_Action.prototype.executeDamage instead, but got the same result.
At least currently, it doesn’t look like something I’d be likely to figure out within an hour, so a ‘true miss’ implementation that doesn’t show the skill animation isn’t something I’ll attempt for now.
Edit: Typo.
Can you look into making a tiny (I hope) core patch that fixes the easily thousands of warning messages that show up in the console log when playing a browser build on itch.io, which read something like:
"The provided value 'undefined' is not a valid enum value of type CanvasTextAlign."
from Bitmap.drawText @ rpg_core.js:1348
Bitmap.drawText @ YEP_CoreEngine.js:1031
Window_Base.processNormalCharacter @ rpg_windows.js:327
Window_Base.processCharacter @ rpg_windows.js:319
Window_Message.updateMessage @ rpg_windows.js:4411
<snip>
and occur for every character of text written to the screen, except for the map name. I've seen this in both my own and other people's games.
So far, this seems to be working almost entirely as expected. Only thing I've seen is warnings of
The provided value '36' is not a valid enum value of type CanvasTextAlign.
which happens in the Equip screen 5 times each time a different Actor is displayed, apparently once for each equipment slot that's visible, or when the list of slots scrolls (my game has a 6th slot that's always empty for now). If you want a call stack, let me know.
There's also occasional "[Violation] 'requestAnimationFrame' handler took ###ms" with various values that I don't remember happening before.
But that's still immeasurably better than a warning for each text character sent to the screen.
THANK YOU!
A call stack would help, but a a 36 appearing there sounds like someone is calling drawText on Window_Base as if it was the method on Bitmap. The former doesn’t have a lineHeight parameter preceding align.
I’m pretty certain that this line here in Window_EquipSlot.prototype.drawItem is the culprit:

The bug is present in both MV and MZ, but fixed in the YEP_EquipCore.
You can just delete the , this.lineHeight() part there to fix this, but I’ll make plugin to auto-check that argument tomorrow, too.
Regarding ”[Violation] ‘requestAnimationFrame’ handler took ###ms”, that’s a performance warning with unspecific cause. It means something took too much time and caused a lag frame.
You can figure this one out using the profiler, but usually it’s just something like resource loading not running in parallel.