Mana Shield

Alistair

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Fixed. Thanks for pointing that out.

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Plugin Updated to V1.03:

- Added the Cap Notetag Values Parameter

- Added the Hide MP Popups Parameter
- Fixed Parameter Handling
- You may now use split to split damage between HP and TP.
- You may now use the new notetag <ms_dissolve_x:y> to make a state disappear
  if the battler afflicted with it has y x
  (y being any number, x being HP, MP or TP) or less
- Fixed unneccessary MP Damage Popups

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Maus Merryjest

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Interestingly enough, this new version doesn't seem to work for me at all. At one point I disabled all other plugins except this one, saved (obviously) and tested it... yet not a single one of the properties worked correctly outside of absorb. At 100, all damage is absorbed, yes, but any other settings- splitting, reducing, etc, cause zero damage to MP, it all goes to HP.
 

Alistair

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Now that is very weird. It works perfectly fine for me.

Are you sure nothing went wrong whilst updating?

Some notetags have changed, for example split. So <ms_split:x> is no longer possible but instead you'll have to

use <ms_split_MP:x> or <ms_split_TP:x>.

Try redownloading it and don't forget to double click the Plugin (so that the Box comes up) in the Plugin Manager so that it overwrites the old one.

Simply putting the plugin into the plugins folder, saving and testing won't work without refreshing the plugin in the Manager.
 

PlatypusOfDoom

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Awesome plugin! I'll be sure to use this one. Thanks for your hard work with the updates.

Would it be possible to adjust the rate at which the MP/TP is drained when it absorbs damage? For instance, would you be able to have each point of MP/TP absorb X points of damage instead of the current 1:1 ratio?

An Example: An attack deals 100 damage. You have a mana shield that is set to split damage between HP/MP at a 50% rate. Normally, 50 damage would go to HP and 50 to MP. However, in games where character's HP isn't somewhat equivalent to their MP, that may drain them very quickly. The same applies to TP in most cases, since it often capped out at 100 usually. If you were able to set it to a variable ratio of HP damage to MP/TP drained, then it could be tailored to the situation. For instance, If the shield in the above example were set to a 5:1 absorption proportion at the same 50% split rate, it would instead result in 50 points of HP damage and 10 points of MP damage.

Thanks again! :)
 

Maus Merryjest

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Aha, you are right, it was the plugin manager not overwriting the older version! darnit, MV XD I'm still getting used to its quirks. Solid plugin!
 

Alistair

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Plugin Updated to V 1.04:

- Added the Default MP Ratio Parameter
- Added the Default TP Ratio Parameter
- Added Notetags to change the MP/TP Ratio
- Recovery Rate (rec) will now be considered when using Replenish HP
- Recovery Rate (rec) will now be considered when using Replenish MP
- TP Charge Rate (tcr) will now be considered when using Replenish TP
- If an ignore tag applies in battle, TP damage will now be ignored as well

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Maus Merryjest

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The log had this message concerning this new version:

/C:/Users/Merryjest/Documents/Games/Grinners%20&%20Losers%20Working/js/plugins/AP_ManaShield.js:243 Uncaught SyntaxError: Unexpected token ;

 

I think it may not be working right now. But I am going to do the whole refresh over and over to make sure.

 

EDIT: It's not working for me now, I'm not sure about others. 
 
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Alistair

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Whoops. Forgot a bracket. Should be fine now. Please redownload.
 

Alistair

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----------------------------------------------------------------------------------

Plugin Updated to V 1.05:

- Fixed value rounding

- Compatibility with YEP_DamageCore

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DamageCore is pretty large so in case you find Compatibility issues report them to me.

EDIT

Actually, Updated to V1.06. No changes to the actual plugin. Just rewrote some code.
If you plan on using both my Mana Shield Plugin and Zombie/Vampiric State Plugin be sure to update the Mana Shield Plugin.
The new code is required to work together with my new Plugin.
 
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PlatypusOfDoom

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Hi again,

Really been enjoying the plugin so far! Would there be any chance at compatibility with Maliki's ElementsEX? It looks like both of these alter makeDamageValue so I'm not sure how possible it would be to get them to function together. Any thoughts? :)
 

lohenien

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So I'm confused by this plugin's use. You have the base notetags that let you add a mana shield effect and you have a ratio of mana to hp, but from just reading they dont seem to interact with each other.  Is there some kind of default tag that uses the ratio or am I missing something ?

*edit*

Ok so I'm seeing the ratio only being effective when using the split tag, is that the intended way for it to work?
 
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Riff

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Hello. Thanks for the useful plugin! One notetag caught my attention though.

"<ms_reduce:x>

Will reduce incoming damage by x.

Example: <ms_reduce:30>. 160 Damage will be reduced by 30 => 130 Damage."

Is it possible to make x dynamic? Like let's say a Priest uses a spell that bestow a shield that can block out (a.mat*8+b.mat*2) damage. Using formula to define the shield strength (or hp). And if there is a stronger shield bestowed onto the actor with an existing shield, it will remove the old shield (or just stack on top).
 

Alistair

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Hi again,

Really been enjoying the plugin so far! Would there be any chance at compatibility with Maliki's ElementsEX? It looks like both of these alter makeDamageValue so I'm not sure how possible it would be to get them to function together. Any thoughts? :)
Technically it's possible for almost all things to work together if someone spends the time to do it.

I can take a look at it but I normally only do compatibility updates for Yanfly's plugins.

So I'm confused by this plugin's use. You have the base notetags that let you add a mana shield effect and you have a ratio of mana to hp, but from just reading they dont seem to interact with each other.  Is there some kind of default tag that uses the ratio or am I missing something ?

*edit*

Ok so I'm seeing the ratio only being effective when using the split tag, is that the intended way for it to work?
@Pre-Edit:

There's not much you have to do besides using any notetag in a notebox (e.g. <ms_absorb:20> or <ms_reduce:155>).

The HP/MP Ratio thing is optional. By default 1 point of MP equals 1 point of HP in value. The thing is that some people use very low/high MP values in their

games, thus needing a different scaling option where 1 point of MP does not equal 1 point of HP in value.

@Post-Edit:

I found split to be the only reasonable shield type to use the Ratio thing since all the other shield types only alter the incoming damage value in some way. Unless you can explain to me how for example an absorb shield could possibly use a HP/MP ratio?

Hello. Thanks for the useful plugin! One notetag caught my attention though.

"<ms_reduce:x>

Will reduce incoming damage by x.

Example: <ms_reduce:30>. 160 Damage will be reduced by 30 => 130 Damage."

Is it possible to make x dynamic? Like let's say a Priest uses a spell that bestow a shield that can block out (a.mat*8+b.mat*2) damage. Using formula to define the shield strength (or hp). And if there is a stronger shield bestowed onto the actor with an existing shield, it will remove the old shield (or just stack on top).
That's possible. I'll see if I can find some time to implement it.
 
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Riff

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That's possible. I'll see if I can find some time to implement it.
Cool. Will keep checking this topic for updates. Looking forward to it! :)
 

lohenien

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@Post-Edit:

I found split to be the only reasonable shield type to use the Ratio thing since all the other shield types only alter the incoming damage value in some way. Unless you can explain to me how for example an absorb shield could possibly use a HP/MP ratio?
 Well with absorb, you basically use split with a ratio of 0 mp to x% hp so you wouldnt need to alter absorb since split covers that effect. However with reduce you could make it apply a ratio effect where each mp reduces X amount and then add an mp limit so you could have something like <dynamic_reduce:X,Y> where Y is the limit of mp used and each point of mp used reduces X amount base on the ratio settings.
 

Omnimental

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Sweet, I've been looking for something like this!
 

omen613

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Nice plugin. I'll put it to good use.

***Edit***

So how would I tag a state that makes TP absorb damage first before HP without splitting the damage? I can't seem to make it work.

Like lets say I have 50 TP and get hit for 200 DMG.

50 TP absorbs the first 50 DMG

Then HP takes the last 150 DMG.
 
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Alistair

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 Well with absorb, you basically use split with a ratio of 0 mp to x% hp so you wouldnt need to alter absorb since split covers that effect. However with reduce you could make it apply a ratio effect where each mp reduces X amount and then add an mp limit so you could have something like <dynamic_reduce:X,Y> where Y is the limit of mp used and each point of mp used reduces X amount base on the ratio settings.
Reduce doesn't alter MP though. The only option where MP or TP are involved is Split.

I think I understand what you mean and I can look into it.

Nice plugin. I'll put it to good use.

***Edit***

So how would I tag a state that makes TP absorb damage first before HP without splitting the damage? I can't seem to make it work.

Like lets say I have 50 TP and get hit for 200 DMG.

50 TP absorbs the first 50 DMG

Then HP takes the last 150 DMG.
That sounds like <ms_split_TP:100> what you have there.

This notetag will try to make your TP absorb all the incoming damage. If you don't have enough TP the remaining damage will go to HP as usual.
 
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omen613

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That sounds like <ms_split_TP:100> what you have there.

This notetag will try to make your TP absorb all the incoming damage. If you don't have enough TP the remaining damage will go to HP as usual.
Thank you!
 

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