
And I changed the hit mechanics. The number on the right (%) is the hit chance of hitting/critting/evading, and the number on the left (@) is the number of attempts it makes.
Of course, by 'number of attempts', I don't mean hitting more times than once a turn in a normal attack (this would be OP as fuck). I mean that it just calculates it that many times, and takes the best result.
So for CRT's [ 5 chances @ 10% ], it would calculate for the lowest conflicting [rand(100)], and take the lowest of 5 of these random numbers.