maybe a few hints for criticals
chance to crit:
$D0/CACA A9 00 00 LDA #$0000 A:0000 X:0DE0 Y:00F2 P:envmxdiZC <- determines critical chance
$D0/CACD C8 INY A:0000 X:0DE0 Y:00F2 P:envmxdiZC
$D0/CACE 85 1A STA $1A [$00:0D1A] A:0000 X:0DE0 Y:00F3 P:envmxdizC
$D0/CAD0 A2 E3 00 LDX #$00E3 A:0000 X:0DE0 Y:00F3 P:envmxdizC
$D0/CAD3 20 10 D9 JSR $D910 [$D0:D910] A:0000 X:00E3 Y:00F3 P:envmxdizC
$D0/CAD6 85 1C STA $1C [$00:0D1C] A:0010 X:FB43 Y:00F3 P:envmxdizC
$D0/CAD8 A9 65 00 LDA #$0065 A:0010 X:FB43 Y:00F3 P:envmxdizC
$D0/CADB 22 20 06 C0 JSL $C00620[$C0:0620] A:0065 X:FB43 Y:00F3 P:envmxdizC <- produces a random number and loads to A
$D0/CADF C5 1A CMP $1A [$00:0D1A] A:0029 X:000C Y:000B P:envmxdizC <- $1A is still #$0000
$D0/CAE1 B0 18 BCS $18 [$CAFB] A:0029 X:000C Y:000B P:envmxdizC
$D0/CAFB A5 1C LDA $1C [$00:0D1C] A:0029 X:000C Y:000B P:envmxdizC
$2A holds the current attackers "base" offset, e.g. F060
$34 holds the current targets "base" offset, e.g. F0F0
don't ask me why for the attacker they start at 60 but for the target at F0
critical damage is same as Lv1 tech damage (+50% attack)
otherwise check around $D0/CAE3 to modify
maybe you wanna modify energy ball too, 50% crit rate is a bit much
$D0/E580 A0 52 00 LDY #$0052 A:4032 X:0002 Y:0007 P:envMxdizc
$D0/E583 91 34 STA ($34),y[$7F:EE42] A:4032 X:0002 Y:0052 P:envMxdizc