Can someone edit this to include whoever has a specific state, as well? 

  #Critical Effects and Multipliers #----------# #Features: Provides the ability to tweak the damage modifier of critical hits for #   skills, weapons, classes, actors, and monsters, as well as determining #   if they apply specific states (i.e critical hit means instant death) # #Usage: Place any of the following into the note boxes of skills, weapons #   classes, actors, or monsters: #   <crit multiplier [multiplier]>   # - [multiplier] is the percent difference in damage, can be any number #   <crit state[#] [state id]> # - [#] is 1-4, allowing one notebox to apply 4 states # - [state id] is the id# of the state to be applied # #Examples: <crit multiplier 1000> #   <crit state1 2> #   <crit state2 6> # #Game hangs or freezes up? Check the noteboxes related to last used skill for # a missing ">" #----------# #-- Script by: V.M of D.T #--- Free to use in any project with credit given class Game_Battler   alias crit_effect_make_damage_value make_damage_value   alias crit_effect_execute_damage execute_damage   alias crit_apply_critical apply_critical   def make_damage_value(user, item) @crit_item = item @crit_target = user crit_effect_make_damage_value(user, item)   end   def apply_critical(damage) damage = crit_apply_critical(damage) damage = apply_actor_multiplier(damage) damage = apply_class_multiplier(damage) damage = apply_weapon_multiplier(damage) if @crit_item.physical? damage = apply_skill_multiplier(damage)   end   def execute_damage(user) crit_effect_execute_damage(user) crit_apply_state if @result.critical   end   def apply_multiplier(note, start, damage) ends = start while ends != "banana"  if note[ends] == ">" or note[ends] == '\n' then break end  ends += 1 end ends -= 1 damage * (1 + (note[start..ends].to_f / 100.0))   end   def apply_skill_multiplier(damage) note = $data_skills[self.attack_skill_id].note if note.index('<crit multiplier') == nil then return damage end start = note.index('<crit multiplier') + 17 apply_multiplier(note, start, damage)   end   def apply_actor_multiplier(damage) if @crit_target.is_a?(Game_Actor)  note = $data_actors[@crit_target.id].note else  note = $data_enemies[@crit_target.enemy_id].note end if note.index('<crit multiplier') == nil then return damage end start = note.index('<crit multiplier') + 17 apply_multiplier(note, start, damage)   end   def apply_class_multiplier(damage) if @crit_target.is_a?(Game_Actor)  note = $data_classes[@crit_target.class_id].note  if note.index('<crit multiplier') == nil then return damage end  start = note.index('<crit multiplier') + 17  apply_multiplier(note, start, damage) else  damage end   end   def apply_weapon_multiplier(damage) if @crit_target.is_a?(Game_Actor)  if @crit_target.equips[0] != nil       note = $data_weapons[@crit_target.equips[0].id].note     else       note = ""     end  if note.index('<crit multiplier') == nil then return damage end  start = note.index('<crit multiplier') + 17  apply_multiplier(note, start, damage) else  damage end   end   def crit_apply_state @states_apply = [] note = $data_skills[self.attack_skill_id].note push_apply_states(note) if @crit_target.is_a?(Game_Actor)  note = $data_actors[@crit_target.id].note else  note = $data_enemies[@crit_target.enemy_id].note end push_apply_states(note) if @crit_target.is_a?(Game_Actor)  note = $data_classes[@crit_target.class_id].note  push_apply_states(note) end if @crit_target.is_a?(Game_Actor)     if @crit_target.equips[0] != nil       note = $data_weapons[@crit_target.equips[0].id].note     else       note = ""     end  push_apply_states(note) end for i in @states_apply  self.add_state(i) end   end   def push_apply_states(note) for i in Range.new(1,5)  if note.index('<crit state' + i.to_s) != nil get_start_end(note, i) @states_apply.push(note[@start..@ends].to_i)  end end   end   def get_start_end(note, i) start = note.index('<crit state' + i.to_s) + 13 ends = start while ends != "banana"  if note[ends] == ">" or note[ends] == "\n" then break end  ends += 1 end @start = start @ends = ends - 1   end end